February 28, 201016 yr Author No Dave, that didn't "muddy" up the waters a bit. Thanks for the idea.BTW, your SF scenery could use a better mesh (lol). Telegraph Hill is at an elv. of 285' + -.Jim D.
February 28, 201016 yr No Dave, that didn't "muddy" up the waters a bit. Thanks for the idea.BTW, your SF scenery could use a better mesh (lol). Telegraph Hill is at an elv. of 285' + -.Jim D.That is default and I turned autogen down to "clear" the area a bit so I could show the concept a bit better. The elevation shown in the xml is based on "above ground" (not above sea level) so it is correct to show it at zero.You are right however, SF sure does not look like the the real thing !! :(
March 1, 201016 yr Author Scott,I tried out the program you recommended but I'm lost as to how to use it. First of all the correct bgl is not listed and I can figure out some of the windows, but others no. Please see the screen included. Also the are no instructions with this file, so that makes it more diffilcult to use and understand. Remember that I'm not a programmer or even a designer. While I can find the coordinates using this, it doesn't tell me where the object is located, e.g. the correct bgl.I appreciate more info.Jim D.
March 1, 201016 yr Author Not to muddy the waters.......... but here is yet another simple way to place the Coit Tower elsewhere.Copy the following (between the ---------- lines) and paste it into a new text file:-----------<?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="N37 47.98" lon="W122 24.22" alt="0" pitch="0" bank="0" heading="0" altitudeIsAgl="TRUE" imageComplexity="NORMAL"> <LibraryObject name="3ebedf7a11d2f0721000849c2ae60c5a" scale="1.0" /> </SceneryObject></FSData>-------------Edit the coordinates very carefully as required - the items in RED.Save your edits. Rename the txt file to something like Coit_Tower_Moved.xml Drag it over BGLComp and release it. If there are no errors in the xml file, a new file will be created named Coit_Tower_Moved.bgl.Note - BGLComp will accept the file with an xml or a txt extension and convert it.I just did this as an experiment and the screen shot shows the result. Dave,I applied your suggestion and now have the tower located properly. The only thing I'm unsure of is the direction of the main stairs into the tower. It appears to be facing the wrong direction if my memory serves me correctly. Next time I'm in SF I'll have to check it. Thanks for the help.Jim D.P.S. If anyone would like my bgl's for this change, send me a PM and I'll zip them up for you. Remember this is for Ultimate Terrain and FSGenesis.
March 1, 201016 yr Dave,I applied your suggestion and now have the tower located properly. The only thing I'm unsure of is the direction of the main stairs into the tower. It appears to be facing the wrong direction if my memory serves me correctly. Next time I'm in SF I'll have to check it. Thanks for the help.Jim D.P.S. If anyone would like my bgl's for this change, send me a PM and I'll zip them up for you. Remember this is for Ultimate Terrain and FSGenesis.When you do find out where the stairs should be, it should be easy enough to adjust the heading in the xml file and recompile it.Looks good to me the way it is. Nice work !
March 2, 201016 yr Author When you do find out where the stairs should be, it should be easy enough to adjust the heading in the xml file and recompile it.Looks good to me the way it is. Nice work !I've determined that the tower needs to be turned 45* to the right, or from a heading of 255* to 300*. I changed the heading number in the xml but I couldn't compile it into a bgl. Also the original heading in the xml shows "0". I checked other xml's and they show a gambit of numbers for the heading, e.g. 269.804578. I would assume that "0" refers to N mag (or N true?) but the tower is facing 255*. And why won't the xml compile? All that was changed was the heading figure.Jim D. (again)
March 2, 201016 yr I've determined that the tower needs to be turned 45* to the right, or from a heading of 255* to 300*. I changed the heading number in the xml but I couldn't compile it into a bgl. Also the original heading in the xml shows "0". I checked other xml's and they show a gambit of numbers for the heading, e.g. 269.804578. I would assume that "0" refers to N mag (or N true?) but the tower is facing 255*. And why won't the xml compile? All that was changed was the heading figure.Jim D. (again)Just experiment - and be sure whatever number you use is within the two quotation marks.a typical heading entry might look like this: heading="284.00"
March 2, 201016 yr Author Just experiment - and be sure whatever number you use is within the two quotation marks.a typical heading entry might look like this: heading="284.00"Dave, The problem I'm having right now is that I can't recompile the xml into a bgl. I can take the bgl I made to place the building, decompile it into an xml, make the heading change, but when I try to compile into the bgl I get an error message when trying compile.bat, or if I use bglcomp.exe there is a slight flash on the screen but no bgl is created. This happens even if I don't make any changes and it also occurs with other bgls that I tested to see if there ws a problem with my bgl.Any suggestions?Thanks,Jim D.
March 2, 201016 yr If you are still using XP then this little add on from Microsoft comes in real handy;http://www.microsoft.com/windowsxp/Downloa...ppowertoys.mspxChoose the Open Command Window Here and install it. Make sure your XML is in the same folder as BGLComp and in Windows Explorer just right-click on the folder and select Open Command... This gives you a DOS window and at the DOS prompt type in BGLComp <yourfilename>.XML If there are errors it will show on the screen, listing a line number. If there are many errors it will only list the first that is encountered, so sometimes it takes a "few" tries to get a compiled file.
March 2, 201016 yr Dave, The problem I'm having right now is that I can't recompile the xml into a bgl. I can take the bgl I made to place the building, decompile it into an xml, make the heading change, but when I try to compile into the bgl I get an error message when trying compile.bat, or if I use bglcomp.exe there is a slight flash on the screen but no bgl is created. This happens even if I don't make any changes and it also occurs with other bgls that I tested to see if there ws a problem with my bgl.Any suggestions?Thanks,Jim D.Sure - don't decompile your original. I assume you still have the xml file you made by copying what I posted earlier in this thread. Use it and edit the heading and then compile it.I just did as a test and it worked fine.If you don't have the old one, just copy and paste from my previous post and construct a new xml file.If you wish, PM me with your e-mail address and we can exchange some xml samples to see what the error really is. I suspect it must be a minor issue with missing quotation marks.
March 3, 201016 yr *** Oops, already suggested! Sorry, disregard! :( ***I guess since you have your tower placed already, this might be moot. But there is a utility called qlrpt4ut (since you have UT) that correctly places many default scenery object is fs9 for you, including Coit, which might have saved you all these hassles. Not sure whether it places the stairway facing the right direction though! Perhaps this will save you time in placing the bridges etc in the SF area?
March 3, 201016 yr Author *** Oops, already suggested! Sorry, disregard! :( ***I guess since you have your tower placed already, this might be moot. But there is a utility called qlrpt4ut (since you have UT) that correctly places many default scenery object is fs9 for you, including Coit, which might have saved you all these hassles. Not sure whether it places the stairway facing the right direction though! Perhaps this will save you time in placing the bridges etc in the SF area? Thanks, but as I already mentioned, that program messed up the bridges, e.g GG and Oakland/SFBay Bridge. I also now have the tower facing, more or less, the correct direction.Jim D.
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