Adding Library Object Information to ADE
ADE needs to know about library objects before it can place them in the display. This tutorial shows how to add this information
Open the Library Object Manager
Select Tools from the main menu and then Library Object Manager from the list.
Adding Library Objects from a File
Library Objects are stored in Bgl files. You need to find the file you want to add. You can also add objects from all the files in a folder (see Adding Library Objects from a Folder below).
Click the Add File button. Alternatively use Ctrl+A from the keyboard or Tools > Add Single File from the menu.
- Use the file dialog to find the folder containing the file you want to add.
- Find the file.
- Select the file to open.
- Click the Open button.
After a few moments ADE will open a dialog to tell you if it found any objects. In this case there are 146 objects in the file and none are in the database. ADE only adds objects it does not know about. So this message may tell you that all or some of the objects are already present. You may also get a message telling you that ADE could not find any usable objects (see Adding Library Objects from a Folder below).
Click the OK button to process the file.
- The library will now appear in the library drop down list.
- The objects themselves will be listed here. The names will probably not be very helpful. FS9 libraries do not contain names. However you can edit these if you wish.
- It is unlikely that ADE will have a thumbnail for the objects but there are a number of ways to add these.
- Be sure to click the Save button otherwise ADE may not remember the objects you added.
Placing the New Library Objects
Move the cursor to where you want the object. Right Click > Add > Library Object.
- Select the library you added.
- Select the object you want to place.
- Edit the properties of the object as required.
- Click the Add Button.
The library object is now in the ADE project.
Adding Library Objects from a Folder
Select the Add Folder button. Alternatively use Ctrl+F from the keyboard or Tools > Add Folder from the menu.
Navigate to the folder you want to process and click the Add button.
ADE found 33 files and it will process each one in turn.
Click OK to process this file and proceed to the next.
If there are no library objects in a file the you will see this message.
Click OK to continue to the next file.
When all the files are processed you will see this message.
Click OK to finish.
Remember to click the Save button to ensure that ADE remembers everything you added.
Airport Design Editor Tutorials
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marvin
I need help,tips, I have AF2_BGL en format XML, and need restorer to original bgl format, is possible make this with Airport Design
Jon Masterson
Yes you can load an airport from XML in ADE. Use File > Open Airport from XML. If it loads properly then you can use File > Compile to create the bgl file
Jon
ScruffyDuck Software
alex synnott
GREAT WORK! Take a Bow! :)
Dave
From above: "It is unlikely that ADE will have a thumbnail for the objects but there are a number of ways to add these." There may well be, but I have no idea what they might be. Any clues?
Jon Masterson
The best place to get some help on this is via the ADE support forum at www.fsdeveloper.com
Jon
ScruffyDuck Software
Dylan Johnson
I added a bgl file to the library, thumbnail, etc. I clicked save. All info appeared correct for a hangar I built. I even placed the building on the ADE Project without any incident..the problem I have is that I cannot see the bgl in the sim! Obviously, I've missed a step, can anyone help with that? The "footprint" of the hangar in the library has all the correct dimensions. When the bgl did not appear, I put the stand alone file in the scenery folder and now TWO appear together.
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
George
Is there a special procedure for animated objects , because the object is actually there but it does not move .
Jon Masterson
The best place to get help with this is on the support forum at www.fsdeveloper.com
Mahdy
Hi
I designed some objects in maya and convert them via mcx and import them into ade. Everything is ok and objects are perfect in fsx.
But i have a little problem in ade. My object perimeter is very bigger than its actual size causes to mask other items perimeter while editing or they will hide behind my objects perimeter(yellow area of object which showing by ade).
What should i do?
Thanks.
Jon Masterson
What version of ADE are you using? If it is not the current version (1.76) then you should install that. If you have a current version then make sure that Display Detailed Footprints is turned on and that in the Model List you click the button to force ADE to generate detailed footprints for your models
Mahdy
Hey there
The problem solved. It was about the file type which i exported from maya. I used .obj which had difference in dimensions and scale between maya and model converter x and also sometimes the textures couldn’t render by mcx.
The problem solved when i export my object from maya in .dae and everything worked nice in ade and fsx.
My ADE is the latest version.
Thank you.