January 14, 20242 yr On 12/13/2023 at 9:27 AM, okupton said: Has anyone been able to remove the construction crates around Terminal C? Also wondering!
January 16, 20242 yr On 1/14/2024 at 1:58 PM, noahharget said: Also wondering! Disreagrd, figured it out. Great addition for JetBlue flying!
January 17, 20242 yr noahharget. If you figured it out , I think it would be very helpful to the rest of the community if you could tell us how you did it. That's what we are here for, to help each other out don't you think 😉👍. Malcolm Hancock
January 17, 20242 yr I am interested as well. system i9 10850K NVidia RTX3090 24GB Samsung SSD980 m.2 1TB (x2) Samsung 850 EVO 500GB SSD Seagate 2TB external drive Samsung SSD 840 EVO 250GB SSD Asus B460M-PLUS Mobo 32GB GSkill DDR4 3000mhz Ram using P3D v5.3
January 21, 20242 yr Moderator @noahharget, a couple of people would like to know how you solved this problem. Ray (Cheshire, England). System: P3D v5.3HF2, Intel i9-13900K, MSI 4090 GAMING X TRIO 24G, Crucial T700 4Tb M.2 SSD, Asus ROG Maximus Z790 Hero, 32Gb Corsair Vengeance DDR5 6000Mhz RAM, Win 11 Pro 64-bit, BenQ PD3200U 32” UHD monitor, Fulcrum One yoke, Fulcrum Throttle Quadrant. Cheadle Hulme Weather website.
January 21, 20242 yr I would also like to know the secret. I'm wondering if he really has a solution, since he's been back but not responded since his post. Time will tell. Glenn Wilkinson SpoilerMy specs: AMD Ryzen 5 5600X @ 3.7 GHz, 32 GB 3200MHz DDR4, NVIDIA GeForce RTX 2060 12 GB, 2TB SAMSUNG EVO Plus SSD M2, 2TB WD Black Gaming SSD M2, 8TB WD Black Gaming HDD, 4TB WD Black Gaming Ext HDD, Windows 10, X-Plane 12 + large quantity of 3rd party addons scenery & aircraft. Honeycomb Alpha & Bravo, Thrustmaster TFRP. It's an older machine but gets the job done quite nicely - smooth with no stutters!
January 21, 20242 yr Was a bit hesitant to post this, considering devs aren't too keen on folks tooling around with their assets (and frequently make such opinions known in their licenses). But considering the interest in this thread and dearth of P3D dev support, hopefully this isn't too controversial. Mods, I'm happy to convert this to "available by PM" if that's more appropriate. [Required Tools] You will need to install the following tools before you can make any changes. - ModelConverterX - For rendering individual mdl's within bgl files, and identifying the exact asset to pull - https://www.fsdeveloper.com/forum/threads/download-modelconverterx.14215/ - BGL2XML - For converting the bgl into an editable xml file - https://www.fsdeveloper.com/forum/threads/bgl2xml-gui-v-1-10.448225/ - P3D SDK, specifically bglcomp - For recompiling the modified xml file back into bgl format - https://www.prepar3d.com/sdk [Step 1: Identify the MDL to remove] First you need to figure out exactly where the MDL you want to remove lives. This is done by opening bgl files in ModelConverterX (MCX) and examining the content of each file until you identify the MDL in question. This is always a bit of a guessing game and I recommend opening the scenery folder and taking a few moments to understand the naming conventions/organization of the scenery files. In this case, most of the KMCO assets live in the "lib" or Library files. To spare some time, the BGL we want to open is "KMCO-LIB-B2.bgl". So import that file into MCX, and let the first MDL render, which may take a few moments.https://i.imgur.com/Pwi0fBQ.jpg Once the first MDL is loaded, you will want to select the Scenery Objects Editor list from the menus. It's a small List icon next to the green arrows immediately beneath the "Import" button. This will open a pop-up list showing every individual MDL contained within this BGL file. You can see the initial MDL that loaded is listed as "BUILDINGS-CENTRO."https://i.imgur.com/C5ElE0q.jpg Select "CONSTRUCTION" from this list to render a preview of the mdl. Once the MDL is rendered, you can move around within MCX to confirm that this is the MDL we want to remove. Take note of the GUID, as we will use this value to locate the data within the XML file in a few steps.https://i.imgur.com/qoZ2mpD.jpg [Step 2: Decompile the BGL and modify the XML file] Now that the MDL is identified, we will need to decompile KMCO-LIB-B2.bgl into an editable format, using BGL2XML. Create a separate working folder for this conversion. I keep my projects within my BGL2XML folder, for example. Copy and paste KMCO-LIB-B2.bgl from KMCO scenery folder into your working folder. Create a new folder in this location called "Export".https://i.imgur.com/M9VCORo.jpg Open KMCO-LIB-B2.bgl with BGL2XML GUI. You can either open the .exe in your BGL2XML folder, or you can right click on KMCO-LIB-B2.bgl, select "Open With", and then select BGL2XML GUI from there. You will need to make sure BGL2XML GUI is set to run as an administrator. The first time you do this, you may need to navigate to the .exe. Once you do that, BGL2XML GUI should show up on your list of apps. IMPORTANT: Make sure you UNCHECK the "always use this app to open .BGL files" checkboxhttps://i.imgur.com/0mE3Jcm.jpg With BGL2XML, confirm that KMCO-LIB-B2.bgl is selected as the Input BGL, and make sure to select your "Export" folder for the Output XML location. Also, make sure to check "Save Models". Once you have set those pathways, select Go.https://i.imgur.com/kC1bQOA.jpg Now, in your "Export" folder, you should have a list of MDL files and an XML file.https://i.imgur.com/XA4VBYa.jpg We will now use corresponding GUID value to locate the SceneryObject entry and pull it from the file. Open the XML file in the editor of your choice, and CTRL+F for the GUID in question.https://i.imgur.com/52wkBLy.jpg Select the entire SceneryObject entry, starting with "<SceneryObject" and ending with "</SceneryObject>". Delete the entry.https://i.imgur.com/GsFYivs.jpg Save your work AS A NEW FILEhttps://i.imgur.com/ilETTn9.jpg Make sure to keep your new file in the SAME location, and add something to the filename to differentiate this copy from the original.https://i.imgur.com/Jb18K3O.jpg [Step 3: Compile your modified XML file back to BGL format] Now that we have a separate XML file with the SceneryObject entry removed, we need to convert it back to BGL format for the sim. We will use BGLComp from the P3D SDK to compile the new XML file. Right-click on the new XML file, select "Open With" and select "BGLComp". If you have never selected BGLComp with this method before, you may need to select "Choose another app", then "Look for another app on your PC", and then navigate to wherever your saved the P3D SDK to select BGLComp.https://i.imgur.com/MrRDqf5.jpg BGLComp will compile the file within seconds, and your new BGL file should appear in the same folder. You may choose to modify the filename (for example, if "BGL" is in the XML filename, then the compiled filename may end up as ".bgl.bgl"), and save your new copy wherever you see fit.https://i.imgur.com/CuB4XXC.jpg [Step 4: Install new file, disable the previous, and launch sim to test] Copy your new file, and paste it into the T2G KMCO scenery folder. You will need to disable or archive the original version. One method is to add ".OFF" to the end of the filename. I like to add an additional string in the filename that reminds me WHY I've deactivated the file, which you can see in the example below.https://i.imgur.com/LQx8rtC.jpg You should now be able to load up KMCO in the sim and the airport should be free of construction assets.https://i.imgur.com/Vw06530.jpg Windows 10 64bit | Prepar3D v4.5 HF3 | MSI Z490 Gaming Carbon WiFi | i9-10900k + ARCTIC Liquid Freezer II 360 | 12GB EVGA RTX 3080ti FTW3 | 64GB Corsair LPX DDR4 3600 | 2x 2TB SSD Samsung 860 EVO | 1x 1TB M.2 Samsung 970 EVO | 3x Thermaltake PWM Fans | EVGA SuperNOVA 220 80+ Gold 850W | InWin 303C
January 22, 20242 yr Wow that is way more complex than I expected. Thank you for sharing. Much appreciated Orman
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