Getting rid of cars

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Postby ardypilot » Wed Dec 20, 2006 4:09 pm

My Invercargill and Queenstown airports have a lot of custom 3D cars' in the scenery carparks and I am wondering if there is a technical trick someone could explain to me on how to remove these objects in order to enhance my FPS please?
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Postby Nunner » Wed Dec 20, 2006 4:29 pm

Trolly wrote: My Invercargill and Queenstown airports have a lot of custom 3D cars' in the scenery carparks and I am wondering if there is a technical trick someone could explain to me on how to remove these objects in order to enhance my FPS please?

Scrapyard...................................sorry lol
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Postby Ian Warren » Wed Dec 20, 2006 4:49 pm

The cars are built within the scenery and not a seperate blg , Obviously Peter makes airports the same way , his Queenstown is one that can't be edited , I have been meaning to remove static aircraft for Charl for his GNZLAP project at invercargill . I'll look into making a seperate for file for NZNV next couple weeks.
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Postby creator2003 » Wed Dec 20, 2006 5:46 pm

would a bgl analyzeX exe i found on avsim decomplie it then recomplie the mdls again somehow? in to one bgl maybe in ez-scenery? then just drop back into scenery folder and hope it works ,this is just an idea :rolleyes:

,with the bgl analyzeX tool i can decomplie my own scenery into sep mdls ,but i suppose id need the xml aswell ?to recomplie them ,well thats an out loud thought wasent it,, because i dont think it will work with out the xml file ... :P ??
i think bgls are like cooking you can always add but can never takeaway "without the source files"

ps ive just notice it decomplile the first xml file so does that mean i could recomplie??
Last edited by creator2003 on Wed Dec 20, 2006 5:50 pm, edited 1 time in total.
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Postby ZK-MAT » Wed Dec 20, 2006 8:09 pm

Man I'm glad you guys know what your talking about - it's all dutch to me.

I only understood nunner's reply :o
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Postby kismet » Thu Dec 21, 2006 12:22 am

would a bgl analyzeX exe i found on avsim decomplie it then recomplie the mdls again somehow? in to one bgl maybe in ez-scenery? then just drop back into scenery folder and hope it works ,this is just an idea 

,with the bgl analyzeX tool i can decomplie my own scenery into sep mdls ,but i suppose id need the xml aswell ?to recomplie them ,well thats an out loud thought wasent it,, because i dont think it will work with out the xml file ...  ??
i think bgls are like cooking you can always add but can never takeaway "without the source files"

ps ive just notice it decomplile the first xml file so does that mean i could recomplie??


You could do this scene genx as you can import .bgl's and then edit it in the program and recompile them back :idea:
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Postby ardypilot » Sat Dec 30, 2006 12:13 pm

You could do this scene genx as you can import .bgl's and then edit it in the program and recompile them back

Huh? How? (very confused)
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Postby creator2003 » Sat Dec 30, 2006 12:21 pm

what i know about bgls trolly is that are the complied model and placement file then all you need are textures to that ,now decompling a bgl mite would let you take out the cars bgl data then recomplie the remaining bgl data into the bgl you decomplile, without the cars ,just meaning taking the cars you dont want out of the scenery ,i wonder why you want them gone anyway are you wanting just a empty airport ?? are they that bad on frames ?
Last edited by creator2003 on Sat Dec 30, 2006 12:22 pm, edited 1 time in total.
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Postby ZK-LGD » Sat Dec 30, 2006 3:28 pm

Howdy,

Trouble is ... Invercargill is not an .xml code-based .bgl but rather a SCASM-based one. So, to decompile one needs to run the older bglanalyse programme and the recompile is done with SCASM.

I haven't been able to have a look at this scenery yet (my computer literally blew up a week before Christmas and is sitting at the Insurance assessor's), but as I PM'd you Trolly, you need to edit out all the car information (if memory serves me correctly: Object #73 on) and recompile with SCASM.

Of course, the final size of the .sca txt file might be a problem when it comes time to recompile and may generate a series of error codes.
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Postby Jimmy » Sat Dec 30, 2006 8:14 pm

,i wonder why you want them gone anyway are you wanting just a empty airport ?? are they that bad on frames ?


I ave the same problem as trolly with the NZQN and NV sceniers, my fps drop from there steady 10 to about 4 when looking at the airport buildings and carpark...

If anyone makes a fix or something could you upload it to a file libary?
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Postby ardypilot » Sat Dec 30, 2006 8:31 pm

but as I PM'd you Trolly, you need to edit out all the car information (if memory serves me correctly: Object #73 on) and recompile with SCASM.

I could never get that to work -LGD, in the end I gave up and posted this thread.
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Postby brownbox » Sat Dec 30, 2006 9:17 pm

  Man I'm glad you guys know what your talking about - it's all dutch to me.


Youre not the only one mate :blink:
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Postby JonARNZ » Sat Dec 30, 2006 9:17 pm

Has anyone considered emailing Peter to see if he will provide updated BGL files for those who don't want cars? He may not say yes, but if you don't ask you don't get. It may be heaps easier than following the suggestions about decompiling etc
Last edited by JonARNZ on Sat Dec 30, 2006 9:18 pm, edited 1 time in total.
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Postby Charl » Sat Dec 30, 2006 9:31 pm

Hang on a minute...Peter has always said his sceneries are split up so you can take things out.
As ever, RTFM:
As mentioned above I have split the bgl files in the "scenery' folder (which contain all
model information about this scenery).
The following list contains information on the individual files and their contents. By
simply renaming the extension (ie from .bgl to .xxx) or moving them into a separate
folder (even within the "scenery' folder) or by deleting it you can exclude certain parts of
the scenery:
File Name
Contents
AF2_NZQN.bgl AfCAD2 File, paths and parking postions for AI aircraft
NZQN Carparks.bgl All Carparks (Terminal, New World, The Warehouse and Smith
Lane)
NZQN Cars.bgl All cars randomly parked around the airport, especially around
rental car companies, Wakatipu Aero Club and Smith Lane
NZQN Queenstown Airport.bgl All buildings, ground polygons, runways, trees, etc"¦
NZQN Queenstown Airport.xcl Exclusion file for default FS objects
NZQN Queenstown
Airport_Exclude.bgl
Exclusion file for default FS objects
NZQN Roads.bgl All custommade roads/intersections around NZQN
NZQN Static Aircraft.bgl All static aircraft and helicopters that are not AI
NZQN Static Airport Gear.bgl All moveable equipment mainly around terminal (fuel tanks,
tugs, baggage trolleys, pushback vehicles, stairs, etc)
NZQN Trucks.bgl Fuel trucks, fire trucks and buses
NZQN_30x40_SU.bgl Robin Corn's file to load the aerial textures
NZQN_Met_Station.bgl Animated wind meter within Met Station (to the right of the
control tower in fenced area)
NZQN Shore Flatten.bgl Contains flatten switch if Lakes Fix for 2005 is not installed, it
eliminates two large "craters' at the shore of the Lake just
below the Airport but is not needed after the new Lakes Fix,
which will be released early or mid 2005
Dynamic Scenery Note: disabling an individual object bgl (nzqndyn_*.bgl) will
result in only that object not displaying, if you want to disable
all dynamic scenery disable nzqndyn.bgl
nzqndyn.bgl Information of the paths the objects use to move around
nzqndyn_hcw_bl.bgl Holden Commodore Wagon (blue) object file
nzqndyn_hcw_br.bgl Holden Commodore Wagon (brown) object file
nzqndyn_pg.bgl Para Glider object file
nzqndyn_tc_g.bgl Toyota Corolla (green) object file
nzqndyn_tc_r.bgl Toyota Corolla (red) object file
nzqndyn_tss.bgl TSS Earnslaw Steam Ship object file
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Postby JonARNZ » Sat Dec 30, 2006 9:49 pm

lol, readme's, they are written for a reason, well done Charl!! :thumbup:
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Postby ardypilot » Sat Dec 30, 2006 10:19 pm

Thanks Charl! That was a great help :D I can now get a steady 16 FPS at Queenstown- fantastic for me, as before it was around 5-6 FPS :blink:

I looked in the Invercargill scenery folder, hoping to do the same but could not find any BGL's relating to the airport, only factorys and meusems and buidlings around the area...?
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Postby JonARNZ » Sat Dec 30, 2006 11:51 pm

Peter didnt do Invercargill, thats Ian's one isnt it?
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Postby Charl » Sun Dec 31, 2006 8:13 am

Peter didnt do Invercargill, thats Ian's one isnt it?

Yes see Ian's post above
Maybe if he gets around to stripping out the static a/c the cars could go in a separate compile too hmm Ian?? ;)
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Postby Dreamweaver » Sun Dec 31, 2006 1:26 pm

I thought Heath Wells & Trevor Golding did a Invercargill as well? Removing the static ballons would make that version better, the Airport in my view is a bit better modelled avoiding the building crashes that Ian Warrens Airports seem to generate. If there is a way around that problem then both versions will be harder to choose from.
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Postby ZK-LGD » Sun Dec 31, 2006 2:17 pm

Howdy,

I could never get that to work -LGD


Ah! Actually, I suspected that. Methinks the resultant .sca .txt file is too large to recompile without generating an error code. Bugga!
Last edited by ZK-LGD on Sun Dec 31, 2006 2:18 pm, edited 1 time in total.
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