• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Visualise ADE GPs?

GHD

Messages
12,243
Country
england
Is there any way to import (visualise) compiled GP bgls?

I can disassemble it to sca but that is as far as I can get.
 
Messages
5,214
Use MCX. The FS9.bgl will probably have several sub "mdl"'s for each of the layers that were attributed to the GP's. You can export them individually as FSX mdl's or merge them into one new FSX mdl or bgl. In all cases MCX visualizes each part so I do not quite understand your problem.
 

GHD

Messages
12,243
Country
england
The problem is that the MCX display is too small.

There are three objects in the file, each with different GUIDs.

Can I export them as a single object correctly positioned?
 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Messages
32,859
Country
netherlands
Yes, with the scene builder tool you can combine different objects into one scene.
 
Messages
7,450
Country
us-illinois
Hi Arno:

I am familiar with the feature set available in the MCX Ground Polygon Wizard for optimal import of 'single' flat 3D G-Poly objects within the non-MDL format of a SCASM-compiled BGL and/or a de-compiled SCASM BGL in *.SCA source code file format.

But I am curious: in this type of multi-object scenario, would you suggest first importing the file containing multiple G-Poly objects in MCX 'normal' mode to use the 'Scene Builder' option, then export to a particular 3D file format ...prior to a final import of the consolidated "scene" via MCX G-Poly Wizard ? :scratchch

Thanks for any further clarification of a recommended work-flow. :)

GaryGB
 
Last edited:

gadgets

Resource contributor
Messages
9,388
Country
ca-britishcolumbia
George, do the .sca file contents look anything like an .asm_0 file? If so, ADE-GP may import and recover enough of it to be useful.

Don
 

GHD

Messages
12,243
Country
england
George, do the .sca file contents look anything like an .asm_0 file? If so, ADE-GP may import and recover enough of it to be useful.

Don
I have no idea:

Code:
; LatRange(  N50:25:49.23  N50:27:12.16 )
; ----------------------------------------
; ----------------------------------------
; Object # 1, offset: 0x000A size: 1140 bytes (0x0474)
;; Lat: 00055886Ch Lon: 0FC729B60h
; ----------------------------------------
Area( C N50:26:25.90 W004:59:43.60 100 )
    IfVarRange( :L000028 0346 2 32767 )
    LayerCall( :L000034 39 )
:L000028
    Jump32( : )
:L00002E
; unreachable code, possibly data area
    Dbx( 88 00 30 04 00 00  )
:L000034
    RefPoint( rel :L00002E  0.50 N50:26:25.90 W004:59:43.60
        V1= 10000 V2= 375 )
    BGLVersion( 0800 )
    TextureList( 0
        1 FF 255 255 255
        GP_ND_TEXTURES-3.BMP ; texture 0
    )
    MaterialList( 0
            ; material 0
        1.000 1.000 1.000 1.000 ; diffuse color
        0.392 0.392 0.392 1.000 ; ambient color
        0.000 0.000 0.000 1.000 ; specular color
        0.000 0.000 0.000 1.000 ; emissive color
        0.000 ; specular power
    )
    VertexList( 0
        -622.182 0.000 -132.920 0.000 1.000 0.000 0.655 0.880 ; vertex 0
""
""
""
 

gadgets

Resource contributor
Messages
9,388
Country
ca-britishcolumbia
We can safely say it does not resemble a _0.asm file for the same GPs.

Don
 

gadgets

Resource contributor
Messages
9,388
Country
ca-britishcolumbia
George, I assume this file is meant for me. I can't work backwards from .bgl, I need the .ad4 file in order to see what's in it. Further, it's not clear "how we got here". This is the first mention of a "file which will not display in FSX nor P3D V4".

I'm going out for a while so won't be able to respond further until later.

Don
 
Top