Identifying a scenery file?

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Identifying a scenery file?

Postby gypsymoth » Thu Aug 05, 2010 5:21 am

I've just tried to move objects in a scenery file I've opened
but Instant Scenery doesn't identify them, so I've obviously accidentaly used another file to place it.  Can someone remind me of the untility that idntifies an object bgl and the file name it's in, please?   
Thanks.      
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Re: Identifying a scenery file?

Postby Opa » Thu Aug 05, 2010 7:13 am

[quote]I've just tried to move objects in a scenery file I've opened
but Instant Scenery doesn't identify them, so I've obviously accidentaly used another file to place it.
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Re: Identifying a scenery file?

Postby gypsymoth » Thu Aug 05, 2010 10:24 am

Hi there.  I'm not sure about the version - I got it in May this year.  But let me be more precice about the problem:  I've made a large airbase 'Keevil' (in north Wiltshire) with a scenery bgl 'Keevil_TW.bgl' which I opened with IS.  I clicked Move/delete but the object wasn't recognised in the usual way (red box, etc) so I can only conclude that Keevil_TW.bgl isn't the scenery file I added these objects to.   I did this when I first stared this malarky months ago.

In answer to a question I posted about finding the proper scenery bgl, someone told me about a bgl recognition utility that identifies the object bgl & the scenery bgl its been added to. You press ALT & it appears at the top of FS window in tools I think it was?    I've reinstalled FS & can't now find this magic bgl recognition software thingy.   I've surfed some site files but no luck there so far.

I may not have the newest version as I can't see an objects list button.   I'm going to exclude the problem obeject in lieu of the object indentifier, & trawl through all my airfield scenery bgls to see if I can locate it that way...... :(
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Re: Identifying a scenery file?

Postby Opa » Thu Aug 05, 2010 3:50 pm

I have never heard of such a utility but if you do run across it, I hope you will let me know.
Last edited by Opa on Thu Aug 05, 2010 3:50 pm, edited 1 time in total.
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Re: Identifying a scenery file?

Postby Capt.Propwash » Thu Aug 05, 2010 5:10 pm

once you add a scenery object to a certain location at KEEVIL, then close your Instant Scenery and add KEEVIL to FS and it compiles the data... you CAN NOT delete objects the next time around.  it becomes 'embedded' scenery objects. Meaning that Instant Scenery, Abacus EZ-Scenery, RWY12, will only READ these objects as it would for houses, trees, existing light poles, "existing items"; it will only concentrate on what NEW things you add this time around.

HOWEVER!!!!!!!!! in the case of EZ-SCENERY, if you do not compile your objects into 1 .bgl file but have 100 .bgl files to make up the whole project, then you can selectively remove the offending object file if you so named it when you added it to your Keevil scenery / scenery folder.




example:
Addon scenery / KDVI / scenery / tower.bgl
                                              light_pole_1.bgl
                                              light_pole_2.bgl
                                              helipad1.bgl
                                              helipad2.bgl

if there is a problem with any of these, i know exactly which one to go to to delete.




Unfortunately, it looks like you may have to *MOVE the entire KEEVIL scenery folder to your desktop* - start flight sim and tell it OKAY! (because it will say it can not find your scenery).  go to the scenery library and DELETE it from the list.  RESTART FS9 and let it rebuild the scenery list.

Now the fun begins.  Go to your desktop and get the AFCAD file for your airport and put it back in ADDON SCENERY / KEEVIL / scenery folder.    --- ADD KEEVIL BACK to Flight Sim, and restart 1 more time.

this time go rebuild your airport in Instant Scenery AGAIN from scratch.    


I know you hate hearing this, but this is about the only way to really do it.  I have had to do this about 400 times to 1 airport that I ultimately gave up on all because I could not get the Hangars to line up correctly.  >:( >:( >:(
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Re: Identifying a scenery file?

Postby Opa » Thu Aug 05, 2010 7:48 pm

Capt.......

Unless I completely misunderstood your last post, I must take issue with some of your statements.

Both EZ and IS offer a very simple way to move and/or delete items which have been saved in a compiled bgl file.

The implication that once the bgl has been compiled you cannot delete anything is simply not correct.

One just has to open an existing bgl (after restarting FS2004 of course) and select the move/delete tab. Select the object in question and move or delete it.

I totally agree that it is wise to place similar objects in separate bgl files (buildings in one, vehicles in another, people in another etc. etc.) but there is no reason I can think of to create a separate bgl file for every single object.

The latest version of IS also includes a simple method of creating lines of objects - trees or buildings for example.
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Re: Identifying a scenery file?

Postby Capt.Propwash » Thu Aug 05, 2010 10:43 pm

i'll concede that i may have 1/2 way misspoke.  speaking for EZ Scenery, once it is compiled and in the sim, and you restart the sim for whatever reason, the objects that you just placed become "existing objects that are not part of 'THIS' session of building"  and you can not select them in the 'move/delete' fashion. HOWEVER, you can 'DIRECT OPEN' a scenery folder, select item(s) and delete it/them that way.

If you, Opa build an airport in EZ, and I have EZ also, I can not go through the airport and delete/move objects if I install your airport.  .... I can add to it, but I can not delete objects that are compiled into 1 .bgl file    .... KEEVIL.bgl     (just as you will not be able to move/delete my objects if I put them all in 1 file .. KDVI.BGL)
If there are groups of items; trees.bgl, hangars.bgl, signs.bgl ...... I can delete your group and start over, but if you have 200 hangars, I loose them ALL in the effort of changing 5.   {I see your point of grouping ... but to me it all depends on how many of what object is being placed.  - more than 5 of 1 object, group it.  Less that 5, let it stand alone.
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Re: Identifying a scenery file?

Postby Opa » Fri Aug 06, 2010 4:57 am

[quote]i'll concede that i may have 1/2 way misspoke.
Last edited by Opa on Fri Aug 06, 2010 5:37 am, edited 1 time in total.
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Re: Identifying a scenery file?

Postby gypsymoth » Fri Aug 06, 2010 3:55 pm

Well, thanks for clearing that up Opa.
Last edited by gypsymoth on Fri Aug 06, 2010 3:57 pm, edited 1 time in total.
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Re: Identifying a scenery file?

Postby JoBee » Fri Aug 06, 2010 4:09 pm

Gypsy,

If you find that utility, please post it here.

I would love to have something like that.

I can't imagine there is a limit to the size of a scenery object placement file, the default FS9 files have many, many objects in them. They are after all, nothing more than a text file that has been processed by a compiler from something we can read to something FS9 can read.

Are you planning on releasing your scenery?

cheers,
Joe
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Re: Identifying a scenery file?

Postby gypsymoth » Fri Aug 06, 2010 4:52 pm

Hi....Yes I'll link it here when/if I find it again.  I've put a post on Avsim just in case I got it from a tip-off there.  I can't look at my past posts there & it's not at FS.com.  I'll keep looking....

As for my Keevil scenery: I have all the textures scattered around my addon scenery folders & it'll be a daunting job to get it all together.  I'll post some screenshots.   I've made an RAF Ibsely 1939-47 for my own use & if you want to see screenshots I've put them on flickr here: http://www.flickr.com/photos/27193413@N03/
Again, I've got textures scattered around my Golden Wings 3.....
I've made a dozen or more WW2 airfields throughout the UK & have aircraft flying to them all.   Great fun & you're never to old to enjoy a happy childhood!   ::)
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