ADE COMPILING bgl

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f47420
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ADE COMPILING bgl

Post by f47420 »

Hi all I have made an airport in ADE .

But now can I make bgl's for the trees roads scenery objects etc etc .

Now if I use the extended compile to split the base file it will split it in to 4 bgl's.
Objects apron signs etc.

The problem is how to split the objects.
Do I need to start again by making up separate ones as I go.
If its the latter I am giving up this scenery thing. LOL

MW
Mark W
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campbeme
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Re: ADE COMPILING bgl

Post by campbeme »

f47420 wrote:Hi all I have made an airport in ADE .

But now can I make bgl's for the trees roads scenery objects etc etc .

Now if I use the extended compile to split the base file it will split it in to 4 bgl's.
Objects apron signs etc.

The problem is how to split the objects.
Do I need to start again by making up separate ones as I go.
If its the latter I am giving up this scenery thing. LOL

MW
I'm not sure I understand you Mark, why do you want to split it into 4 BGL's?

All I do is add all the scenery library's I'm using into the scenery library manager, then place the objects I'm going to use on the AFD. I then save to create the source file, then I compile with one separate obj BGL containing all objects, signs and effects.

Then if later you want to add something, then open the AFD by the source file, place an object then save and recompile, overwriting the previous AFD, it then just updates the already produced OBJ BGL's.

I hope this helped you.

Mark
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f47420
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Re: ADE COMPILING bgl

Post by f47420 »

The thing is that by making more than one file .ie one for the trees one for the hangers bits around the airfield if you have a slow pc you can remove one or more file so you get a better frame rate.
Its just for uploading to wed sites and to help out guys with slower PC.

MW
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Re: ADE COMPILING bgl

Post by campbeme »

f47420 wrote:The thing is that by making more than one file .ie one for the trees one for the hangers bits around the airfield if you have a slow pc you can remove one or more file so you get a better frame rate.
Its just for uploading to wed sites and to help out guys with slower PC.

MW
I get you, did what I post help you?

Mark
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f47420
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Re: ADE COMPILING bgl

Post by f47420 »

campbeme wrote:
f47420 wrote:The thing is that by making more than one file .ie one for the trees one for the hangers bits around the airfield if you have a slow pc you can remove one or more file so you get a better frame rate.
Its just for uploading to wed sites and to help out guys with slower PC.

MW
I get you, did what I post help you?

Mark
Yep thanks for that Mark............
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MIKE JG
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Re: ADE COMPILING bgl

Post by MIKE JG »

Mark W, the big thing is to preserve your original placement XML file produced by ADE.

From that file, we can break out the tree objects, vehicles, etc by their GUID numbers and then recompile those into their own BGL scenery files. Bit of work but makes a difference for slow dopes like myself.

Best way to do a scenery like that is to separate out the hangars and buildings in one group, then group all of the other small stuff in some logical order.

Additionally by separating out the trees, that allows the FSX users to easily get rid of them and use the scenery in FSX.
-Mike G.

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MIKE JG
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Re: ADE COMPILING bgl

Post by MIKE JG »

Tony, Mark W has already done all the 100th ARW textures if you don't already have them, they're in my FTP folder.
-Mike G.

Recovering flight sim addict, constant lurker.

Check out my real life RV-8 build here: RV-8 Builder Log
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