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File conversion to xml for Rwy12

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Hello All. This is my first visit to this forum. Looks like a very cool place to be. To my quest. I have been designing scenery for FS since 2002. I found that FSDS2 is easier for me than Gmax (I'm all thumbs with gmax). I've started using Rwy12 and I think it's great. As objects can be created for Rwy12 using gmax, I am wondering if a similar way of doing the same using FSDS2. If anyone knows of a method of converting FSDS2's fsc files to xml files, I would greatly appreciate help along those lines. Thanks.

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You are confusing the output from FSDS and GMAX. Each program uses a different compiler to make the object (macro). The objects are not interchangeable. FSDS uses the SCASM compiler to make an object or macro. GMAX, with the FS2004 gamepack, compiles the object or macro into a different format resulting in an *.mdl file. It also supplies a small XML file for including the *.mdl file into a compiled scenery *.bgl using the FS2004 BGLCOMP.exe compiler.Only FS2004 GMAX compiled *.mdl files are compatible with Rwy12 since it uses the FS2004 BGLCOMP.exe compiler to make the resulting scenery *.bgl.W. Sieffert

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Thanks W. Sieffert. I wasn't sure if there was an incompatibility or not. I guess if I want to contribute to the Rwy12 library I need to go back and try to learn modelling with Gmax. Take care and be well.

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Hello John,There should not be any problem in using your objects created in FSDS. Rwy 12 Object Placer does not in fact use those objects at all, but only creates a calling bgl that indicates where they should be placed.Here is how it works: Once you have created an object or objects, you should create an object library bgl with them. Someone here who is more conversant with FSDS (probably Arno) can give you more details on that.Each object will have a G.U.I.D., this is a Globally-Unique Identification consisting of a group of hexadecimal characters.You must then create a list of your objects with their G.U.I.D.s in an XML document so that Rwy12 Object Placer can recognize them. See the Rwy 12 documentation for more information.Then, simply place the objects as usual with Rwy 12. You will get a small bgl that indicates which object goes where. Declare this bgl in the FS Scenery Library along with your object library bgl and the accompanying textures.Best regards.Luis

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Thanks Luis, I'll give it a try. I'll let you know how I made out.Thanks again.John

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Hello,I think that objects created with FSDS can not be called with XML code and so they can not be placed with the Rwy12 programme.There are 2 modes to call library objects:a) the FS8 way (FS2002) in which case the calling BGL can be made as sequences of SCASM commands such us:Area()PerspectiveCall()RefPoint() with V1 and V2= CallLibObj()EndAobjects called this way will show in both FS2002 and FS2004 and the impact on frame rates depends mainly on the instructions used on the model (which go to the library BGL). FSDS1 will produce "slow code" but FSDS2 will produce "fast code".:( the FS9 way (FS2004) in which case the calling BGL can be made as sequences of SCASM commands such us:Header( 0x201 )LibraryObject()LibraryObject()objects called this way will only show in FS2004. This mode is exactly the same as compiling a XML placement file with BGLCOMP. "Rwy12" objects belong to this mode.*** change of subject ***For those interested, I uploaded a version of SBuilder which supports the placement of:- FS8 objects- FS9 objects- "Rwy12" objects- API macros (in development)In order to place "Rwy12" objects, you just add a line to the SBuilder.ini file specifying the path to your Rwy12 programme like this:Rwy12Path=C:FSRWY12When SBuilder starts it looks for this path. If it founds it, it loads the IDs of the objects so that you can place them from SBuilder using a background map for easy placement. When generating the BGL, SBuilder uses SCASM commands as in :( above.Details in:http://www.ptsim.com/forum/topic.asp?TOPIC_ID=287Regards, Luis

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Yes, Luis is correct. You can not call old style (pre-Fs2004) library objects with XML code. So it is not possible to call FSDS objects with Rwy12.But some time ago I got a FSDS XML file from somebody and I started to make a converter that makes a MDL object from this FSDS XML file. Due to lack of time I have not yet finished this project, but that would give the possibility to convert FSDS objects to the new format.

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>But some time ago I got a FSDS XML file from somebody and I>started to make a converter that makes a MDL object from this>FSDS XML file. Due to lack of time I have not yet finished>this project, but that would give the possibility to convert>FSDS objects to the new format.Hi,As you know I will be waiting for that convertor!Luis

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Thank you very much for the correction, Luis. My mistake, as I had thought that it would be possible to create a library with FSRegen and call the objects from there. Thanks again.Best regards.Luis

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>That's a very good new Arno ! thank you for this project.Now I remember again, you sent me the XML files as example :).I have continued coding today, hopefully I have a beta version soon.

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Super Arno. I'm also an FSDS user and will be looking for that one too!! Hopefully this procedure will be transportable to future FS versions. In a couple months I should retire and will have somewhat more time to get into GMax as well as other tools, mainly Ground2k. Nevertheless FSDS remains a very good tool, despite some weakness, the lack of rotate to aircraft and seasonal texture options - the latter I was able to get by, by editing the api file following infos I found on this forum -. So the converter you are working on would be very much welcomed.Just a word on Pascal's latest release. - Mont St-Michel -. Awesome! Everyone should get it! Just follow the link Pascal signs with above and don't forget to get the night textures upgrade as well.Hugo

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Hi Luis,Thanks for the info looks like I'll have to wait for something else. I like FSDS2. Tried Gmax, but had to remove it. Keep losing the mltdan.dle file (Is that the way it's spelled?) so Gmax won't start. Gonna try reloading in again.John

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To all who responded to my initial question about FSDS2 objects and XML conversion. Thanks. I appreciate the response. Learned something too. What a great bunch of guys out there in Flightsim Community. I'm going to try to learn Gmax (if I can get it working properly). Everytime I install it, it can't find the mlt***.dle file therefore it will not start. Going to give it another try. Meanwhile, I'll just FSDS2 as is and enhance with the comtributions of others with Rwy 12. Thanks loads everyone. Working on another upstate NY airport. Will be released soon. Everyone take care and be well.

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Hi Arno! Thanks for your tool. But I must confess I'm a bit at loss here.This thread started with johnnyb1's post wandering if there was a way to convert FSDS2 .FSC files into an XML type for the purpose of using them with RWY12. I shared the same interest.After inputs from few peoples, you jumped in informing us you had a converter you were working on to convert an FSDS2 generated xml file someone (Pascal) submited to you. This is my first question. I checked FSDS2 and can't find any way to create an xml type of file. Did Pascal use any particular tool to convert either .fsc, .api or .bgl type of file, which are, to my knowledge, the only type of output FSDS2 can create, to produce this xml he sent you?Now my understanding is that this xml file is not adequately fitted for RWY12's usage and has to be pampered some more, hence your FSDSMDL tool to produce an mdl file.Here again, RWY12 requires to be fed with an xml file to output the final bgl.So my 2nd question. How does one go from to mdl file output by your tool to transform it into an adequate xml one for the final leg through RWY12.Sorry for my blunted ignorance and thanks for any suggestion to fill in the blanks :-)Hugo

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Hi Hugo,When more bugs have been removed from the tool I will have to write a better manual for it as well :).>This is my first question. I checked FSDS2 and can't find any>way to create an xml type of file. Did Pascal use any>particular tool to convert either .fsc, .api or .bgl type of>file, which are, to my knowledge, the only type of output>FSDS2 can create, to produce this xml he sent you?I must say that I am not using FSDS2 myself anymore, but (the latest version?) has an option to export/save as XML file. I hope someone that uses FSDS2 will read this and can tell you where in the menu it is exactly.>Now my understanding is that this xml file is not adequately>fitted for RWY12's usage and has to be pampered some more,>hence your FSDSMDL tool to produce an mdl file.Yes, this XML file is in a special format and defines the object. With my tool you will be able to make a MDL object out of it, just like GMax can make a MDL object for you.If you want to use this MDL file in Rwy12 the following steps need to be taken in general. First you make an object library BGL from these MDL files. You can do this with a XML file or use Library Creator XML for example, which gives you a GUI for this task.The last step is then to make another XML file, this time in the format that Rwy12 reads and that will show the objects in Rwy12 with their pictures, so that you can place them. On the Rwy12 site you will find an article on how to make this XML file.So, I must admit it is a bit confusing, but you have 3 different kinds of XML files in the end. One is the FSDS XML, the other is the BGLComp XML that defines the library and the last one is the XML file that Rwy12 actually reads.

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Arno, I have FSDSv2, scenery creator version only, and can not find anything relating to the *.xml format. There is of course, an option for *.mdl files, but this is strictly with regard to aircraft models. When this action is selected, FSDS creates a complete aircraft folder system for the model, under the FS directories.

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OK, I decided to dig up my copy of FSDS and install it again.In the File menu you will find the option Export. Here you can save your project as a XML file.

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Hi FSDS users,Until yesterday I also would say there was no XML output from FSDS. But, looking to the File Menu on the 7th entry just before "create FS object", I discovered it.I converted an object with Arno programme and was able to see it on the sim. As many many non-gmax users, I also had problems to understand the line of work. Here is what I have done:- exported as XML from FSDS2- run the converter (FSDSMDL) to generate an MDL from the XML- run Library Creator (also from Arno) and created a new library file. While in this programme, added the previous MDL and compiled the library getting a BGL (FS2004 style library BGL).Now you can take several directions to call the library as there are many programmes that can place the objects. I have used SB for this.Arno here are some thoughs for you to consider:- I know there are pluggins for FSDS. I wonder if the converter could be called from FSDS as we Export the object in XML. Or, may be, a command line version of the converter could help its integration with FSDS.- A batch ("Mass" as I saw on one of your tools) option would also be useful.Kind Regards, Luis

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Hello everybody,Thank you arno for this tool : I just tested it with a few FSDS2 objects and it works fine !I placed them with a "standard" placement XML file :<?xml version="1.0" encoding="ISO-8859-1"?>you must compile the XML file (just drag it over bglcomp.exe) with your "FSDSmodel.mdl" in the same directory.As arno and Luissa said, you can also build XML library or special Rwy12 library format.Arno : if you want some FSDS macro with simple animation (water mill for instance) to improve your program... no problem !question : has anybody tried to make dynamic library with fs2004 style mdl code ?thanks again and best regards,pascalhttp://perso.wanadoo.fr/p.dumat

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>Arno : if you want some FSDS macro with simple animation>(water mill for instance) to improve your program... no>problem !I think I will try to fix other bugs first, before I start working on animated parts :). At the moment there are enough problems with night textures or smooth polygons, that I want to fix first.Animations will be the next adventure :).>question : has anybody tried to make dynamic library with>fs2004 style mdl code ?I haven't heard of that before. I guess you should just try, I have no idea if the dynamic scenery code is able to call the RIFF libraries.

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Thanks Arno.....didn't even try "Export" option! Interesting that there is no mention of *.xml at all in the FSDS Help files and no explanation of it being under the Export menu.

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As posted elsewhere, I am trying to install "ktus_158462.zip" but is saays I need rnwy12 to work.......when I get to this in AVSIM files, many different files show up.......is rnwy12 a bunch of saller files or am I looking in the wrong place and there is a file named "rnwy12.ip"?? Also needs trees and Nova gold.......how does this work?? Appreciate some direction, many thanks

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Hi Dick,>As posted elsewhere, I am trying to install "ktus_158462.zip"> but is saays I need rnwy12 to work.......when I get to this>in AVSIM files, many different files show up.......is rnwy12 a>bunch of saller files or am I looking in the wrong place and>there is a file named "rnwy12.ip"?? Also needs trees and Nova>gold.......how does this work?? Appreciate some>direction, many thanksI answered in the other thread, so we can prevent that this thread goes of topic :).

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