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BGL creation question

PostPosted: Sat Dec 13, 2008 10:53 pm
by Boikat
If I understand right, if you have an object, like a carrier, for instance, and create an XML file for it with the desired co-ordinates, to convert it to a BGL file, you copy both the model and xml, and "paste" it to the BGL Compiler.  If that's true, where does the new BGL file show up?

If that's how it is supposed to work, I tried that, a small window popped up, looked like it did something, but I see no BGL output anywhere.  Does it place it in some default location other than the folder the BGL compiler is located?

Or am I not stomping my left foot while whistling "Dixie" when I paste (Which didn't seem to help, anyway) onto the BGL compiler?   :-?

Re: BGL creation question

PostPosted: Sun Dec 14, 2008 12:04 am
by dave3cu
Once you copy the .xml and .mod files to the bglcomp folder, grab the .xml file and drop it on the bglcomp.exe file. The dos window should flash by and if there were no errors the .bgl should appear in the same folder.

Or copy the 3 lines below and paste in to a new text file (notepad). Save the file as compile.bat in the bglcomp folder. Double click on compile.bat and bglcomp.exe will run and compile all .xml files in the folder. The dos window will persist so you can see what files were compiled successfully,

Re: BGL creation question

PostPosted: Sun Dec 14, 2008 12:49 am
by Boikat
Thanks.

Re: BGL creation question

PostPosted: Sun Dec 14, 2008 1:42 am
by Boikat
Some progress:

Image

I tried removing the "name = huge weird alpha-numeric number" from the "ModelData line", and got a BGL, but it did not show up in the sim.

Still scratching head.   :-?

Re: BGL creation question

PostPosted: Mon Dec 15, 2008 11:12 pm
by Boikat
Well, still banging my head against the wall, and still not getting a BGL.

Re: BGL creation question

PostPosted: Tue Dec 16, 2008 1:23 am
by Scruffyduck
Is this for FS9 or FSX?

Re: BGL creation question

PostPosted: Tue Dec 16, 2008 2:25 am
by Boikat
The original was for FS9, however, the original "ready to go" BGL files frm the download worked in both FS9 and FSX.

Re: BGL creation question

PostPosted: Tue Dec 16, 2008 8:55 am
by dave3cu
Could you post  the link (or at least the package name and author) to the original package?

Dave

Re: BGL creation question

PostPosted: Tue Dec 16, 2008 9:33 am
by Boikat
Sure.  The DL is "stardd.zip", by Tim Conrad,  and I downloaded it from FlightSim.com.

Re: BGL creation question

PostPosted: Tue Dec 16, 2008 10:36 am
by dave3cu
Thanx, already found it..working off the stardd xml entry

Re: BGL creation question

PostPosted: Tue Dec 16, 2008 11:13 am
by Boikat
Still nadda.  

Copy the .xml and .mod for either model from the original unzip to your bglcomp folder. Do not rename anything at this point, simply edit the xml to change location (coordinates, alt, heading) as you wish. Save the xml. (Edit only in notepad not wordpad or others as they can add formatting bits that screw things up.)


Tried that.  I have two BGL compilers.  One came with another download (In the "Lionheart" folder for some "supercarriers", and the one in the FSX SDK)  I tried them in both.  I'm sure the one in the "Lionheart" folder is FS9, (it gives only one apparent error) though I don't know if there's a difference.

Here's the two results I get:

Gmax:
Image

And the one from the Lionheart BGL:
Image

Also, I don't know if it makes a difference, but I'm using Vista Home 32bit.

Re: BGL creation question

PostPosted: Tue Dec 16, 2008 12:05 pm
by dave3cu
Don't know where Vista might fit in the equation, I run XP. Also I don't have

Re: BGL creation question

PostPosted: Tue Dec 16, 2008 2:23 pm
by Gypsy_Baron
Don't know where Vista might fit in the equation, I run XP. Also I don't have  the FSX SDK.  Jon (Scruffyduck) might be able to shed some light if he stops back.

If you want to give the FS2004 Bglcomp SDK a try, it's here: http://scenery.org/tutorials_fs2k4_SDK.htm. It can later be removed from the control panel or by re-running the installer.

To make Bglcomp easier to get at, after installation I created a Bglcomp folder on my desktop. I then copy the bglcomp.exe and bglcomp.xsd files to that folder along with the compile.bat file. ( none of the other files from the install are needed).

Dave



I think I had the same problem the other day when compiling
a xml file containing MDL date for FSX.
AIR, I simply deleted the "name=" line and it compiled just fine.
Since the MDL file path is defined there apparently is no longer
a need for the "name" definition.

   Paul

Re: BGL creation question

PostPosted: Tue Dec 16, 2008 3:30 pm
by dave3cu
Boikat,

Found Lionheart's 'suprcrr.zip' at flightsim.com and installed..

The 'bglcomp.exe' in the \lionheart\ folder is from the FS2004 SDK, but is missing the required 'bglcomp.xsd' file, also from the FS2004 SDK.

Re: BGL creation question

PostPosted: Tue Dec 16, 2008 11:59 pm
by Boikat
Thanks, guys! [smiley=clapping.gif]

The fleet is in! :)

Image

FSX BGL still was being grumpy, so I downloaded the 2004 BGL compiler.  Happy cat!!! [smiley=bigcool.gif]

Thanks again!  

Now if you'll excuse me, I'm off the plant a few more invaders from the Evil Galactic Empire!  Mwahahahah!   ;)