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GSL Edit Programs

bobhegf

Charter Member
What is wrong with using the CFS2 GSL Edit program supplied by MS for CFS2? I find that it works great, it can be a bit of a pain once in awhile but all in all I like it the best because it is fast and easy to use.:d
 
It is not released by Microsoft. It is the property of Martin Wright.
It was not released to the open crowd like his other fine tools, because you really should know what you are doing.

Afraid of all the "please help" mails, he decided not to publish it at his site, though those interested to dig into the bowels of CFS2 and have fun doing some risky work there have a copy, I guess.
 
The built in GSL Editor has some issues. It has a nasty habit of corrupting GSL Files and not saving changes and .....

I much prefer to use the MB to create Layout files then use MW's GSLEdit to install them into my GSL file.
I also use it to extract Layouts to edit GOBS. BTW!!! Martin Fixed the 500 Object Limit on this function also so you may need to update the version you have. The old vrsion will only list the first 500 objects of a GOB. If you have a GOB with 565 objects in it the old version will truncate the last 65 when you extract a MB Layout File from it.

Just write Martin a nice letter requesting the tools and he'll send them to you. Make sure you put "DEVELOPER" in the header of the message.
 
It is just simply that the CFS2 GSL Edit program is the own Mission Builder. What I find as a scenery designer, and for distribution purposes, the GSL tools by Martin Wright give you more control on the existing GSLs: it is, if careful enough you may know in advance if an scenery you are going to install will erase or replace existing GSL objects in your installation, as you can check which gob files are in the package.
 
Jaxon, I wasn`t talking about Martin Wrights GSL Edit program but the one supplied in CFS2 by MS.Martin was right in doing what he did, because unless you know what you are doing you can screw up your stock scenery real easy.:d
 
I also prefer Martins tools: GOBCheck and GSLEdit.

I use MB's GSL Editor only at the very end of the process- although it isn't necessary to do so.

When I am ready to zip up and distribute scenery I:
(1) open an empty GSL in MB;
(2) activate MB GSL Editor;
(3) load the area layout for whatever area I am planning to release- for instance the mr_si.lay;
(4) save to the empty GSL, Ctrl+Alt+S;
(5) deactivate MB GSL Editor;
(6) Close CFS2;
(7) Rename the empty.gsl -> mr_si.gsl;
(8) include mr_si.gsl and GSLMan.exe in the scenery zip.

However, if you aren't planning to distribute custom GSLs and are just playing for your own amusement- I guess I can sort of see where the MB GSL Editor might be just a good. Nevertheless, I find Martins tools to be much more versitile and convenient.
 
The MB built GSL editor converts layouts to GSL files adding them to your GSL world (cfs2.gsl) replacing the corresponding gobs. Is an easy way to work, but you don't have any control over the single GSL file (except if you create them over an empty cfs2.gsl).

Martin Wright's GSLman.exe permits incorporate or eliminate any particular GSL file to/from your cfs2.gsl
Is the easy tool for administrate the GSL scenery.

Martin Wright's GSL tools:

GOBcheck lets you analyze the layouts you made with MB and merge them if necessary.

GSLedit creates gobs from MB layouts, permits incorporate or eliminate single gobs to/from your cfs2.gsl and can extract the corresponding layouts from a gob . This is handy when you are working over an area that had a previous GSL scenery and you don't want to lose this one.


When an author distributes a scenery.gsl you need only GSLman.exe to incorporate it to you install. It's a very straightforward process, and all the authors use to include a copy of this tool with their uploads.

But if you like to tamper with the scenery (eliminate single items, change them to another ones, add your own favorite infrastructures, then the GSL tools are the way. You have to know indeed what you are making :d

BTW, a gob is every cuadricle into wich is divided the CFS2 GSL world. Is the basis of the GSL scenery.

Hope it helps,


EC_ILO
 
xx

The only alternative GSL intruction manual i have is the one by Lindsay Watt,where can you download the MS manual by Martin?
dog1
 
The only alternative GSL intruction manual i have is the one by Lindsay Watt,where can you download the MS manual by Martin?
dog1

I think Martin never made a manual. At least I had to learn by the old trial an error system. Thankfully, the menu entries in his programs are very easy to understand.

EC_ILO
 
If anyone is interested in making a new GSL editor, here are the references:

http://www.cfcforums.com/showthread.php?t=17111

http://www.cfcforums.com/showthread.php?t=16439

of interest here would be this:

[mission]
version=2.0
title=%title_string%
summary=
objective=
intelligence=
mission_type=8
allegiance=3
total_goals=1
player_aircraft=3818
player_aircraft_name=%player_aircraft_name_string%
date=1/6/1943
time=12:00
scenery_layer=henderson.gsl

[unit.0]
id=9079...... and on and on...........

This ties a specific gsl to a specific mission, leaving the rest of the sim unaffected.

Dick
 
Dick,

Great info! For designing specific scenery this would be a great help. I can't believe that thread is three years old. wish I would have known about that earlier!
 
I think Martin never made a manual. At least I had to learn by the old trial an error system. Thankfully, the menu entries in his programs are very easy to understand.

EC_ILO

Martin's GSL Developers pack is available by email request at his website thru the Developers Corner link.

Martin Wright Graphics

Any copy of Martin's GSL Developers pack received via Martin includes Martin's very comprehensive manual/tutorial: GSL Scenery Design for Combat Flight Simulator 2- Tools and Techniques. The last page of the tutorial lays out Martin's copyright info and clearly lists which of his files may be redistributed with scenery. ;)
 
Chris, you are right of course.

After read your post I have searched my HD and rescued it.
I had forgotten it in a different folder when moved his GSL tools to a handy"work folder". I had read it when unzipped his files, but later forgot it when made my first gsl attempts :banghead::banghead::banghead:

And so, I write my last post when I should remain silent. :redf:

Anyway, your answer has triggered the find of the Martin manual.
A great THANK YOU, Chris

EC_ILO
 
Hiya EC_ILO,

Please don't take my somewhat pointed remarks the wrong way. I was really directing them elsewhere.

Cheers,
Chris
 
xx

EXPERTS !!!! I need your help

I am developing Port Moresby airbase and port at a distance all in one and saved as a layout i had no problems.I then attempted to create the gsl with MN's tool and it informed me that the objects fall into 2 areas and therefore have to split and create 2 gobs.I then loaded the 2 gsl' files to the cfs2gsl and went back to MB to find that some port objects dont appear and half the objects at the airbase when checking the gsledit and gobs panel were not appearing as well,i then noticed the 500 object count at the top.Is this the reason?i did read somwhere here in a thread that a solution has been found if true how do go about it and how many more objects can i add?
dog1
 
Dog See my post above about the 2nd 500 Object limit I found and Martin Fixed recently. You'll have to write him and get the updated version of GSLEdit.exe.
 
xx

ATT PEN WIN 32

In MN's tutorial page 16 he mentions combining more than one gsl file for praticle reasons.I tried doing so for the 2 port moresby files which were split by the gob tool due to size of scenery but i dont see a new gsl file unifying the 2 single gsl files into one .can you comment on this ?
dog1
 
dog1, if you are working with an empty.gsl add to it the two Port Moresby gobs and then rename it as Port moresby.gsl or what you think appropiate.
That is all: now you have a single gsl with the needed gobs combined.

Chris, don't worry, you can rest assured your comments weren't taken the wrong way, but I felt myself a complete idiot : can you imagine to work for a long time with the Martin tools and now discovering from your post I had A GREAT MANUAL? :banghead:
 
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