A Stearman Haven

It looks like some other program, installation, update, etc has overwritten the "Buildings.bgl" file that is a default FSX file as I mentioned above. . .it would also have been default in P3D. Now I have installed P3D_V4.5, Orbx Basic, Vector Landclass and a number of other Orbx regions yet I don't have the problem you display and as we've seen your buildings.bgl file has a different date and size. I can send you my version and you can try that. . .but because there's no way to tell what changed to cause yours to lose that object, there's also no way to tell what replacing your version will do to some other scenery down the road.

Bottom line here is that given that we both have the same basic scenery and Sims there's no reason you should be having this problem. I will post a zip with the file you need here. Save the one you have currently by either renaming it or moving it to your desktop temporarily. Try the new one I send you and see if it fixes the problem.

Update: Just to be sure, I checked both buildings.bgl files (FSX & P3D) and that tower is in both those bgl's, but neither file is as large as the one you have (?)
Here is the bgl file. . .see if this works.

Hi Ed,

I will give it a try and see if it helps. It's a mystery, but what can you do. I downloaded a lot of your great scenery packs in the past, and have had no issues with them.


Latest one is here : http://www.sim-outhouse.com/sohforums/showthread.php/118901-A2A-Free-P-40-Accu-sim?p=1216075&viewfull=1#post1216075

This one fits in well with other airports in the area, like 2B2, 6B6, KACK and KBID.

Thanks, again, for all the help,

Milan .....
 
It looks like some other program, installation, update, etc has overwritten the "Buildings.bgl" file that is a default FSX file as I mentioned above. . .it would also have been default in P3D. Now I have installed P3D_V4.5, Orbx Basic, Vector Landclass and a number of other Orbx regions yet I don't have the problem you display and as we've seen your buildings.bgl file has a different date and size. I can send you my version and you can try that. . .but because there's no way to tell what changed to cause yours to lose that object, there's also no way to tell what replacing your version will do to some other scenery down the road.

Bottom line here is that given that we both have the same basic scenery and Sims there's no reason you should be having this problem. I will post a zip with the file you need here. Save the one you have currently by either renaming it or moving it to your desktop temporarily. Try the new one I send you and see if it fixes the problem.

Update: Just to be sure, I checked both buildings.bgl files (FSX & P3D) and that tower is in both those bgl's, but neither file is as large as the one you have (?)
Here is the bgl file. . .see if this works.

Hi Ed,

I tried your 'buildings.bgl' file with the same result - no tower is displayed.
I wonder if Orbx's Vector has anything to do with this, even though KCRS elevations seem fine and can't find KCRS listed in either the 'enabled' or the 'disabled' side of the Vector AEC Tool.

It's too bad I cannot get the tower to show to complete the picture 'so to speak'.

Thank-you for your help and input, but I think it's time for me to put this scenery aside for a while.

Cheers, Milan ....
 
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I got an answer from Avsim today ......... kind of makes sense.

It seems the 'buildings.bgl' file is a directory of the various textures available in the sim for various default (building) objects. A given scenery package contains folders (scenery, texture) for some items which are custom made for it, then in FSX, the sim will be called on to use the 'buildings.bgl' file to locate any textures the scenery package is using that are 'default'. The sim will then get 'directions' from the .bgl file as to where to find the texture in question - usually in the FSX/Texture folder. If the textures are not there, then nothing is displayed in sim. Apparently there exist some default textures in FSX which, although present, are deemed 'incomplete' in some versions of FSX and only partially display the needed object in sim.

I think I'm missing the texture file (as Dave mentioned above) for 'gen_yardtower 9d4d839e-0f93-4dc0-baa0-7c55d11a3264'.
 
I got an answer from Avsim today ......... kind of makes sense.

It seems the 'buildings.bgl' file is a directory of the various textures available in the sim for various default (building) objects. A given scenery package contains folders (scenery, texture) for some items which are custom made for it, then in FSX, the sim will be called on to use the 'buildings.bgl' file to locate any textures the scenery package is using that are 'default'. The sim will then get 'directions' from the .bgl file as to where to find the texture in question - usually in the FSX/Texture folder. If the textures are not there, then nothing is displayed in sim. Apparently there exist some default textures in FSX which, although present, are deemed 'incomplete' in some versions of FSX and only partially display the needed object in sim.

I think I'm missing the texture file (as Dave mentioned above) for 'gen_yardtower 9d4d839e-0f93-4dc0-baa0-7c55d11a3264'.
Actually if a scenery object fails to find the textures needed to give the object it's "realism" then that object normally appears as black, not transparent. What they told you about the building.bgl is common to all scenery objects. Each bgl file, whether it's an object library (contains a grouping of scenery objects) or a single object bgl there will always be a corresponding texture folder. So no mystery there. The mystery here is that the object doesn't display at all, as though there is an exclude overriding that particular area and that doesn't make a whole lot of sense really.

Have you tried deleting that scenery completely, downloading it again and installing to see if that corrects the problem?
 
Actually if a scenery object fails to find the textures needed to give the object it's "realism" then that object normally appears as black, not transparent. What they told you about the building.bgl is common to all scenery objects. Each bgl file, whether it's an object library (contains a grouping of scenery objects) or a single object bgl there will always be a corresponding texture folder. So no mystery there. The mystery here is that the object doesn't display at all, as though there is an exclude overriding that particular area and that doesn't make a whole lot of sense really.

Have you tried deleting that scenery completely, downloading it again and installing to see if that corrects the problem?

Hi Ed,

I just finished downloading and installing the KCRS basic scenery (without the 'fixes' for the fence, aircraft etc. yet). Below pics are what I get with the re-install. Not much difference, I think.

YoYo had mentioned in his post above that he sees what appears to be two different 'airport sceneries' in one ?

I have no Orbx freeware airport packs or other 'Corsicana' airport scenery.

When I call up the 'default' KCRS in sim (with just Orbx Global, Vector, Open LC NA and REX Essentials running), I get an asphalt runway with white markings, a few generic autogen hangars, an airport flood light tower, and some electrical boxes surrounded by a chainlink fence.

When I install your KCRS, I still get the same flood light tower, the electrical boxes surrounded by a chainlink fence, but a different runway texture (with no white markings this time), along with your scenery (buildings, jeeps, aircraft, etc.) What is very strange is, I also get what appears to be the floating, waving guy, behind whom I can see 4 or 5 window/screens and a couple of faint vertical lines (my post#47 here : http://www.sim-outhouse.com/sohforu...earman-Haven?p=1215937&viewfull=1#post1215937) ...... all of which may belong to a tower texture which is either mostly missing or perhaps incomplete/corrupt ? This would lead me to conclude I don't have a correct tower texture in the FSX folder, and/or something is trying to overwrite (and maybe prevent) the correct textures from showing in sim. That something may well be responsible for the asphalt runway textures which show up, even though they're not part of your scenery.

VBfmsUu.jpg


5vgQHjy.jpg


j6PqpXf.jpg
 
Both runways appear as asphalt on my screen ...... (not grass).

Maybe there is somewhere an Orbx entry for KCRS in their Global, Open LC or Vector folders which has a file for KCRS that needs to be renamed to 'off' ? I just can't find it.
It's just too bad I can't pinpoint whether Orbx (or maybe even REX) is causing this anomaly.

I think it's best I move on, it's frustrating, yes, but what else to do, lol ?

Bnikegh.jpg
 
The file "Buildings.bgl" resides in the Scenery\Global\Scenery folder and the needed texture "USa01yardtower_All.dds" is located in the corresponding texture folder. I have read back through all the posts and I don't see where that was checked unless I missed it. Below is what the texture sheet looks like:
 
Mzee, what I see on Your screenshots it isnt default runway's texture. It looks like you have problem with other addon, maybe REX, I dont know. I use REX Texture Direct - Enhanced Edition for asphalt runways. I didnt have any problem here (but its P3Dv4).

US3vv0B.jpg


M4abOn8.jpg
 
Mzee, what I see on Your screenshots it isnt default runway's texture. It looks like you have problem with other addon, maybe REX, I dont know. I use REX Texture Direct - Enhanced Edition for asphalt runways. I didnt have any problem here (but its P3Dv4).

Thank-you, @YoYo, I also suspect REX Essentials has something to do with these runway textures showing up over the grass strips.

I'll have to investigate further, and play around with the REX Essentials pop-up configuration panel a bit.

Good thing the asphalt runways are in the correct spots, at least, lol !
 
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The file "Buildings.bgl" resides in the Scenery\Global\Scenery folder and the needed texture "USa01yardtower_All.dds" is located in the corresponding texture folder. I have read back through all the posts and I don't see where that was checked unless I missed it. Below is what the texture sheet looks like:


It worked ! The tower is now present. :joyous:

fMoLpra.jpg


QW2LOkr.jpg


gWZfSue.jpg



Thank-you, so much, Ed, and everyone here for your input !

I checked my folder structure over many times and all was OK, but the "USa01yardtower_All.dds" was obviously corrupt as only the 'windows' were showing in sim.
I noted Ed's texture file had a newer date from my version, so I opted to simply swap it out with Ed's version ....... and voila ! All OK now.

I just have to find a way of removing the two asphalt runways and bring back the preferred grass strips they overlay .... a REX Essentials issue most likely.
Will have to play around with the REX pop-up configuration tool a bit.

Cheers,
Milan .....
 
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The asphalt runway textures seem to be linked to my Orbx Vector configuration.
I found a file in the FSX\ORBX\FTX_VECTOR\FTX_VECTOR_APT\scenery called 'ABP_KCRS.bgl' which I renamed to 'off'.
The result was no asphalt runways visible at ground level, but asphalt started to gradually re-appear as elevation above airport gradually increased ....
..... at higher elevation, both asphalt runways showed up again.

KLa5rSs.jpg


So, (with thanks to Dave for pointing me in this direction), I know the asphalt runway is somehow connected to my Orbx setup, which may need some tweaking to get just right.
 
Static Aircraft

I like having extra aircraft on the field especially like here when they would have had dozens of them. You can get around static aircraft with AI. On my Hawthorne AAF I created 24 Stearmans each properly numbered from photos in the class book I was fortunate to download and made them from Dave Eckhardt's Stearman PT13. then In AIFP3 I created flight plans for them flying to and from the two auxiliary airfields Hagood and Kennedy I also created in ADEx from photos (with a little artistic license as Ed did). At different times of the day starting right after morning chow at 0800 they start doing flight ops until 1600. It is so real to see them all lined up in the morning mist just after reveille which BTW is actually sounded along with morning colors with effects I created and so much fun to watch. You can even fly in the front cockpit with "your student" in FSX in the aircraft views. I believe that I posted screenshots here. the only problem that I had is when I used some stock hangers and in daytime they look great but at night are lit all night. At first it bothered me but I guess the mechanics are working all night fixing the aircraft that the students "beat to death" LOL during the day. :biggrin-new:
 
I like having extra aircraft on the field especially like here when they would have had dozens of them. You can get around static aircraft with AI. On my Hawthorne AAF I created 24 Stearmans each properly numbered from photos in the class book I was fortunate to download and made them from Dave Eckhardt's Stearman PT13. then In AIFP3 I created flight plans for them flying to and from the two auxiliary airfields Hagood and Kennedy I also created in ADEx from photos (with a little artistic license as Ed did). At different times of the day starting right after morning chow at 0800 they start doing flight ops until 1600. It is so real to see them all lined up in the morning mist just after reveille which BTW is actually sounded along with morning colors with effects I created and so much fun to watch. You can even fly in the front cockpit with "your student" in FSX in the aircraft views. I believe that I posted screenshots here. the only problem that I had is when I used some stock hangers and in daytime they look great but at night are lit all night. At first it bothered me but I guess the mechanics are working all night fixing the aircraft that the students "beat to death" LOL during the day. :biggrin-new:

When I downloaded my RealAir Spitfire, I found it came with an airfield, 'RAF West Malling', and some AI Spitfires as well. I installed both addons, started my free flight at RAF West Malling ...... and to this day still take off and fly circuits in the area with all the AI Spitfires. Very entertaining, and challenging as well, to fly these 'squadron formations'. What a great idea this was !
 
The asphalt runway textures seem to be linked to my Orbx Vector configuration.
I found a file in the FSX\ORBX\FTX_VECTOR\FTX_VECTOR_APT\scenery called 'ABP_KCRS.bgl' which I renamed to 'off'.
The result was no asphalt runways visible at ground level, but asphalt started to gradually re-appear as elevation above airport gradually increased ....
..... at higher elevation, both asphalt runways showed up again.

So, (with thanks to Dave for pointing me in this direction), I know the asphalt runway is somehow connected to my Orbx setup, which may need some tweaking to get just right.
There is an underlying ADE (AFCAD) file somewhere in the Orbx realm that calls for a solid runway and that has to be removed, not tweaked. I would do a search within the Orbx folder using the name KCRS and delete any and all that it finds.
 
@MZee, I have ine idea - did you use FTX Vector Correction Elevation Tool? You must use it after every installation of new airport. Did You?
 
@MZee, I have ine idea - did you use FTX Vector Correction Elevation Tool? You must use it after every installation of new airport. Did You?

Hi,
I noticed KCRS elevation was fine so I did not run the Tool.

Today, I actually checked the Vector AEC Tool and there is no KCRS even listed in either drop down list, not in disabled side, not in enabled side either.
If the airport ICAO code is not in the Tool ...... I'm thinking it would not change anything anyway, right, or ?

The only file I found for KCRS in my FSX Orbx folder was in FSX/ORBX/FTX_VECTOR/FTX_VECTOR_APT/scenery called 'ABP_KCRS.bgl '.
I turned it off by renaming it to 'ABP_KCRS.bgl.off' .
When tried this change in sim, I got no asphalt runways showing at ground level, just grass as it should be,
Both asphalt runways gradually started re-appearing bit by bit with increased elevation above the airport ...... eventually both asphalt runways completely re-appeared.
Reverse happened as I descended.
 
So You are closer ;).
I checked how it looks in my FTX Vector - false alarm, I havent it too:

 
Here is Something

Here is a site that is absolutely fantastic for any of you that don't know of it. It is a treasure trove of books including manuals ie. P38 Lightning Pilots Training Manual and class books from trainng fields all over the country. This is where I got all MY info for Hawthrone AAF. Here is a page from the Lazy 8 Class 42-F of Corsicana AAF. I believe that this is a PT-19 that was used to train cadets at Corsicana Field. You can get the entire class book at the AAF site.

attachment.php


and a link to the complete site: http://aafcollection.info/

You can spend hours checking out every entry, worth every minute. I found one to download free at Flyaway Simulation with these textures for FSX, Steam and P3D (according to the site). They are all over at Flightsim.com (if you don't like Flyaway) as well as an X-plane version of the PT-19. I apologize Ed if this was a hijack. I wanted to share this information in case you didn't have the information.
 

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There is an underlying ADE (AFCAD) file somewhere in the Orbx realm that calls for a solid runway and that has to be removed, not tweaked. I would do a search within the Orbx folder using the name KCRS and delete any and all that it finds.

A quick update....
I just got a reply over at Orbx forum.
They recommend 'Simple Airport Scanner' or 'Little NavMap' to scan my files for a duplicate airport entry somewhere, which is what they highly suspect is the case.

Orbx file structure reads like the Wikipedia .....At first glance, (using File Explorer), I found no duplicate entries for KCRS, although there is a 'default' KCRS airport in FSX into which REX injects their 'updated' runway texture.

The runway textures I get with Ed's KCRS addon are more like a generic version without runway markings etc. .... very unlike the REX version.

I will try the Simple Airport Scanner and see what it finds. I know I never installed any other version of KCRS myself, unless it was part of a larger Orbx scenery addon .... of which I am unaware.
Not a big deal here, although I would much more prefer the more 'period-correct grass runways' vs the 'asphalt'.
I'm just very happy to get the 'tower' to show in this wonderful scenery package.
 
A Beautiful Job

Ed,
I want to thank you for sharing this with all of us. I spent the afternoon creating multiple textures for Piglet's FSX conversion Fairchild PT-19 and created an AI Flight Plan for them. I have five "AI" aircraft and a flyable version (though right now with panels they are all flyable). I moved back the clock to this morning at 0800 local at KCRS and took screen shots of the first student/instructor taking off from the field. In the shot just before turning to takeoff you can see the grass and its really a great texture. I had to scale down autogen to get rid of high tension wires which shouldn't be there but MY grass runways are beautiful.
No asphalt at all but I am not using ORBX (though I own a lot). I am going to reduce the textures on the "AI" because they are hogging my frames at 2048 on my computer though it doesn't stutter.

49774195123_e68b74b302_b.jpg


Preflight Checklist with my instructor

49775063522_a94cd5b8e5_b.jpg


On The Flightline in the morning

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[/URL]Army36 taxiing

49774215988_c7309d8ae1_b.jpg
[/URL]See The Beautiful Grass

49774220823_abfa27cbcc_b.jpg
[/URL]Thumbs Up From The Tower

BTW Ed, did you notice that Corsicana Field AAF Tail Code is "ED"? LOL!
 
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