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armenius
January 29th, 2019, 19:44
Does anyone know, or is there a list somewhere that shows what trees are used in different landclasses. Such as Coniferous forest, Deciduous and mixed boreal forest..etc?

BendyFlyer
January 31st, 2019, 02:35
Yes there is there is a web site with a complete list and thumbnails of all the default FSX objects used. Here is the link:

https://fsxsoc.dynamicfxgroup.com

However if you want decent trees then I can recommend the ORBX payware trees package. It is very good and the trees are properly sized as well. I have tried every freeware package about and ORBX has turned out to be the best. Which trees show up when is to do with the way scenery season sets are chosen or allocated.

Ganter
January 31st, 2019, 03:11
Yes there is there is a web site with a complete list and thumbnails of all the default FSX objects used. Here is the link:

https://fsxsoc.dynamicfxgroup.com



Good God - that's some great site there.

Now, if someone could just do that for Orbx libraries I'd be on cloud numero niner!

armenius
January 31st, 2019, 10:04
Yes, I know of that list and use it. But unless I'm missing something? I want to know for example.. in a particular forest landclass poly, which trees are used.

Ganter
January 31st, 2019, 10:20
Yes, I know of that list and use it. But unless I'm missing something? I want to know for example.. in a particular forest landclass poly, which trees are used.

This is something you should be asking on fsdeveloper. https://www.fsdeveloper.com

Those chaps are alchemists who've penetrated right down to the source code. For the most part they're an easy going bunch and very happy to answer questions.

Don't ask them about flying though - they just do the "World you fly in" and get twitchy when you start talking about the beauty of flight. (joking)

Someone there will have the answers you seek.

Bjoern
January 31st, 2019, 14:15
Tree types for autogen are determined by the "AutogenDescriptions[xyz].spb" files in "FSX\Autogen". You'll need to decompile them with SPB2FSX ( https://flyawaysimulation.com/downloads/files/1655/fsx-spb2xml-utility/ ).
If you have the SDK installed, the source XML files are in "Environment Kit\Autogen SDK\Autogen source xml".
In the generated XML file, the "friendly name" gives a clue regarding the vegetation type. The "ModelGuid" line identifies the exact model used.
The models themselves are stored in "FSX\scenery\Global\scenery\vegetation.bgl", which can be opened with ModelConverter.
Autogen placement is controlled by the .agn files in "FSX\scenery\World\texture". If you drag an AGN file onto "Environment Kit\Autogen SDK\AGNDump.exe", it will decompile it into XML format.
I couldn't find any link between the decompiled AGN file and the object type used yet. Maybe it's the GUID of the rectangle and the grouping GUID in the "descriptions" file.

Here's the SDK page for the Autogen SDK: https://docs.microsoft.com/en-us/previous-versions/microsoft-esp/cc526979(v%3dmsdn.10)

So your workflow would be: Look at the forest, find its texture, find the corresponding .agn file, decompile it, check if the rectangle GUID matches the grouping GUID or however else the rectangle/poly-group relationship works, edit the AutoGenDescriptions file to add or remove tree types.

armenius
February 3rd, 2019, 19:19
Thanks for that technical breakdown, that is what I was looking for. And, yes I haven't tried FSdeveloper yet, but do post there on occasion, usually to do with McX.