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arno

Need Help With Library Creator

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Hi Guys,I'm looking for help with Library Creator XML by Aron Gerretsen. I've created several scenery objects with gmax and exported them in the FS Scenery Object (*mdl) format. No problems there. I get a mdl file as well as an xml file.I run Library Creator XMl and create a new library. Then as a test I add two mdl files, save the xml file and then compile the bgl. Everything appears to be OK.I'm trying to use this newly created Library with Rwy12. I moved the files to the appropriate folders and run Rwy12.In the category drop down menu in Rwy12, the new library doesn't appear but the two objects do show up as individual selections. Instead of a name the guid is listed. Selecting either guid results in an error message.The format of the xml file created with Library Creator XML is a bit different than the xml files that came with Rwy12. I was wondering why this is. Do I need a later version of something?I'd be greatful for any help or suggestions as to what my problems may be.Doc G

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Hi Doc,I should take a look at Rwy12 and see which format they use. Library Creator XML makes a XML file in the format needed to be compiled by BGLComp. I remember I read somewhere that Rwy12 uses its own format, but I should check that.I don't know why the authors did it that way, in my opinion it would have been fairly easy to read the BGLComp format (I do that in my ObPlacer XML tool that is under development at the moment).So, I will look at the Rwy12 format when I get home and report back,


Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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XML is used in many ways. RW12 is using it to feed their GUI interface to show you pictures of the different library objects and not necessarily for use in the XML file needed to be compiled into a BGL. Ultimately when you press the CTRL+G or select File, Generate Scenery, RW12 will write the correct XML, compile, and produce a BGL.Secondly, I wonder why you needed to use Library Creator. When you exported each Scenery Library Object, the exporter provided a unique GUID for each object exported. Why not use those GUIDs vice making more with Library Creator?W. Sieffert

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My thinking was use Library Creator to create a library for a particular object category and then add objects that fall in that category.Maybe for the time being I need to look at adding individual obects.Doc G

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>Secondly, I wonder why you needed to use Library Creator. >When you exported each Scenery Library Object, the exporter>provided a unique GUID for each object exported. Why not use>those GUIDs vice making more with Library Creator?It does not really matter which GUID you use does it? GMax makes a random GUID for the object, just like Library Creator does.If you don't want to manually copy all the GUIDs from the different XML files GMax created and you still want one library for all your objects and not one BGL for each object, then Library Creator is an easy way to do this.


Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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OK, I got the idea that you was trying to advice people not to use a library or so :).


Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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