Fsx Instant Scenery 2 Crack 15

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Hilke Mcnally

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Jul 13, 2024, 1:50:22 AM7/13/24
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You can still do that with MSFS scenery editor. Create a project and place the object you want. Then compile the project. This will create a temporary addon that loads the object during the current flight but will remove it as you terminate flight. You can load the project again, modify object and recompile as many times as you want or after any new flight as well.

Fsx Instant Scenery 2 Crack 15


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I have scenery for Ivanovo air force base in Russia (XUID) and the scenery has loads of static planes. I want to delete all of the static planes except for the An-22's. How can I do this? There is a bgl file for the static An-22's but no other bgl files for the static planes.

I want to take this opportunity to appeal to scenery designers: Please put static aircraft in separate files, not everybody likes them. Especially if they are of poor quality or unsuitable with tscenery location (wrong immatriculation etc.).

There is one freeware utility you might consider that can tackle excludes and to add parking places to an existing file and should also modify the original .bgl. That utility is ADE (Airport Design Editor). In part it is like AFCAD but is current with updates.

Create a project folder that you will save your intermediate project files ADE uses for creating and editing airports. Choose file/open airport direct from .bgl and browse to the afcad like file with runways, etc. Now you should be able to import the referenced .bgl with the static aircraft and other objects. You then can delete unwanted objects and compile the project with only the desired files.

I am downloading the Ivanovo project airport now and get to more details. If needed ADE can also add exclude polygons. If an unwanted object is already buried in an exlude polygon, in ADE you just hide the excludes and then proceed to do the work you require.

I had a look at the AF2 file. ADE found two fault types. The runway taxi path was not assigned to a runway. In addition it stated the start points were at the incorrect altitude for the airport. I assigned the runway taxi path to R29 which is the primary end.

I imported that file into the AF2_ bgl in ADE and for some reason that worked this time. The objects show in the airport view. It does not show thumbnails but just the object ident (bgl object file name). I opened each object file in a binary editor and I see the title of the texture file used. Is this the only way to identify these object bgl files of this library type?

ADE does show the latitude/longitude, so I suppose I could install this airport and get the latitude and longitude from that using the FS airport view and lock that to ADE (uses free fsuipc3) to point out each object. (I have an "arrow" shaped aircraft for this purpose but any will do, of course, for slew mode.)

I used simply Instant Scenery. There is tool to scan all objects in a certain radius, and it shows the files of all identifed objects. I opened the corresponding file and deleted the aircraft one by one. It has be done in five minutes!

1. As soon as I enable lib37.bgl in XUID\scenery I get an FS out of memory crash. Other airports are OK. Anyone else? I have enough ram according to a runtime utility I use and disk space is not an issue.

Since the documentation is in Russian I'm not sure if I installed it correctly. The only files I have not installed are the Eure scenery files that replace default. I also tried the repaired XUID AF2 file I corrected in ADE but no difference. I did install the fx file for smoke in the FS effect folder and textures in the World texture folder (for the lib objects). Did I miss something?

@ronzie: You say, the textures in World/Scenery/texture folder are for lib objects. The textures of the objects are included in the scenery texture folder. Those for World folder are needed for terrain, I presume.

I live in this area and one of my own personal scenery projects was U76, Mountain Home Municipal Airport. The scenery provided in the ORBX product is amazing, but there is one glaring issue, and only someone who has been to U76 in real life will know this. The terminal and offices are displayed as a hangar, not a "normal" terminal style building.

Since I live in the area and since I am good friends with the Airport Manager I asked permission to "wander" the field and take some photos to use as textures in a project of mine to recreate the terminal building as accurately as possible in FSX. I have, I think, created a very good building object of that real life terminal. In the original default scenery for U76 it was no problem to replace the default building with my building using ADE.

I have "placed" my building using Instant Scenery into a separate scenery folder and it displays just fine, but the ORBX hangar, obviously, also displays, so it kind of defeats the purpose of my building existing. I have attached...I think...a screenshot of the real terminal overshadowed by the ORBX hangar.

I guess I don't understand the reference to editing the airport with ADE. If I open FSX/ORBX/FTX_NA/FTX_NA_CRM05SCENERY/Scenery/ADE_FTX_CRM_U76_Mountain_Home_Mun.bgl all I see are the flat surfaces like the runway, taxiways, and ramps as well as a few objects like the tower and windsocks and taxisigns. No buildings of any kind to remove and opening the list no models to remove either. It looks like, by the way the scenery folder is set up, that all the buildings, static aircraft and vehicles are display through the FTX_CRM_objects_U76_PLC.bgl file and that is not editable by conventional means that I know of.

It would seem to me that it would benefit the entire community if ORBX accepted user bgl's and added them to the scenery offering updates. I am sure we would all enjoy seeing a more realistic airport or feature to add to our submersion in virtual reality.

First I started FSX and positioned my aircraft at the four corners of the building I wanted to remove, jotting down the latitude and longitude of each corner of the building. Then I ran FTX_CRM_objects_U76_PLC.bgl through BGL2XML and that gave me an editable .xml file listing all the objects in the .bgl file by GUID with coordinates for the location of each one. I slowly browsed the list and found objects that had coordinates inside the bounding box of my four corner coordinates. There were only two objects that fit that criteria. I deleted both. Then I ran the .xml file in to XML2BGL and created a new .bgl file with the same name and placed it in the correct ORBX location (after backing up the original...just in case) and...voila!

I, too, have Instant Scenery, but luckily I still use FSX so placing my terminal exactly was no problem once the "culprit" hangar was removed. Also, not sure providing user sceneries to ORBX for them to incorporate into their sceneries is proper, unless you mean as an addon separate from the original ORBX FTX CRM scenery, however I have seen several "more realistic" downloads" available that claim to "work in ORBX". I always assumed they had ORBX permissions to do so...perhaps not. I certainly would not be against offering the work I have done to ORBX for them to offer as a separate airport file to replace the ORBX U76.

After reading the forum link you posted I am interested in sharing my terminal, though I doubt it would be popular...U76 is just a tiny muni in the middle of the Idaho desert near Boise. May I "Message" you? I have some questions about the process.

Whilst on the subject, has anyone managed to get Instant scenery to work in Prepar3d vc4.1?.. in my years of simming I have added many many small Items to my various sims, and I am lost without the use of this simple program. Teecee.

There's a brilliant tool for FSX (Instant Scenery) that allows you to navigate in 3d space and simply place, scale, and rotate objects. I don't think there's anything like this for XP, but if so, I'd sure like to find out.

You can use WED. It might be a bit daunting at first, but once you know what you are doing, it becomes very easy. It can also become addicting if you have a vision to create or modify an airport like I have

I personally use WED to add moving jetways or autogates, as well as ground vehicles, to gateway scenery airports. It literally only takes about a minute or so to do those tasks (a minute or so for adding a jetway and lining up the marshaller, a minute for plopping extra ground vehicles and making a simple path for them to follow, etc.), and you can do a ton of sprucing up if you have some decent libraries.

I'm trying to add a few objects in the beautiful Bella Coola scenery (Beti-X). Cones and lines mostly. Maybe some polygons if required. On the runway if possible.
I tried using WED, creating a new scenery (using the proper coordinates), ordered on top of Beti-X CYBD in the scenery_packs.ini.
The new scenery is not an airport, to avoid conflicts with the existing CYBD from Beti-X, but I can't see anything new (I've added a few big vehicles on the runway).
Is there some limitation due to the payware status or maybe an exclusion zone preventing additional objects to be displayed?
I'm new to XP and WED but I'm getting familiar with the tool.

The goal would be to add optional markings I could add and remove using a mod tool (OVGME, similar to JSGME) (enabling/disabling that specific scenery).
I'd prefer to keep the Bella Coola (Beti-X) untouched - not modifying it in WED.

Any suggestion is very welcome

Overlay Editor is a very easy and intuitive program to use, and is my "go to tool" for basic object placement tasks. WED is a much more powerful tool for building airports and has much higher functionality for digging into the nuts and bolts of airport layouts etc. If you build a simple overlay scenery to sit on top of the Bella Coola scenery adding the objects in Overlay Editor the objects should display nicely as long as they sit above Bella Coola in the load order. Adding exclusion zones is pretty standard practice to prevent scenery conflicts with autogen scenery elements and will prevent scenery packs lower in the load order from displaying as well.

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