View Full Version : gmax setup - Export to .bgl file?
CaptFuzzy4
06-11-2007, 03:57 PM
Hey all,
I have been perusing a number of tutorials on gmax and they all make reference to exporting to the .bgl format, however when I attempt to do this, I get the response, "Don't know how to export to that format" or something along those lines.
So, how do I setup gmax to export to this format?
I have the SDK installed and functioning, I have the correct version of gmax, but I can't seem to find a way to do this, even though several tutorials have plainly stated that this can be done.
-=Capt Fuzzy=-
Space Cadet Extraordinaire
KHTS - Huntington, WV
"Be careful what you wish for, you just might get it."
Asianbushpilot
06-13-2007, 04:03 PM
Your message prompted me to finally join the forum, and contribute instead of just browsing the messages as I have done for ages now.
I was vey frustrated by this same problem for a while, and seeing you have no replies yet, decided to relate what I found out. Hopefully you have sorted this out for yourself already, but if not here goes...
I assume you have installed the Gmax gamepack for FSX. After doing this, the old FS9 gamepack option to make a BGL is GONE, and the SDK manual gives no clear explanation for why! Digging deep
into the documentation, in the section on the BGL Compiler, the answer dawned on me after reading this - qoute
"Scenery created for Microsoft ® Flight Simulator 2004 is compatible with Microsoft ® Flight Simulator X.
Scenery should no longer be created with BGL op-codes or the BGLC compiler from previous versions of Flight Simulator.
The older BGL op-codes are supported for backward compatibility, however, we cannot guarantee their support in future releases."
From FSX on there is a new XML-based BGL compiler, and this is not integrated with GMAX. So you have to do this:
1) Export your model to a .MDL format (GMAX is different from 3DsMax - there is no option to export to "Flight Simulator Direct X File (*.X)" - you have to use the "Flightsim Model (*.MDL)" option.
2) You must then make a placement XML file (use any text editor) that the BGL compiler will use to place your model in the flighsim world. There is an example of its structure in the SDK, but here is a simple template I use: NOTE text after // are comments - dont put in XML file:
<?xml version="1.0"?>
<FSData
version="9.0"
xmlns:xsi='http://www.w3.org/2001/XMLSchema-instance'
xsi:noNamespaceSchemaLocation="bglcomp.xsd" >
<SceneryObject
lat="N13 30.0" // the coords and orientation of model go here
lon="E101 0.0"
alt="0"
altitudeIsAgl="TRUE"
pitch="0"
bank="0"
heading="0"
imageComplexity="NORMAL">
<LibraryObject
name="{135b5866-3851-4073-b405-47a3d8c4697a}" // this GUID is created in GMAX from the FStools/LODnameTool and can be read from the File/File Properties/Custom tab
scale="1.0"/>
</SceneryObject>
<ModelData
sourceFile="testhouse.MDL" /> // replace testhouse.MDL with name of the .MDL file you generate from GMAX
</FSData>
3) Place the .MDL and the placement .XML together in the same directory as the BGL compiler (comes in SDK under Environment Kit /BGL Compiler SDK - called BglComp.exe
4)In windows explorer you can drag the .XML placement file onto the BglComp.exe icon, and it will compile the .MDl and .XML to a .BGL file - Same name as the .MDL file but with .BGL extension
%)Put the .BGL into the scenery subfolder of your scenery addon, and the textures (after creating mipmaps and saving to .DDS with imagetool) into the texture subfolder
4) Go Fly
Asianbushpilot ("Flying whats left of the jungles")
CaptFuzzy4
06-13-2007, 10:14 PM
Thanks for that, I will give it a shot and see how it goes...
-=Capt Fuzzy=-
Space Cadet Extraordinaire
KHTS - Huntington, WV
"Be careful what you wish for, you just might get it."
wsieffert
06-17-2007, 10:32 AM
I don't understand why your FS2004 gamepack should be missing, Asianbushpilot? I have over five gamepacks installed on my GMAX, from Trainsimulator, CFS3, FS2004, FSX, and Doom.
One gamepack should not overwrite another. That is the purpose of gamepacks having their unique separate folders that start GMAX in a particular format for the games one is developing.
For Capt'n fuzzy, do you get an error stating the gmax_FSModelExp.dle did not initiate properly? If so, that is the problem.
W. Sieffert
CaptFuzzy4
06-17-2007, 11:13 AM
>
>For Capt'n fuzzy, do you get an error stating the
>gmax_FSModelExp.dle did not initiate properly? If so, that is
>the problem.
>
>W. Sieffert
Nope, it just says something to the effect that it doesn't know how to export to that file format. I don't even have an option for export to .bgl, it just comes up with something wierd instead.
I will try to get a screenshot of it to clarify.
-=Capt Fuzzy=-
Space Cadet Extraordinaire
KHTS - Huntington, WV
"Be careful what you wish for, you just might get it."
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