Exporting with new SDK

Hi, I’m having problems building and exporting my packages in the new SDK. I
open my package (last built in December) and it opens OK. Then the problems
start: 1. I click on “build and export” select a brand new folder for the
export, it seems to build OK but in the console there is a warning
“PackageBuilder | Failed to find asset group for file …EXPORT.ZIP”. And
then it says “PARTIAL BUILD”, so that doesn’t look good. When I build again,
the warning is there again, despite the fact that the export.zip is in the
folder. What’s wrong and how do I solve
this?

2. As my project had the
default modelLib.BGL filename in it, I decided to change it for something
custom, as this is supposedly not good. So I renamed BGL and ArtProj assets to
a custom name, and rendered again. No new errors, however when I look into the
export.zip, I still have the defailt name of modelLib.BGL instead of the new
renamed name. Why? How do I rename it properly and make the build and export
to generate the new name?

3. When I check compatibility
of my airports for Xbox, I’m not sure what to do. My files are fairly
optimized, but the Statistics Profiler shows some red in my airport areas.
However if I filter just the Asobo generic airport objects that are used a lot
in all my airports (and all others), most of them are also showing red - too
little LOD levels, too many textures etc. So even if I manage to optimize my
objects further, most Asobo objects will still be red in the Statistics
Profiler too. So is there any single “pass/fail” Xbox checker? Or should I
ignore the red and submit my airports with Xbox checked anyway? Not sure what
to do. Will the QA team test my airports after I update them with new SDK and
export for Xbox option checked, and pass or fail them for Xbox? Or should I
disable Xbox because not all my objects have 4 LOD levels etc. (although they
still are quite optimized usually)? 4. My animated simObjects that looked
animated before (animated flags) are not animated anymore when loaded in the
Scenery Editor. Is this a new bug? Does it mean my animated simObjects won’t
work anymore, or is it just a presentation bug in the Scenery Editor and can
be ignored?

To rename the modellib.bgl, you need to rename the modellib folder in your
PackageSources. Whatever you name it will be the name of the compiled BGL.
Dont forget to update the directory path in the project editor!

Thanks. Do you know anything about my other 3 issues?

Hello. First, the SDK version will have no impact on the way your package are
built and exported. Only the game version will. 1 - This is a false positive.
The PackageBuilder is looking for files that changed since the last build and
trying to find a matching asset group type for this file. Your .zip file being
in your project directory, it is detected as a modified file. I will report
this bug so we get rid of it. Sorry for the inconvenience. 2 - Rotornut
answered correctly, we will look to improve the workflow for this. 3 - Our
artist team focused on the most cumbersome assets for optimization but this is
still work in progress. The statistics profiler is just an helper tool to
diagnose where you can gain performance but this is informative only and
you’ll still be able to export package with red fields. In the end, you should
check the Xbox checkbox and Microsoft will test your package during the
ingestion process. 4 - Are your animations still working once your package is
built and copied to Community? Are you having this issue with all your
animated objects? With assets provided with the game? Regards, Sylvain

Thanks a lot for the detailed answer! I haven’t tested the animation from a
rendered project copied into Community folder yet. While in Scenery Editor,
stock windsock object seems to animate fine, but my flags, that also react to
wind direction and weave in the wind, are not animated anymore. I will test in
Community folder and report.