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BGL creation question (Read 1328 times)
Dec 13th, 2008 at 10:53pm

Boikat   Offline
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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?   Huh
 

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Reply #1 - Dec 14th, 2008 at 12:04am

dave3cu   Offline
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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,  or the errors if any.


rem This batch file will convert XML files to BGL files

bglcomp *.xml

pause



Dave  

 

At that time [1909] the chief engineer was almost always the chief test pilot as well. That had the fortunate result of eliminating poor engineering early in aviation.          Igor Sikorsky

I intend to live forever....so far, so good.         Steven Wright

You know....you can just rip up a to-do list.
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Reply #2 - Dec 14th, 2008 at 12:49am

Boikat   Offline
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Thanks.  That "Compile.bat" bit worked well enough to show that there's something rotten in the XML file.  I just have to decipher what it's saying(Edt:  Better pic with more info..  )

...


What I had done  was renamed the model and the XML, and edited the co-ordinates because i did not want the new objects to conflict with the originals.  I think what I need to do is redo the xml with the *original* model and xml file with multiple entries with different co-ordinates.

I think. Tongue
 

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Reply #3 - Dec 14th, 2008 at 1:42am

Boikat   Offline
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Some progress:

...

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.   Huh
 

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Reply #4 - Dec 15th, 2008 at 11:12pm

Boikat   Offline
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Well, still banging my head against the wall, and still not getting a BGL.  Here's the latest result:

...

And here's the XML:

*************

<?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">


     <SceneryObject lat="32 30.82" lon="-93 51.66" alt="2000" pitch="0" bank="0" heading="88" altitudeIsAgl="FALSE" imageComplexity="NORMAL">
           <LibraryObject name="3EF9DFBE4C5E63375F042B85D2A6A098" scale="1.0" />
     </SceneryObject>

     <ModelData name="3EF9DFBE4C5E63375F042B85D2A6A098" sourceFile="stardd_avx.mdl" />
</FSData>

****************

(Previewing the post shows the XML a bit differently.  In the actual document, it's more compact.)

So, it's not "parsing" the name?  It doesn't like "name" in the line (I'm guessing the last bit, where the xml says "<modelData name=" is the part that's causing the problem?  Or does it not like the big alpha numeric number?  If so, how do I get it to like it?  Huh
 

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Reply #5 - Dec 16th, 2008 at 1:23am

Scruffyduck   Offline
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Is this for FS9 or FSX?
 
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Reply #6 - Dec 16th, 2008 at 2:25am

Boikat   Offline
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The original was for FS9, however, the original "ready to go" BGL files frm the download worked in both FS9 and FSX.
 

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Reply #7 - Dec 16th, 2008 at 8:55am

dave3cu   Offline
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Could you post  the link (or at least the package name and author) to the original package?

Dave
 

At that time [1909] the chief engineer was almost always the chief test pilot as well. That had the fortunate result of eliminating poor engineering early in aviation.          Igor Sikorsky

I intend to live forever....so far, so good.         Steven Wright

You know....you can just rip up a to-do list.
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Reply #8 - Dec 16th, 2008 at 9:33am

Boikat   Offline
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Sure.  The DL is "stardd.zip", by Tim Conrad,  and I downloaded it from FlightSim.com.
 

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Reply #9 - Dec 16th, 2008 at 10:36am

dave3cu   Offline
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Thanx, already found it..working off the stardd xml entry   Wink

I compiled at new location in both FS9 and FSX, using bglcomp from the FS2004 Bglcomp SDK. Everything worked fine.

Start over...

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 or an xml editor, not wordpad or others as they can add formatting bits that screw things up.)

Run compile.bat to create the .bgl. You should not get any errors. Now rename the .bgl to anything you like. If you have the original starships installed in the sim, simply copy the new .bgl to it's \scenery\ sub folder...else create a new scenery area in the usual way, and add it to your scenery library.

Dave

Note: contrary to the readme file, you do not need the .xml and .mod files in your FS* scenery folder (though it won't hurt anything), only the .bgls and the textures.


 

At that time [1909] the chief engineer was almost always the chief test pilot as well. That had the fortunate result of eliminating poor engineering early in aviation.          Igor Sikorsky

I intend to live forever....so far, so good.         Steven Wright

You know....you can just rip up a to-do list.
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Reply #10 - Dec 16th, 2008 at 11:13am

Boikat   Offline
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Still nadda. 

Quote:
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:
...

And the one from the Lionheart BGL:
...

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

...
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Reply #11 - Dec 16th, 2008 at 12:05pm

dave3cu   Offline
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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
 

At that time [1909] the chief engineer was almost always the chief test pilot as well. That had the fortunate result of eliminating poor engineering early in aviation.          Igor Sikorsky

I intend to live forever....so far, so good.         Steven Wright

You know....you can just rip up a to-do list.
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Reply #12 - Dec 16th, 2008 at 2:23pm

Gypsy_Baron   Offline
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dave3cu wrote on Dec 16th, 2008 at 12:05pm:
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
 

...
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Reply #13 - Dec 16th, 2008 at 3:30pm

dave3cu   Offline
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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.  Without it bglcomp.exe should error, saying only that it 'could not find bglcomp.xsd.......failed to process the .xml'.

As your's did attempt to process, with errors, have you perhaps placed a different bglcomp.xsd file in the folder (from the FSX SDK)? That might explain the error "......attribute 'name'..........in DTD\schema".

If that's the case then either get the correct bglcomp.xsd file for/from the FS2004 Bglcomp SDK, or try Paul's suggestion using the FSX SDK.

Dave
 

At that time [1909] the chief engineer was almost always the chief test pilot as well. That had the fortunate result of eliminating poor engineering early in aviation.          Igor Sikorsky

I intend to live forever....so far, so good.         Steven Wright

You know....you can just rip up a to-do list.
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Reply #14 - Dec 16th, 2008 at 11:59pm

Boikat   Offline
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Thanks, guys! Smiley

The fleet is in! Smiley

...

FSX BGL still was being grumpy, so I downloaded the 2004 BGL compiler.  Happy cat!!! Smiley

Thanks again! 

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

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