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scruffyduck

How can I decompile BGLs into apt format?

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Hi Folks,first of all, I have to say that I am a bloody beginner in creating scenery for myself. The question: Is there any program that decompiles BGL files into .apt format, so that I can open them in FSSC? BGLAnalyze only decompiles them into SCASM format. Could anyone help please?mixen82

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What version of FS - if you are using FS9 then I would open a stock airport in AFCAD if you wish to modify it.

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No, I didn't mean that. I am modifying and creating AFCAD files for many years now and that is absolutely not the problem. What I am talking about is modifying and creating buildings etc. I am looking for a tool that decompiles BGL files in APT format readable by FS Scenery Creator.

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This depends on the MSFS version you are using. If FS2002 and earlier, Airport for Windows - http://www.flightsimnetwork.com/airportsupport/ , has the ability to import BGL files into its native language, you can then compile the files using SCASM, save the SCASM source code and use in FS Scenery Creator. There are also several disassemblers/decompilers on the various Flight Simulation website that can do the job as well.If FS2004 and later, the entire format is changed and is not compatible with FS Scenery Creator. That is why must designers are not using FS Scenery Creator. W. Sieffert

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and you do not need to decompile anything to place objects in FS9/FSX. You just need to reference the guid for the object in question. However, as mentioned in the previous post you will need a tool that compiles xml placement code into a bgl to place them in the Sim.

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