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XML file problem

Messages
13
Hi there-

I am new here. I just wanted to know because I have two models for static use and on the one model which is a GMC Sierra Truck, the only files I got were a GMAX file, (which will not open) and a MDL file. I recently downloaded a car made by somebody in this group of people. The problem with both of these is neither one of them contain an XML file which is imperitive to adding them to scenery. How can I create an XML file for these objects? Can somebody give me the program to use and a sample format to use?

Thanks!
Lee
 
Hi Lee,

Using the BGLComp SDK you can write your own XML file rather easy. But if you prefer to use some sort of graphical interface, you could give my ObPlacer XML tool a try. This allows you to import the MDL object and then place it at the coordinates you want (you can slew in FS to get the correct position).

You can download ObPlacer XML from here.
 
How can I have the XML filke written for me? I have a problem where I try and copy the text from another XML file and just edit the text so it reflects my object but often times I cannot get the object into the rwy12 object placer to even view and even if I do, I get an error Message saying that the XML file was created However, the BGLComp couldn't write the BGL file. I just tried deleting the files associated with that truck and tried re-doing everything but when I went to create the XML file within the Library creator, I got a long message saying ERROR with a bunch of text that I dont understand.

How do I have the XML file written? I assume that you cannot just copy and paste from something else? Can I send you the files so maybe you can try and get things organized so I can place it in the rwy12 object placer? If so, can you send me back a detailed description on how you did things?

Thanks,
Lee
 
Hi Lee,

It might help if you tell use which errors you get. They will probably tell what goes wrong.

You could take any valid BGLComp XML file and copy-paste from there to place your object. But please remember that the XML format used by Rwy12 to store information about object libraries, is different from the XML format of BGLComp.
 
a simple solution

If You only have the mdl file, try adding it to a library with the library creator
xml, made by "the boss" of this site, that You'll find in the downloads section of this site. As soon as You add a mdl file to the library.bgl (You don't even need to compile the bgl) the 32 signs code is clearly visible in the interface of the program. Make a folder, so You have a clean situation and put this files in it:

-bglcomp.exe
-bglcomp.xsd
-Your model file
- a simple text file with this code in it:

<?xml version="1.0" encoding="ISO-8859-1"?>
<FSData version="9.0" xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance' xsi:noNamespaceSchemaLocation="bglcomp.xsd">

<!-- YOUR COMMENTS ABOUT THE FILE ACTUALLY YOU CAN PUT WAR AND PIECE INSIDE IF YOU WISH -->

<SceneryObject lat="00 00.0000" lon="00 00.0000" alt="0" pitch="0" bank="0" heading="150" altitudeIsAgl="TRUE" imageComplexity="VERY_DENSE">
<LibraryObject name="PUT THE 32 SIGNS CODE HERE" scale="1.0000000" />
</SceneryObject>
<ModelData name="AND ONCE MORE THE MDL CODE HERE" sourceFile="YOUR MODELFILENAME.mdl" />

</FSData>

Save this text file with an xml extension and drag and drop it with Your mouse over the BGLComp.exe and :stirthepo - voila there is YOur bgl file with the same name as Your xml file name was.

Hope this helps . . .
 
If you use ObPlacer XML instead of Library Creator XML you can get such output from a GUI as well. ObPlacer XML allows you to place objects and can also load MDL objects.

Library Creator XML is manually useful if you want to collect all your objects for a certain project in one big library.
 
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