Jump to content
Sign in to follow this  
basys

Mission - Job - Inhibiting generation at a small airport

Recommended Posts

Here's the list as plain text, as OneDrive's viewer doesn't seem to format the spacing properly: https://dl.dropboxusercontent.com/u/19121193/MicrosoftFlight/placeable.txt

 

It should contain every Flight asset (that is, a file that has an associated meta file) with the type GUID of b083a657-c6e4-4ad4-93f3-8bcf61ae3629 and with the @Placeable tag.

 

I'm not sure if the aforementioned GUID is specific to scenery objects, but it seemed that a large amount were tagged with @Placeable. Perhaps Steve can provide some clarification.

Share this post


Link to post
Share on other sites

Hi Gents

 

My apologies,

I should have replied earlier.

 

I became distracted, testing version 76.       :blink:

 

 


Orion -

Many thanks for your SceneryObjects asset list.

That GUID data will make cargo-item testing so much quicker.

 

 


Louis -

Many thanks for your SBuilder equivalent version

of Orion's SceneryObjects asset list.

 

Nearby Canadian tundra

might be a perfect place to lay out a grid of all those objects.

 

Have you already created such a placement ?

Or, at any location whatsoever ?

 

 

 

Steve's irrigator might be one of these -

Flight_Autogen

{3511ff46-a0c6-4a62-bc2e-6c5ebdaa074b} 2 6 10 1 Rural_Crop_Sprinklers_01

{75a4df84-ce8b-46bf-903f-bee1456f29bd} 2 6 10 1 Rural_Lateral_Irrigator_01

 

 

 

Just took a look at your files, and noticed something -

 

Your MissionObjects list

is substantially both, different from, and shorter than, those I'd found.

 

 

 

When initially creating my potential cargoes listings -

 

For reasons of mission compatibility for any potential users,

I'd only utilised -

- MissionObjects - Sourced from the Core package.

- Plus some extra - Obtained from elsewhere, (intended as a future addon package).

 

Your current MissionObjects listing,

appears to only incorporate Alaska pack's MissionObjects.

 

 

 

For reasons above, I hadn't investigated Alaska's MissionObjects.

 

In retrospect,

that was a somewhat stupid decision.

 

Flight appears to fail gracefully,

with any mission's call to a non-existent//missing MissionObject,

having zero impact, other than not displaying.

 

 


Steve -

Cheers for your comments on GeneratedAirports.

 

I've a long-standing, job-related, suspicion,

which I need to investigate further.

 

Please bear with me, back to you shortly.

 

 

 

re: VARS and functions -

If you'd need to find/extract those VARS and functions,

(rather than already having pre-existing documentation),

then please hold off from performing any search.

 

There's an alternative avenue

which I'd intended pursuing previously.

 

 


Much appreciate all of your assistance gents.

 

Whilst I've made substantial progress with your assistance,

there's still a number of specific issues

I need to either, correct in, or add to, my version of the mission's code,

before it'd be suitable for beta-testing.

 

 

 

ATB

Paul

Share this post


Link to post
Share on other sites

Hi Paul,

 

As you found, this is not a complete list of all default objects. I still must compare to a previous, partially-compiled list, but it appears that it must all be done again. Caveats to any user, but on the other hand, it is a very good start and probably contains most of the useful objects.

 

 

Yes, I had started placing some of the objects in order to get screenshots, but even limiting that project to generic and autogen objects would take too much time. Oh! if only one of Arno's tools could load each object, display it, and take a picture.

 

Best regards.

Luis

Share this post


Link to post
Share on other sites

The tool should be able to locate any file in Flight that has an associated meta file (unless Steve's libraries have a bug). My lists are constrained as described (by GUID (b083a657-c6e4-4ad4-93f3-8bcf61ae3629) and tag (@Placeable), or by virtual path (as sent to Paul)). Is there a particular file that's missing? If so, can you provide the GUID from its meta file (and/or its virtual path and type GUID)?

 

Also, is there a text based format (e.g. INI or CSV) that would be more convenient as output?

Share this post


Link to post
Share on other sites

I imagine that your list is complete, but I probably messed something up and "accidentally" deleted some objects when creating the SBuilder lists. As I said, users should watch for that and I shall try to make a corrected version available as soon as I can. But, in the meantime, most of the useful objects should be in the lists. Sorry!

 

Best regards.

Luis

Share this post


Link to post
Share on other sites

Hi Folks

My apologies for any confusion I'd caused.    :blush:

I'd missed Orion's 09:07 PM post, immediately prior to my last, 09:33 PM.

I was thanking Orion for a different list, (CoreSceneryObjectsAssets.txt),
which he'd supplied the previous evening.

I hadn't realised the list Louis was working from, (placeable.txt),
was a different list, restricted exclusively to @placeable tagged items.




Orion -
Within those parameters,
I don't think your list is missing items,
nor that Steve's libraries might have a bug.     :smile:



re: List formats -
I'll have a think.

Personally, from a mission perspective,
tabbed CSV would likely be most useful.

Something like -
GUID    Object_Name    Group_Folder    Source

e.g.

{BEE1AD24-5D18-437C-85AC-D07A59724839}    Cardboard_Boxes_01    MissionObjects    Core





Louis -
Within the above parameters, you hadn't messed up,
it was my fault, not being aware of the different list types.    :smile:

 

Those missing mission objects I was referring to were -
 

{BEE1AD24-5D18-437C-85AC-D07A59724839}    Cardboard_Boxes_01
{86D67B19-6118-468E-ACC0-6B09F13ED4D6}    Cardboard_Boxes_02
{E5F3D3F8-0793-4CF6-B1FF-C5E97E302515}    Case_ATA_02
{D7921826-58F1-44A9-9D6A-79F50D9F4F80}    Case_ATA_03
{3D4B4041-62D4-4A65-85DB-A70BB57E85EC}    Case_Pelican_01
{533AA4F9-76EB-4E90-856F-4A1AD95821E6}    Case_Pelican_02
{33F34E92-861B-48E6-B147-A7FEFE1F0733}    Case_Pelican_03
{BBE4650B-E29A-45FB-A48E-4404FF246881}    DuffleBag_01
{1220B30E-5C7E-45BC-8D49-7E728B11558F}    DuffleBag_02
{47A05624-AC85-4859-AAAF-5E3651CD2D62}    Money_Bag_01
{8B12C3C7-F975-4CFF-A662-7F114F1D4113}    Money_Bag_02
{C7E28540-7FFA-4DB6-A39A-9DC002EC00F0}    Suitcase_01
{C93688D5-1796-48F0-8436-8BEAA984D903}    Suitcase_02
{4D887436-A31C-45D5-A41A-482AB747A425}    Suitcase_03
{9DF3E294-4EAB-48E8-AA9C-CEF99EF0F274}    Travel_Trunk_01
{7B3DE2EC-741F-44F7-BD18-FFF3ED3859CB}    Wood_Box_Large_01
{ECEDE690-9183-4CC1-868C-0CFB5717E9C9}    Wood_Box_Large_02
{EBD23EF8-91E8-4ADE-8AFE-C36B29AE63C4}    Wood_Box_Med_01
{D86F3DD6-E298-470F-BB29-65439A9D2A51}    Wood_Box_Med_02

N.B. I've only listed objects suitable for use as CARGO.




Anyone -
The questions would be -

Why did MS tag certain objects, as placeable, yet not others ?

Does placeable mean -
- Compileable in a scenery bgl ?
- Positionable in a mission scenario ?



HTH
ATB
Paul

Share this post


Link to post
Share on other sites

 

Does placeable mean -

- Compileable in a scenery bgl ?

- Positionable in a mission scenario ?

 

I believe that it means both. You can add scenery objects to a .bgl by seeing which objects are placable. Theoretically, any .MODEL Scenery Object is placeable.

 

You can also do this in missions. In the Wedding Party mission, the yacht was placed by using the <MDL_guid> tag to place the Scenery Object...

 

  This meant that you can place any scenery object in your mission by simply using the tag and setting the GUID of the object which you wish to use, alongside the relative "WorldPosition," which consists of a chosen: Latitude, Longitude and Altitude. 

Share this post


Link to post
Share on other sites

I wish I could help here, but this is way over my head, keep up the good work guys! I'm sure you will whip this thing yet. :excl:

Share this post


Link to post
Share on other sites

I can clear some thins up :).  It is likely Orion's list doesn't have everything.  The guid type he is searching for is MaterialVariations, which is correct.  However, not every useable MaterialVariation has @Placeable.  Generally if you see a tag that starts with '@' it is a hint to some Flight SDK tools.  In this case @Placeable means that it will show up in Flight's internal MScenes tool which is used for placing scenery objects (OBX), but in reality any MaterialVar can be placed.  Also, it is possible in Flight to use Autogen Groupings or SeasonalVariations as guids for the Scenery\Library object.  I'm not 100% sure if they can be used for missions though.

 

There are some that probably won't make sense to use such as unique landmarks, "Autogenerated" buildings which are usually used on airports or near high detail areas, or MatVars that are used for SimObjects.

Share this post


Link to post
Share on other sites

Maybe it would make sense for me to create some sort of object viewer tool that would allow searching for objects with a GUI and also show a 3d preview of the object?  We had something similar in some of our SDK tools,  but I'm not sure how hard it would be to recreate.

 

How does SBuilder show object previews?  Does it actually parse the mdl and textures to render objects in 3d or just load some thumbnail?

Share this post


Link to post
Share on other sites

@stonelance: SBuilderX shows object previews through Thumbnails. Images are stored in Folders with its corresponding GUID.

 

Whilst I am here, I have a few requests:

  • Steve, could you possibly add a GUI for the SimPropCompiler since I'm having a hard time processing .spb files through TEXT!! For batch conversion maybe a drag n' drop function could be implemented for faster processing of spb's.
  • This thread contains some useful info which may need to be referenced in the future. So Rick, can this thread be pinned with an appropriate name? This is the first real sign of development in both Scenery and Missions.

Share this post


Link to post
Share on other sites

Ok thanks.  I'm going to try to get an object browser implemented.  If I do, then we can use it to automatically generate lists and thumbnails for SBuilderX.

Share this post


Link to post
Share on other sites

Steve, could you possibly add a GUI for the SimPropCompiler since I'm having a hard time processing .spb files through TEXT!! For batch conversion maybe a drag n' drop function could be implemented for faster processing of spb's.

 

 

I agree that being able to drag and drop would be nice, but what is so bad about editing the converted files through text? Everything seems fairly straight forward.


Brandon Filer

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Tom Allensworth,
    Founder of AVSIM Online


  • Flight Simulation's Premier Resource!

    AVSIM is a free service to the flight simulation community. AVSIM is staffed completely by volunteers and all funds donated to AVSIM go directly back to supporting the community. Your donation here helps to pay our bandwidth costs, emergency funding, and other general costs that crop up from time to time. Thank you for your support!

    Click here for more information and to see all donations year to date.
×
×
  • Create New...