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A question about installing scenery objects....

Not that I'm aware of, guzler. SBuilderX, to the best of my knowledge, is still the only package that will do photoreal ground textures.

SBuilderX, ADE and Instant Scenery all do different things and work well together, but none of them are really competing products. For simple photosceneries like a microlight field, you'll want SBuilderX for the ground textures and possibly flatten files, IS or Whisplacer or something to place objects. ADE and similar only really come into play if you want to do larger airports with taxiways, runways, etc. set up properly (e.g. for use with AI). However, Instant Scenery will not make the scenery visible to the default GPS, map or flight planner. If you want to do that, you have to make the airport (or at least its reference point) using something like ADE.
 
I'm not going to go in depth with this to avoid hijacking the thread, if you want specifics, I'll send them by PM, but the tool I used was Scruffyduck's Airport Design Editor.

-SNIP-

Ahh...that answers my question. The "mdl" file was converted
and placed as a BGL. That is what I was saying in my
prior posts. The mdl file is not placed AS a mdl file.
It becomes a BGL with location data through the use of
a placement tool such as IS, ADE or Whisplacer.

Paul
 
The mdl file was placed as an mdl file, called by the bgl file, Paul.

A library bgl is just a collection of mdl files. They, or an individual mdl file are called in exactly the same way that a user aircraft or any other model is. All a scenery bgl file does is tells FSX where to place the model, at what altitude, scale, position and orientation. It doesn't actually contain the models themselves in any way. You have to have either the mdl files themselves, or a library bgl containing the mdl files, installed and active to see them.
 
At the risk of beating a dead horse, in FSX scenery objects are defined as .mdl files with (optionally) texture bitmaps. The .mdl must be compiled into a bgl file. Separately, it is necessary to write "placement" code that locates the object within the FSX world.

If the .mdl file and placement code are in different bgl files, the .mdl is considered to be a global library, and can be placed anywhere in the world by any placement code bgl.

If the .mdl file and placement code are placed in the same bgl, the .mdl is considered "locked" to that bgl.

ADE does not create global libraries, but can place objects from existing libraries using the library object manager. Note that FS9 global libraries can be used as well as FSX ones. Alternatively, the .mdl can be included and placed within the ADE project to create a locked mdl. Only FSX .mdls can be used this way.

LibraryCreatorXML is nice tool for creation of global libraries from .mdl files.

scott s.
.
 
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