AFGAD updates in FLight SIm X

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Re: AFGAD updates in FLight SIm X

Postby reider » Tue Feb 05, 2008 6:17 pm

Depends how you`re doing it.  What I do is have a shortcut to the SDK folder on the desktop.  Then drag the exclusion.xml file from the desktop to BglComp in the shortcut folder and drop it on it.  If all goes well it creates the exclusion.bgl on the desktop too.  This way it has no choice but to find it.....

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Re: AFGAD updates in FLight SIm X

Postby Brando14100 » Tue Feb 05, 2008 6:25 pm

What is the exclusion.xml file?
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Re: AFGAD updates in FLight SIm X

Postby reider » Tue Feb 05, 2008 6:46 pm

These are the only posts I have found from you in this thread

Question: Once I modify an airport, how do I make the changes appear in the sim?

What/Where is the add-on folder? Sorry, not good with developing.


I took it from this, perhaps incorrectly, that you were following the gist of the thread and trying to do the same as the original poster, get rid of some trees (an exclusion).  If this is not the case then perhaps you could make it clear what you are attempting to do.  I`m afraid my powers of mind reading are somewhat waning these days.....

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Re: AFGAD updates in FLight SIm X

Postby Brando14100 » Tue Feb 05, 2008 6:48 pm

Modify an airport.
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Re: AFGAD updates in FLight SIm X

Postby reider » Tue Feb 05, 2008 7:06 pm

You produce the airport in ADE, save it say to the desktop, then compile it to the desktop.  So, I have two files on the desktop....

EGCB_ADE_SJB is the saved one

and

EGCB_ADE_SJB.BGL is the compiled one

You take the compiled one and drop it in the add on folder in the location Paul described.  Next time you overwrite the saved and compiled file on the desktop and then copy the compiled one to the add ons folder and again overwrite the one in there.  You can do it directly without first doing it on the desktop, I don`t like doing it that way, safety precaution.

Don`t attempt to move any of them until you`ve both saved and compiled them.  I suggest you take time out to read the manual and fill in a few gaps..... no offense intended.

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Last edited by reider on Tue Feb 05, 2008 7:21 pm, edited 1 time in total.
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Re: AFGAD updates in FLight SIm X

Postby Brando14100 » Wed Feb 06, 2008 9:57 pm

When I compile it to the desktop, I get the same "cannot find the file specified" message.
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Re: AFGAD updates in FLight SIm X

Postby reider » Thu Feb 07, 2008 8:10 am

OK, lets start over.....

(1) Make an airport and save to the desktop (do not do anything else)

Use 'save airport as' and select the desktop.  Do not change saved names, it should be as above with your initials rather than mine, the format should be the same other than the initials.

(2) Compile it to the desktop (do not do anything else)

You only need to compile, since the name and location were selected in number (1).  Do not change anything.

(3) Take the compiled file and paste it into the add on folder

It doesn`t get easier than this......  It cannot fail to find it unless you`re doing something else.  If using Vista then right click on the Airport Design Editor, select properties, select Compatibility tab, set 'Run this program as an administrator', select OK.  If XP then leave as it is.

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Last edited by reider on Thu Feb 07, 2008 8:17 am, edited 1 time in total.
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Re: AFGAD updates in FLight SIm X

Postby Flyboyfitzy2 » Thu Feb 07, 2008 9:04 am

howdy developers,

well, im struggling with the exclusion file.. looks a bit complex.. but im working on it..

just need to ask one more thing..

If i want to put a building at an Airport using ADE, how do i go about.. has it got somehting to do with 'add image' ??
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Re: AFGAD updates in FLight SIm X

Postby Brando14100 » Thu Feb 07, 2008 9:27 am

I do run Vista so maybe thats why. I'll try it again.
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Re: AFGAD updates in FLight SIm X

Postby reider » Thu Feb 07, 2008 9:30 am

First off, this is for Brando.  I did some research and more than likely you are repeatedly getting that problem because you haven`t properly told ADE where the BglComp file is in your settings.

This is where mine is

C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK\Environment Kit\BGL Compiler SDK

If this is not correct then you`re as good as looking for a needle in a haystack.....

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Last edited by reider on Thu Feb 07, 2008 9:31 am, edited 1 time in total.
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Re: AFGAD updates in FLight SIm X

Postby Brando14100 » Thu Feb 07, 2008 9:31 am

I know what to do after that last one thank you.
Last edited by Brando14100 on Thu Feb 07, 2008 5:12 pm, edited 1 time in total.
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Re: AFGAD updates in FLight SIm X

Postby Brando14100 » Thu Feb 07, 2008 9:37 am

No I don't, but I'm on the right track. What folder do I need to tell it to go to?
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Re: AFGAD updates in FLight SIm X

Postby Brando14100 » Thu Feb 07, 2008 9:38 am

Forget it I think I've got it now.
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Re: AFGAD updates in FLight SIm X

Postby Brando14100 » Thu Feb 07, 2008 9:41 am

Got it, but this comes up in an output folder. What now?:

ScruffyDuck Scenery Design Engine Compiling
Using FSX BglComp....


Parsing document: C:\Users\Patty\Desktop\5B2_ADE_BCV.xml

INTERNAL COMPILER ERROR:
Last edited by Brando14100 on Thu Feb 07, 2008 9:57 am, edited 1 time in total.
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Re: AFGAD updates in FLight SIm X

Postby reider » Thu Feb 07, 2008 10:10 am

howdy developers,

well, im struggling with the exclusion file.. looks a bit complex.. but im working on it..

just need to ask one more thing..

If i want to put a building at an Airport using ADE, how do i go about.. has it got somehting to do with 'add image' ??


OK, to business.  It may not be an exclusion file that does it for the trees, that was an example of how some things are excluded, not all.  You may have to research shp2vec as has already been suggested by Paul.

Once you clear some space or already have some space then adding a building is going to be so enjoyable for you in particular.  You use a .xml file once again and compile it to a .bgl file then place in the add ons folder.  Once again borrow a file to use as a template and then paste the following example in.  Use something like FSX_Scenery as the title.  You want a building, had it been a fuel pump you would have to add a fuel trigger the same way-but that can be combined in the same file.....another day.  Again, I am no expert, only learning myself.....

All you need is a scenery.xml and then drop it on the BglComp program to compile it.  the compiled file (desktop is often best) is then copied to the add on folder.  Then start FSX and try it out, going back and fine tuning any changes in the .xml before recompiling and adding back to the add on folder.

Now down to specifics, heres an example with one object, in a set location.  You could add another object in another location, even for another airport but perhaps best to keep them to a set file for each airport and maybe add the name to the file name. as follows for EGCB.....

FSX_Scenery_EGCB  As it is an XML file it should show FSX_Scenery_EGCB.xml under properties.


xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="bglcomp.xsd">

lat="53.470445466"
lon="-2.385359758"
alt="0.0000000"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="60.000000"
imageComplexity="NORMAL">
name="{88D34DF2-94BA-4068-A5A0-59609AEECADE}"
scale="1.00" />



Lat/Lon/Heading you can work out yourself by using FSX in correlation with ADE as before, and 'CONNECTED' to FSX to see the aircraft position, moving it around the airfield to get to the location you want the object.  Then writing down the readings and transferring to the file.  If you download (free) SBuilder and/or Whisplacer you can use these to find the ID numbers of the objects (GUID) or get them to actually write the necessary .xml file (not recommended).  This is an ideal way to get the fuel trigger details and then amend them to suit.

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