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XML code for Geo-Locked Objects?

Hi,

Thanks Jim, it does indeed appear to be the case. BTW, the changed header information consist of 6 groups of 3 bytes of data each. Degrees, minutes, and seconds of a lat and long?

EDIT: I guess not. The FSX boston.bgl file appears to have at least 7 groups of 3 bytes each...
 
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I am also looking at the header. Is it the Orlando.bgl with the model mdl's where you see the difference?

EDIT-------------------

I did not see your last post FS9/FSX so I now know what you are seeing.
 
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Hi,

Yes. I see this header in at least the orlando and boston BGL files present in the NAME/scenery folder in FS9 and FSX. I assume it is in other city BGL files as well.
 
I did a Hex for Orlando and the compiled bgl header shows different data then the MSN stock bgl. My findings are the same as yours

Stock bgl

01029219380000000000000000000000031805080100000068360800693608006A3608006B360800C0360800C13608

Compiled bgl

010292193800000060DCAB066ABFD10103180508010000000200000000000000000000000000000000000000000000
 
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Now, all we have to do is see if we can make some sense of the additional data in the header. Otherwise the files are identical. (I've done a byte-by-byte comparison).

Don
 
I was hoping someone could do that. :)

The bytes look odd to me, but I'm not used to looking at compiled files. The first byte of the 3 in each group is different, while the second byte is the same in a given file, but different between files. The third is the same in all 3 files I've looked at.
 
I'll be doing that today.

Don

EDIT: Some of the numbers are definitely latitude. Once I figure out the scaling, I suspect they I'll find they will reflect the FS data, i.e., max/min lat/lon.

Incidentally, if there's an airport in the mix, those numbers are placed there by the current FS9 compiler. Some of them (but perhaps not all.

I'm making progress.

BTW, the other good news is that, since those spaces are reserved, if we can decode the numbers, we can "manufacture" and include them if desired and perhaps make processing more efficient.

Don
 
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Thanks Don for your help. It would be nice to make library files limited to a certain area, if for nothing else it removes them from the Instant Scenery listing when no objects should be used at other airports anyway.
 
Found this document: http://www.fsdeveloper.com/wiki/index.php?title=BGL_File_Format#How_are_the_header_QMIDs_computed.3F. It would appear we are not the first to delve into the topic. (I presume Arno is the author.)

Now that I know what that header data is, I should be able to decode/generate it.

What I have in mind is a little utility that analyses an existing scenery .bgl, lists its contents/coverage, allows one to extract selected models from it and compile those models into a separate library file - geolocked or not at the option of the user. I will also allow you to geolock/unlock existing files. But, I'm a few days away from that.

Don
 
Thanks, Jim (and Patrick). Handy little tool I hadn't seen before. It should be very useful in validating the work I'm doing now. (I'm already using Patrick's CVX extractor as an integral part of my Terrain Sculptor utility.)

Patrick has also saved the BGL header info in the Wiki (the document I incorrectly attributed to Arno a fet posts ago.)

Don
 
Making good progress. I should have something for you to test before the weekend.

Don
 
Tom, (and others interested) please give the attached a try. As noted in the documentation, lets move this discussion over to my Terrain Sculptor forum and leave Jon his own space.

Don

EDIT: I should have mentioned yesterday, there is still an initialization problem with the viewer, i.e., an error message is displayed when first called. As well, textures are not displayed - yet.
 

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