Author Topic: BGLCOMP + SDK  (Read 1635 times)

fms737

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BGLCOMP + SDK
« on: October 27, 2019, 03:53:59 pm »
Hello,Many payware 3rd-party airports belong to this category. The process will work as follows:• In the GSX Parking customization page, you will select one or more parking spots where you want the existing Jetways to be replaced.• The GSX editor will create an XML source code file for an Exclude .BGL, which will contain only commands to exclude Jetways, and nothing else from that scenery.• The XML source code can be compiled with the standard BGLCOMP utility from the SDK, into an “Exclude .BGL”, which will be placed in a shared folder, containing all the Exclude files you’ll create with GSX.• After creating this .XML file, it will be required to Quit the simulator to compile it into a .BGL. This is required, since it’s not possible to rewrite an already-loaded .BGL file while the simulator is running.• On the next startup of the simulator, Animated Jetways of the 3rd-party airport will disappear in all parking spots which were selected to have their Jetways removed.• It will now be possible to add SODE Jetways with the Parking customization editor, choosing from a large selection of models offered by GSX Level 2.The main advantages of this approach are:• The original scenery won’t be touched. GSX will never modify any of the files that comes with a 3rd party scenery, since it will only create an additional “Exclude .BGL”, which will stay in its own separate folder.• It will be quite easy to go back to the original situation: just remove the Exclude .BGL file from the GSX folder, and remove the parking customization, so the scenery will go back as it were before. Who can please explain to me how this works with BGLCOMP and SDK. (Page 13 Manual).
Claus

virtuali

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Re: BGLCOMP + SDK
« Reply #1 on: October 29, 2019, 10:58:57 am »
Please rewrite your message in a more understandable way. It seems you copied a part of the manual but, which is your question, exactly ?