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KMCO Taxi2Gate Terminal C


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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

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@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 TQ (pre-production).

Cheadle Hulme Weather website.

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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

dk1xTfc.jpg                                      28.jpg

Spoiler

My specs:  Intel i5-4690k 3.5gHz oc to 4.4gHz, 32 gb DDR3 @ 2400mHz, RTX 2060 11gb, Windows 10, P3Dv5.4 + large quantity of 3rd party addons scenery & aircraft. It's getting along in age but gets the job done quite nicely - smooth with no stutters!

 

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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" checkbox
https://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 FILE
https://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

 

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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

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