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arno

Using local .mdl files in ObPlacerXML

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Can you clarify this for me? When I use a local MDL file in ObPlacerXML to place a custom GMAX object I've made ObPlacer outputs a .bgl file. Does that bgl file contain the model? Or does it refer back to the mdl file? In other words: If I install that .bgl file on a new machine by itself and activate it, will it work?Che

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>Can you clarify this for me? >>When I use a local MDL file in ObPlacerXML to place a custom>GMAX object I've made ObPlacer outputs a .bgl file. Does that>bgl file contain the model? Or does it refer back to the mdl>file? >>In other words: If I install that .bgl file on a new machine>by itself and activate it, will it work?>>Che Che,Since a BGL file is slightly larger than MDL file, I suspect that it contains the MDL in it, plus a header of some sorts that tells it where to put it, how to orient it etc. So - yes - a BGL file is all you need. Plus textures. Cheers,

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Hi Che,Yes, Misho is right. If you use a "Local MDL" object, then the BGL file contains the MDL object and the code needed to place the object at your given location. FS itself never uses the MDL objects directly.So when placing them, you have them either included in the BGL or you are calling them from a library BGL. The last option is generally prefered, as the first option locks the objects. So if you combine the MDL object and the placement in one file, you can only place it around that location. If you later call the GUID from a different BGL, it will only work if you are close enough. So for generic objects, using a library is prefered.

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Hey arno, how do I compile a mdl object(s) into a library bgl? Che

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You can do that with a XML file. If you only use ModelData commands in your file and no SceneryObject commands, you create a library BGL file.If you prefer a GUI, you can also use Library Creator XML. It is available from my site as well.

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