Sign in to follow this  
desertwind

ExcBuilder v2.0: Created bgl once, now it won't create another

Recommended Posts

I'm using FS9. I decided to clean out the generic buildings cluttering the National Memorial Cemetery located in the 'Punchbowl' crater in Honolulu, HI. I used ExcBuilder to create a bgl file which didn't work. I had the bgl placed in ..fs9addon sceneryhawaiiscenery and have the hawaii folder installed in the Priority 1 slot (temporarily) in the scenery library.The weird thing is, I can't seem to get EB to produce another bgl file! I input the data, create the xml code and compile and nothing. No error messages but no bgl file either. I tried different areas besides Hawaii, but that didn't work. Any ideas as to what is going wrong here?Tawni

Share this post


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

Hello Tawni,Would you please post the contents of the xml file? That would help us diagnose the problem.Some reasons why the file would not remove buildings: incorrect exclude flags, incorrect combination of flags, incorrect coordinates...I have never been able to get ExcBuilder to automatically create the bgl - don't know why. So, I just manually drop the xml file on BGLComp.Best regards.Luis

Share this post


Link to post
Share on other sites

Hi, Luis~Thanks for responding. Here's a paste of the xml code generated for the 'Punchbowl' area:<?xml version="1.0"?>I ran bglcomp from the DOS command window with the /v flag set so I could see the run time processing. It failed because latmin must be less than latmax. However, I was oriented N when setting the NW and SE coordinates; seems easy enough. Just to see what would happen, I flipped the coordinates (ie, the nw lat and se lat) and *still* got the same message. Tawni

Share this post


Link to post
Share on other sites

Also, in checking other posts, there seems to be some question as to the ability of EB to handle autogen created generic buildings versus xml placed GenericBuildings. I turned off autogen and the buildings are still there, so I assume this means they aren't autogen buildings? Or does it? ;)Tawni

Share this post


Link to post
Share on other sites

Hello Tawni,Let's see: 1. BGLComp does not seem to like the header - hard to say why. So I changed it to:<?xml version="1.0" encoding="ISO-8859-1"?>2. you use coordinate separators (period) that I have never seen used in Flight Simulator. Perhaps they are not allowed, so I changed the periods to a space as so:latitudeMinimum = "n21 18 51"latitudeMaximum = "n21 18 94"longitudeMinimum = "w157 51 06"longitudeMaximum = "w157 50 53"And the question arises: do you mean to use degrees minutes (eg.: N21 18.51) or degrees minutes seconds (eg.: N21:18:51)? I have never used the latter and do not know if BGLComp will accept it.After making these changes, the file compiled fine. But, I do not know if it will exclude anything.We have found after testing that BGLComp seems to require the use of all the Exclude flags to be present in the file in order to work correctly, if there is any flag that is False. So, you will have to see if this works or not, and then modify accordingly.Best regards.Luis

Share this post


Link to post
Share on other sites

Hi Luis,BglComp will accept decimal degrees with either a sign or ordinal letter, eg "-12.12345" or degrees and decimal minutes, eg "12 23.456", or degrees minutes and seconds, eg, "12 23 45". I always use a space as a separator.George

Share this post


Link to post
Share on other sites

Hello, Luis and George~Using the format d mm.mm (e.g., N21 18.94) for the data arguments, the xml code compiled fine. I included all the flags in the xml code thusly:<?xml version="1.0"?>But, after moving the bgl file to my Hawaii scenery directory, it doesn't exclude anything. I have verified that my slew aircraft was oriented north as was the scenery (satellite view) and that my coordinates represent the correct NW and SE data points.I guess I'll have to do a bit more research on that problem now. I believe I've seen a number of threads regarding it. One dealt with the fact that there are different types of generic buildings. I guess not all excludable?Thanks for your feedback, guys, I really appreciate it.:-) Tawni

Share this post


Link to post
Share on other sites

Unfortunately, the following thread didn't help me but it might help others:http://forums.avsim.net/dcboard.php?az=sho..._id=26506&page=Basically, it raised the issue of compensating for magnetic variation when creating the NW and SE coordinates; something I definitely hadn't considered before. It can cause the exclusion area to be created in such a way that that it 'misses' the objects you're trying to exclude. Also, are there any 'groups' of buildings designed and placed as a single object in the fs9 default scenery? I ask this after reading about the subject of reference points. If the reference point for a pseudo group of buildings was offset, it wouldn't be readily apparent where one actually needs to create the exclusion zone, right?

Share this post


Link to post
Share on other sites

Hello Tawni,There is only one type of generic building and it will always be excluded.So, if it is not an autogen object, nor a generic building, then it can only be a library object. These last are quite common in large urban areas, and represent landmarks or important buildings - either excludeAllObjects = "TRUE" or excludeLibraryObjects = "TRUE" will remove them.I have never had any problem with magnetic variation and cannot confirm that this is a problem with exclusion rectangles. And it should not make any difference, as long as the objects fall within the bounds of the exclusion rectangle, whatever they may be. I suspect the problem is elsewhere, either incorrect coordinates or exclusion flags.Why don't you just try excludeAllObjects = "TRUE" as the only flag, and see what happens?Best regards.Luis

Share this post


Link to post
Share on other sites

Hello, Luis~I did try the exclude all (single checked box) as well as individually checking each exclude item to create the bgl file and neither removed the buildings.I'm pretty sure I've got the coordinates set correctly, I'll post an image of the screens where I'm obtaining the coordinates and see if you concur. I'm sure it's got to be something stupidly simple that I'm overlooking, but so far I can't figure out what it might be.Tawni

Share this post


Link to post
Share on other sites

Magnetic variation has no effect on coordinates, it is only the difference in degrees between true North and magnetic North at that point.George

Share this post


Link to post
Share on other sites

Hi Tawni,when you put the exclude file in the same folder like the original scenery, which creates the buildings, you must take care of the execution order: first create the scenery, then exclude the buildings.Inside a folder the execution is alphabetically ordered. So you must use an exclude filename like ZZ_exclude.bgl to put it at the end of the queue.Or use an additional scenery folder and give it a higher priority then the default scenery folder in the scenery manager.Or you might just use the addon scenery folder, which is usually on top of all default scenery folders.Best regards,Edgar

Share this post


Link to post
Share on other sites

George~While you are correct about the effect on the coordinates being nil, the effect on the resulting defined area may, (more so in areas where there is substantial magnetic variation) theoretically, miss the object you're trying to exclude as a result of skewing.It's a relatively unlikely occurrence, but I do see how it can happen. Click on the link I provided and browse the thread for yourself. Perhaps you'll disagree with the explanation, but it seems plausible to me.Tawni

Share this post


Link to post
Share on other sites

Hello, Edgar~Thanks for your response! Perhaps you missed this ditty in my orginal post:I used ExcBuilder to create a bgl file which didn't work. I had the bgl placed in ..fs9addon sceneryhawaiiscenery and have the hawaii folder installed in the Priority 1 slot (temporarily) in the scenery library.I believe that is consistent with your last suggestion, is it not? I placed it on top of the scenery library stack to give it every chance to strut its stuff without being clobbered by some other scenery wizardry. But still, alas, no joy!Tawni

Share this post


Link to post
Share on other sites

I'm not sure if any of you guys are still running fs9, as it seems fsx is really picking up steam with the full might and fury of the 3rd party designer stuff spooling up to speed, but if, by chance you are, maybe somebody can see if they have any luck excluding the buildings laying within the Punchbowl crater?The Punchbowl is about 6 miles east of the eastern end of HNL Rwy 8R/26L. I would say just look for the big crater, but unfortunately it's not very well defined within fs9 even with 38m mesh.Tawni

Share this post


Link to post
Share on other sites

Sorry Tawni,I didn't saw, that you created a new own folder under /addon/...So it is indeed suggestion 2.Regards,Edgar

Share this post


Link to post
Share on other sites

>if, by chance you are, maybe somebody can see if they have any>luck excluding the buildings laying within the Punchbowl>crater?>>The Punchbowl is about 6 miles east of the eastern end of HNL>Rwy 8R/26L. I would say just look for the big crater, but>unfortunately it's not very well defined within fs9 even with>38m mesh.>It is impossible to spot using the default landclass and mesh.punchbowlsw9.jpgPerhaps if you could give us the centre coordinates?George

Share this post


Link to post
Share on other sites

The Punchbowl is right around N21 18.75, W157 50.80, just above the many high rise buildings of FS9. Unfortunately, there are many buildings sitting in the Punchbowl, thus the OP's effort to clear them out.This from Google Earth;Punchbowl.jpg

Share this post


Link to post
Share on other sites

The following three screenshots represent:1. The data used and visual point for NW coordinate.2. The data used and visual point for SE coordinate.3. A composite overlay of the first two images and resultant theoretical exclusion zone.This is correct, yes?George, this should also give you enough info to find the Punchbowl area on the generic scenery. Basically if you were to depart Rwy 8R from the position on your screenshot, once you've reached end of runway, fly runway heading for about 5+ nm, the Punchbowl should be at your 9 o'clock.Tawnihttp://forums.avsim.net/user_files/177674.jpghttp://forums.avsim.net/user_files/177676.jpghttp://forums.avsim.net/user_files/177677.jpg

Share this post


Link to post
Share on other sites

I love it! everybody taking part and posting images, great!George, are you still on FS 9? This is the first time I have been back there this year - fantastic frame rates!Tawni, are these the culprits?http://forums.avsim.net/user_files/177678.jpgThey look like generic buildings to me. This was a good opportunity to pull out Jim Keir's LWMViewer2:http://forums.avsim.net/user_files/177679.jpghttp://forums.avsim.net/user_files/177680.jpgAnd generic buildings they are.So, this should get rid of them all:<?xml version="1.0"?>Looks like you have your work cut out for you - the stadium and lots of buildings straddling the highway.Best regards.Luis

Share this post


Link to post
Share on other sites

Hi, Luis~That's a very cool utility! I must have it. =PAnd, yup, them be the culprits alright. Grrrr, I hate them!I used your code and sadly, still no luck. Did you try creating the exclusion area. Did it work? I can't believe I can't get a nothing process like this to work! It's infuriating.If I can't solve this problem soon, I'm afraid I may have to enter virtual world mode, climb into my computer, load my virtual C-208 (with belly pod) with virtual dynamite and blast the living daylights out of those stupid buildings! =)Tawni

Share this post


Link to post
Share on other sites

>George, are you still on FS 9? This is the first time I have>been back there this year - fantastic frame rates!>No Luis, I use FS9 only to check for problems such as this. I agree I do get much high frame rates than in FSX but I prefer the 1m/pixel photoscenery over the 4m version.George

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