Sign in to follow this  
Guest UlfB

Where to find animated wind power plant

Recommended Posts

Hi,I'm sorry if this has been asked before. Where can I find an animated wind power plant? I would like to place some power plants in FSX with Instant Scenery. I searched the forums and scanned the FSX scenery design library, but came up with nothing.Ulf B

Share this post


Link to post
Share on other sites
Help AVSIM continue to serve you!
Please donate today!

Hi Ulf:Check this out:http://lc0277.nerim.net/sceneobjects/ (no wind generator found in FSX libraries, but a great reference site!)http://www.turbosquid.com/FullPreview/Index.cfm/ID/254686 (purchase and create with SDK)http://www.vfraddons.co.uk/vfrtable_view.php (possibly accessible via Instant Scenery's Library Maker or other 3rd party FS library object utility)Hope this helps!:-) GaryGB

Share this post


Link to post
Share on other sites

GaryGB,Thanks a lot! I'll have a look at these sites.Ulf B :-)

Share this post


Link to post
Share on other sites

Hello Ulf,Is this the object you want?http://forums.avsim.net/user_files/176641.jpgThis wind generator has been in the game since the previous version - in FS X, the GUID should be: {f21db452-6d9d-424d-b608-a9c34c194cc1} and it is in the Hazards library with the name: gen_windmill01Haven't tried placing it myself.Best regards.Luis

Share this post


Link to post
Share on other sites

Luis,I tried to use that windmill with Instant Scenery. But it isn't animated or maybe it's Instant Scenery that can't handle animated objects. I've got to try some other tool and I would be happy if you could give me some advice on what to use.Ulf B

Share this post


Link to post
Share on other sites

With a lot of objects when placed with IS or another placement tool, it won't show any animation until the sim is restarted. Just in case it was static when placed...

Share this post


Link to post
Share on other sites

Hi MeshMan, No movemvent at all, even after reloading the sim. Even tried to change the wind direction and force, but nothing helps. I'll look into it some more after work today. I'd better scan Flight1 support forum as well.Have a nice day to all of you :-)Ulf B

Share this post


Link to post
Share on other sites

Hello Ulf,It does not rotate for me either:http://forums.avsim.net/user_files/176680.jpgalthough it did in the previous version of the game. I used the Object Placement Tool, by the way.I seem to remember that many animations in FS X now are routed through the shader pipeline. Since my graphics card cannot handle this, shaders are turned off by default on my configuration of FS X. So, perhaps the graphics card is the culprit if the windmill does not rotate.Best regards.Luis

Share this post


Link to post
Share on other sites

Luis,I'm using a BFG nVIDIA 8800GTX, so I guess my shaders are turned on by default. How can I verify this in FSX?Ulf B

Share this post


Link to post
Share on other sites

I would not worry if I were you, Ulf. Your graphics card can definitely handle all the shaders.If you are curious, the display.cfg contains the list of all the graphics cards that are turned off in FS X.However, I tried again to see the windmills in FS X, but this time, I removed the FS X hazards library, and placed the FS 9 generic library in there:http://forums.avsim.net/user_files/176691.gifSo, the FS 9 library displays rotating windmills in FS X. It would seem that the objects were ported over and lost the animation. On the other hand, they do not have the beacons like the FS X version.I am off to file a bug report.Best regards.Luis

Share this post


Link to post
Share on other sites

Excellent find, Luis! :) That brings up some related questions on scenery libraries which I have not tested yet: exactly how to put placeable objects from FS9 default format scenery object libraries into FSX (and vice versa for those of us who own and use both versions of FS).This would of course be geared towards the person using a standard XML based object placer such as EZ-Scenery or Instant Scenery (which directly writes and edits the BGL with or without an "internal" XML intermediate as it works).Can we simply copy our existing (purchased and installed!) FS9 default format scenery object libraries containing placeable objects (not API macro types, and which aren't already included in the larger selection of FSX objects) over into a specified FSX folder?How does one determine the filenames of FS default format scenery object libraries containing placeable objects in FS9 and FSX? To port such objects into either FS9 or FSX, do we always have to copy and "re-package" those objects into another BGL object library using one of the FS library object utilities?Or can a multiple objects "lookup library" of appropriate GUIDs be used in EZ-Scenery and/or Instant Scenery (without containing the actual objects) which is used to create our "placement instructions only" BGLs?And is the process the same for FSX objects ported into FS9?Are the FSX object BGLs incompatible as far as directly copying a file over into the FS9 folder system?If so, can the FSX objects still be ported somehow into a compatible stand alone FS object library BGL for use in FS9?When doing so, is there a difference in the library BGL format which one must choose when creating a "ported objects" BGL intended for use in either FSX or FS9?.Sorry for all these questions which I perceive to be generally related (and necessary to helping Ulf and the rest of us get our own wind generator placed in our own FSX scenery), but I have not seen a detailed explanation on this anywhere yet by ACES or one of the highly-informed FS community members like yourself. :-halo Any clarification you would be willing to share on this is very greatly appreciated.Thank You again, Luis! ;-) GaryGB

Share this post


Link to post
Share on other sites

Hi Gary,Fs2004 objects can be used in FsX simply by installing their library BGL files in FsX (including the needed textures of course). But I would be very careful in doing this, as you might risk to introduce conflicts if some objects are already contained in FsX with the same GUID (for example if part of the library has been ported).Creating new library BGL files with the Fs2004 default objects (after you decompiled them for example) is not a good idea, so I would not advice doing that.The other way around it will not work. The FsX MDL format is different, so these objects simply do not work in Fs2004.

Share this post


Link to post
Share on other sites

Hi Arno:Thanks for taking the time to offer that explanation on the subject. :-) I suppose what the FS end-user community might have to do evaluate their options for personal use of FS placeable scenery library objects on their own computers interchangeably between purchased and installed copies of both FS versions (since the documentation by ACES on this subjects is so limited), is to perform a comparison of GUIDs used by FS9 and FSX scenery objects to identify any potential conflicts that exist, in which FS files, and involving which FS objects.After identifying which FS9 and FSX placeable scenery library object GIUDs may have conflicts, we might also wish to know what FS9 objects have NOT been duplicated in the FSX object libraries, as I suspect that most if not all have been ported over (with or without being rebuilt or re-compiled... and apparently with varying degrees of success and testing as discovered in the case of the wind power generator above!).It would be valuable to keep in mind prior discussions here (and at other scenery-related FS forums) the importance of avoiding duplicate instances of essentially identical FS placeable scenery library objects being called by end-user placement (positioning info) BGLs from different scenery object library BGLs in a given FS flight session, due to the extra memory and computation hit to the FS rendering process; the goal of "LOAD TO MEMORY ONCE... READ/WRITE AS CALLED/PLACED FROM THERE" concept would seem to be even more important with FSX than it was with FS9.Although some have dismissed this previously as an insignificant consideration in FS9, I believe FSX now compels us to keep our scenery design processes as efficient as possible for better performance, and to strictly avoid spreading chaos-inducing creations out into the FS user community.So IMHO we do NOT want to see a plethora of re-packaged FS placeable scenery library objects being distributed outside people's own computers and spreading out into the FS community (whether or not they have actually been carefully checked for GUID conflicts or duplication of content/instances in BGLs in between FS9 and FSX installations).However, it would appear that inquisitive and meticulously CAREFUL FS end-users using a 3rd party scenery library object management utility to re-package into appropriate FS scenery library format BGLs for use only on their own computers and not to be re-distributed to others in the FS community, any FS9 scenery objects (from a copy of FS they purchased and installed!) which were NOT duplicated in FSX (and which do NOT have the potential for GUID conflicts with anything in FSX), might be able to use those FS9 objects in FSX using a compatible FS scenery library object placer utility. ;-)And please, someone feel free to correct me on all this if I am mistaken! :-roll GaryGB

Share this post


Link to post
Share on other sites

It all sounds good to me, Gary. Very pertinent remarks.For the moment, I have not come across any FS 9 objects that are not in FS X. And they all have the same GUID, although in a different format.Also, after testing, the only FS 9 animated objects that are not animated in FS X are: - amusement park - rotating radar - windmillI have not yet checked the objects with effects, for example, the flaming hoop.Best regards.Luis

Share this post


Link to post
Share on other sites

Newbie here with a slightly off-topic question. Arno stated "Creating new library BGL files with the Fs2004 default objects (after you decompiled them for example) is not a good idea, so I would not advice doing that" a couple posts back, and I'd like to know why this isn't good. Is it because of the potential for GUID conflicts, or because de-compiling/re-compiling messes up the models somehow?Not questioning your advice arno, just curious because I have one .mdl of my own making that was compiled by itself into an object library .bgl back when I first started experimenting with this stuff. I deleted the gmax source and the exported .mdl afterwards (newbie dumbness) and I thought at some point before finishing the scenery I'm building I should decompile that particular .bgl and add the .mdl to my main multi-object library that contains the rest of the custom objects I've made for this scenery. Not a huge deal, I should probably re-build the object anyway now that I have a faint clue what I'm doing in Gmax.Thanks,Jim

Share this post


Link to post
Share on other sites

Hi Jim,That is a good question. The main reason that creating a new library with the same objects is a bad idea is because you run the risk of two problems:1. If you use the same GUID in the new BGL as in the old BGL, you will have two libraries with the same GUID. That gives a conflict as you will never know from which one FS is going to load the object.2. If you use new GUIDs in the new BGL (which is possible with the Fs2004 SDK) then you end up having the same object with two GUIDs. That means extra memory usage, but also confusion, as depending on the GUID the object is loaded from another library, while the objects look (and are) the same. So that is not good either.For your own problem, I think it is no issue. If you include your MDL file in your "new" (or multi-object) library and afterwards remove the old BGL that contained it everything is fine. You still only have one BGL file containing the object and you can from now on call it from the new library.

Share this post


Link to post
Share on other sites

Hi All:I created a placement BGL using Instant Scenery (IS) in FS2004 to display the FS9 "generic" windmill power generator object (under discussion above) into {FSX install path}Addon SceneryScenery.Immediately after placement and closing the (IS) user interface, the static object displayed; however, it would rotate ONLY after re-indexing of the FS9 scenery library, exiting, and re-starting FS2004.I also enabled objects from that FS9 "generic.bgl" and a placement BGL created in (IS) in FS2004 for displaying the above FS9 "generic" windmill power generator object by installing a COPY of those files into {FSX install path}Addon SceneryScenery.I was then able to display in FSX the above windmill power generator object in question, but the FS9 object also did NOT animate the propeller when displayed in FSX even after re-indexing of the FSX scenery library, exiting, and re-starting FSX.This shows a worse version of the same FS9 problem with the "generic" windmill power generator object when the FSX "hazards" packaged/ported version of that same "windmill" is loaded and displayed from an FSX object placement BGL created in (IS) IN FSX: NO ROTATION OF THE FS9 OBJECT EITHER (even after re-indexing of the FSX scenery library, exiting, and re-starting FSX).I was initially unable to find in (IS), a 3rd party animated turbine scenery object in the "Scroby_Sands_Windfarm_1.BGL" referred to in the "Scroby Sands Offshore Windfarm for FSX Update" Readme file, in which "Arfa" is acknowledged "for the animated turbine model" available from http://www.vfraddons.co.uk/vfrdetails_view...?SelectedID=728.The "Scroby Sands Offshore Windfarm" scenery folder chain had been initially installed and loaded in the midst of an ongoing FSX (IS) session which had NOT yet been exited and re-started before trying to locate the animated turbine scenery object in the "Scroby_Sands_Windfarm_1.BGL"; the BGL was NOT available at all in the scenery BGL file pick list prior to re-starting FSX.The "Scroby Sands Offshore Windfarm for FSX Update" was installed in the appropriate paired folder configuration under {FSX install path}Addon SceneryScenery.After re-starting FSX, the "Scroby_Sands_Windfarm_1.BGL" file and its "animated turbine model" object (listed by GUID name only) was seen by (IS); however the object in that BGL was "geo-locked" and could not be placed at my test location near Emma Field.( see: ) http://forums.avsim.net/dcboard.php?az=sho...25290&mode=full http://www.fsdeveloper.com/forum/showthrea...ight=geo-lockedhttp://www.fsdeveloper.com/forum/showthrea...ight=geo-lockedhttp://www.fsdeveloper.com/forum/showthrea...ight=geo-lockedhttp://www.fsdeveloper.com/forum/showthrea...ight=geo-lockedI suppose that if one loaded a flight and slewed near the "Scroby Sands Offshore Windfarm" scenery coordinates, one might be able to see if the object can be placed there by (IS). ;-)Hope this information is of interest to those exploring use of FS placeable library objects with Flight1's Instant Scenery in FS9 and FSX! :-)GaryGB

Share this post


Link to post
Share on other sites

Thanks Arno for the detailed explanation. That was the answer I was hoping for, and my plan was to delete the first single-object .bgl completely after de-compiling it and getting the .mdl out of it.Thanks,Jim

Share this post


Link to post
Share on other sites

In the past I took fs9 generic geo-referenced objects, decompiled and then recompiled to get rid of any geo-referencing and it worked. Perhaps the same can be done for Scroby Sands Windfarm, I personally don't have the scenery nor tried this but it may work so that you can use the objects in other regions.

Share this post


Link to post
Share on other sites

Hi All:Since neither the original FS9 nor the ported FSX version of the wind turbine generator display animation in FSX, we need a 3rd party alternative to use until ACES gets around to fixing the default object animation problem (...in FS-11 perhaps?).Here's an apparent free 3rd party animated wind turbine generator to use for scenery creation; it will require first being compiled into an appropriate FS scenery library format before it can be used by "XML-type" object placer programs for FSX:http://www.fsdeveloper.com/forum/showthread.php?t=6177Hope this helps!:-)GaryGB

Share this post


Link to post
Share on other sites

Thanks GaryGB, it certainly helped!I used the LibraryMaker (tool shipped with Instant Scenery) and it was very easy to add the mdl file to a new library and save it as a bgl file. No warning lights and the windmill doesn't turn towards the wind, but it's better than the default FSX windmill.Ulf B

Share this post


Link to post
Share on other sites

Hi UlfHave you tried the "Copenhagen_HarborWindFarm" object from the "Copenhagen.bgl" library situated in FSXSceneryEURWScenery"? I don

Share this post


Link to post
Share on other sites

Thanks Erik,No problem placing windmills in Sweden. Nice with the lights, but they don't turn with the wind. I tried to place a windmill in Florida, but it didnt work.But my problem is solved regarding animated windmills, thanks to all of you!Ulf B :-)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this