However, ultimately, I’d like to publish these 7 packages into one unified scenery package. Yes, MSFS has a “pack” option for that (a container for several packages), but they still show up as separate single packages in VFS (so, there would be 7 packages in VFS), and I was hoping to unify them.
And yes, I could add all these 7 packages as different type asset groups in a single, unified package, but then that would require me having to rebuild everything when I make even a slightest change in one of the groups, as there is no way to build asset groups individually through SDK UI.
So - is there any way to accomplish this? Perhaps, there is a way to set up another scenery package and mirror (not copy) all these assets into it somehow? I have looked for that but there is only a way to mirror a package into a project, not an asset into a package.
you have a “multi asset project”
that is the key: everything you listed is (can be) an AssetGroup of a single project, they are all listed in a single PackageDefininitions .xml, thus a single Package for all of them, see attache sample
Hey, thanks, yes - but - as I stated - when I add an object to my model library and click “compile” to get a model library BGL to use that object in my scenery, the compile will have to go through ALL my assets, and for example, my CGL (aerial imagery) can take an hour!
So, I can compile a package, but I can’t compile a single asset within that package.
THAT is what I want to avoid, and that is what I am asking…
sorry I misunderstood
can’t you simply put your heavy CGL in a different Package and throw into community when you are playing with compiling…
and finally, when you think you are done, rejoin them back together?
The compiler must go through all your models if all your models are in the same modelLib: because at the end of the day it needs to output a single .bgl for that modelLib
maybe you can add the models you are sure you won’t touch again inside the heavy CGL package so those won’t need to be compiled everytime
Well yes - I can do all these manipulations and machinations manually, but I was hoping there was a more elegant way. I was thinking the exact same thing with what you wrote above, except creating a cmd script that moves my source files from project_WORKING to project_RELEASE. But I was hoping there was a more elegant way…
Also, I was hoping a redirection path would work, like in here:
where in my project_RELEASE I would insert something like “..\..\project_WORKING\PackageSources\SimObjects\Airplanes”
for the source dir, but the project editor is ignoring me when I pick a location that’s out of the current project folder… and I am reluctant to hand-hack the location in the project xml file, bcz that bit me in the @ss before.