Airport Design Editor Help Setting ADE UpHow do I Set Compile Options? (1.65)

How do I Set Compile Options? (1.65)

In earlier versions of ADE there were very few options when compiling.  This has changed and now there are a number of different ways that you can customize the compile operation.   These are found in the compile options dialog when you choose Compile

Compile options

Compile options
  1. Project Name and Airport Ident are shown for information
  2. This is the current name for the compiled Bgl files.  This name is read only and matches the project name when
  3. Sync Compile File Name with Project Name is checked.  Keep this checked and the compile file name will always match the project name.  If you want to change the compile name yourself, for example so that different versions of your work on an airport always compile to the same name, then un-check this and the Compile File Name box will be enabled so that you can set the name yourself
  4. This shows the current folder that the compile will be saved to.  You can change this setting via
  5. Click the button to open the folder dialog as used in previous versions (see below)
  6. Click this button to expand the compile options (see below)
  7. Click Compile to execute the compile or cancel if you change your mind

NOTE changes the the options will only be saved if you do compile.  Cancel will also cancel changes to the options

More compile options

More compile options

a 'fly out' dialog with all the settings for the currently loaded project/airport.  These can be edited as desired.  Click Close to go back to the basic compile dialog with the changes remembered.  Click Compile and that's it

Where to compile the bgl file(s)

Where to compile the bgl file(s)

In older versions of ADE the compile was always made to the last folder you compiled to,  In many cases this is probably fine but now you have a bit more control.  When you first create a project file it will use the default values you set in the new user wizard or program options.  This same information will be shown here the first time you compile.  If you want to you can just accept this default and proceed with the compile.  However if you want to change where the bgl files go then you can and the changes will only apply to this project.

  • With Project File means that the bgl files will be saved in the same folder as the project file. This means you would need to move them to the sim yourself when you are ready
  • To Addon Scenery means that ADE will work out what the Addon Scenery\Scenery folder is and compile directly to it.  This is probably the most common way that people tend to work.  you don't have to worry about moving the files yourself.  However using one of the other options might give you more control
  • To Specific Folder.  If you have a specific scenery folder in FS for your work and want to compile to that then use this option.

Where to save the xml source file(s)

Where to save the xml source file(s)

When ADE compiles a project it first generates an XML source file.  This is what is used by the compiler to create the Bgl file.  In most cases it is not really useful since it's job is done once the compile is complete.  However if the compile fails we need the XML to see what went wrong and some folks like to have the XML available as they work.  This option lets you decide what to do with those source files

  • Don't save the XML.  Choose this and the source will be deleted once the project is compiled.  This is the simplest option and means that no XML files are stored on your hard drive.
  • With the Project File.  This saves the XML in the same folder as the project file and if you plan to save XML then this is probably a good choice
  • With the Bgl File.  Not a very good choice if you are compiling to the sim since it puts XML files that the sim can't read in with the bgl files.  However if you are compiling to another folder first this might be a good idea since the source and compiled files will be stored together
  • To a Specific Folder.  Use this option if you want all your source files to be stored in one place away from the project and compiled files.

Other settings

Other settings
  1. Generally you would want to compile one Bgl file with the airport and scenery in it.  However if you want to keep them separate and have ADE create one for the airport data and another for the scenery then check this option.  The scenery bgl file will have _OBJ appended to the name.
  2. Compile Unknown Library Objects.  This option applies to specific airport projects.  By default it is disabled and you won't be able to change it.  However if you load a project that contains library objects that ADE does not know about (Black Box Objects) then you will get a dialog asking you if you want to compile them with the project or not.  This checkbox will then be enabled with your choice.  If you decide to compile them then this will be checked.  Once you have answered the initial question then you will be able to change your answer any time here
  3. Keep Terrain File.  Again this option only applies to specific projects and will be disabled by default.  ADE creates a terrain (CVX) bgl file if you have terrain elements in your project file.  If no objects are found in the project file but there is a CVX bgl file on disk then you will be asked whether you want to keep the CVX file or not.  This may be especially useful if you open an Airport Bgl file created by someone else that has a terrain file with it.  You won't be able to see the terrain data in ADE.  ADE will ask you if you want to keep the CVX file.  This checkbox will then be enabled with your choice.  If you decide to compile them then this will be checked.  Once you have answered the initial question then you will be able to change your answer any time here

Which groups to compile

Which groups to compile

This is a ProKey function and allows you to decide which groups of objects to compile.  This can save you time when compiling if you are working only on one part of the airport and don't want to compile the other parts.  This article explains more about conditional compile

Close extended options

Close extended options

Click Close to return to the main compile options dialog

Open folder

Open folder

This will open the folder dialog as used in previous versions.  If you prefer the old method of setting the file name and folder then use this button if you need to change where to compile the bgl file(s)

  1. This is a new button which opens up the File Save Dialog which is the method shown in previous versions.  Click this to access the File Save Dialog
  2. The compile file name is set to match the name of the project file
  3. The compile folder is set to the Addon Scenery Folder

File Save Dialog

The file save dialog does not actually save anything!  It's purpose is to get from the user the folder and file name to use in a save

  1. The folder opened will be the current compile to folder - whatever that is.  In this example it is the Addon Scenery Folder
  2. The current compiler name is shown
  3. Files are filtered for Bgl files so that is what the file list shows
  4. This is the list of bgl files in the folder.  It contains a number of types other than the actual base airport file so you will need to be sure if you select one to pick one that is an airport file - one of the reasons for the new change was to stop less experienced users from over writing or using a _CVX or other bgl file as the airport file.   You can obviously change folder or whatever at this point. Select one of these or change the name (2) and
  5. Click Save to save the information or Cancel to forget it

Revised file and folder

  1. Changed the folder to a different one
  2. Renamed the file to something different - I could have selected one from the list instead
  3. Click Save

Revised Compiler Options

Revised Compiler Options

This has updated the settings in Compiler Options

  1. The compile name now matches that selected and the Sync Compile Name with Project File is now turned off - this means you are responsible for setting the name - it won't track the project name if you change that
  2. Whatever folder you select - even if you stick with Addon Scenery ADE now has to assume that this is a specific folder.  So it changes the compile location option to Specific Folder and changes the actual folder name to match the one you selected

7 Comments

Robert Catherall

Excellent, well described. Thank you.

Julio

my problem
Compiler Errors Found. These were not identified by the Issue Manager. Please let us know
what the compiler error is so that we can improve the Issue Manager.

The compiler message is shown below

ScruffyDuck Scenery Design Engine Compiling
Using BglComp....

Parsing document: C:\MSFS\FS Design Tools\Airport Design Editor 165\!AdeTempWorkOnly\CVX_CASTELLON.xml

WARNING: #C1102 LECN 23855 TOWER 5000 Airport (LECN) has object (TOWER) that is 23855 meters from the ARP with a test threshold of 5000 meters! XML line: 37.
INTERNAL COMPILER ERROR: #C2033: XML Parse Error (line, column, error)

ERROR: 56, 33, The attribute 'transparent' on this element is not defined in the DTD/Schema.

INTERNAL COMPILER ERROR: #C2952: Attribute 'transparent' is not allowed in element 'Runway'!
INTERNAL COMPILER ERROR: #C2031: Failed element parse
INTERNAL COMPILER ERROR: #C2032: XML Parse Error! Element tree follows:

ERROR:
ERROR:
ERROR:
ERROR:
INTERNAL COMPILER ERROR: #C2033: XML Parse Error (line, column, error)

ERROR: 99, 33, The attribute 'transparent' on this element is not defined in the DTD/Schema.

INTERNAL COMPILER ERROR: #C2952: Attribute 'transparent' is not allowed in element 'Runway'!
INTERNAL COMPILER ERROR: #C2031: Failed element parse
INTERNAL COMPILER ERROR: #C2032: XML Parse Error! Element tree follows:

ERROR:
ERROR:
ERROR:
ERROR:
INTERNAL COMPILER ERROR: #C2033: XML Parse Error (line, column, error)

ERROR: 142, 33, The attribute 'transparent' on this element is not defined in the DTD/Schema.

INTERNAL COMPILER ERROR: #C2952: Attribute 'transparent' is not allowed in element 'Runway'!
INTERNAL COMPILER ERROR: #C2031: Failed element parse
INTERNAL COMPILER ERROR: #C2032: XML Parse Error! Element tree follows:

ERROR:
ERROR:
ERROR:
ERROR:
WARNING: #C1102 LECN 23382 START 5000 Airport (LECN) has object (START) that is 23382 meters from the ARP with a test threshold of 5000 meters! XML line: 175.
WARNING: #C1102 LECN 24280 START 5000 Airport (LECN) has object (START) that is 24280 meters from the ARP with a test threshold of 5000 meters! XML line: 183.
WARNING: #C1102 LECN 24324 START 5000 Airport (LECN) has object (START) that is 24324 meters from the ARP with a test threshold of 5000 meters! XML line: 191.
WARNING: #C1102 LECN 23339 START 5000 Airport (LECN) has object (START) that is 23339 meters from the ARP with a test threshold of 5000 meters! XML line: 199.
INTERNAL COMPILER ERROR: #C2607: Compilation errors detected, compilation failed!

Parse complete!

Jon Masterson

Can you please tell me what version of the Sim you are working with? If this is P3D v2 then you need to make sure you installed the latest SDK

Alain 3640

Cette version est-elle compatible avec FS 2004,car malgré avoir suivi pas à pas le tutoriel, mon aéroport n'est pas visible dans FS2004. Seuls les objets ajoutés de la library apparaissent.
La compilation ne fait apparaitre que 2 fichiers de 12 KO chacun.

Jon Masterson

@Alain 3640

The best place to get help for your question is on the support forum at www.fsdeveloper.com. Someone there will be able to help you

Le meilleur endroit pour obtenir de l'aide pour votre question est sur le forum de support à www.fsdeveloper.com. Quelqu'un sera en mesure de vous aider

Michael

Hi mi name is Michael frist time with this airport design editor 165 ade..I'm having problems with the compiler i got the new one they tell you to get but still no go is there any way of getting this problem fixed at all thanks if u can help. .

Jon Masterson

The best place to get help with this is on the Airport Design Editor support forum at www.fsdeveloper.com. Someone there will be able to help

Jon
ScruffyDuck Software

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