Howto:Convert objects from X-Plane: Difference between revisions

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This [[:Category:Howto|tutorial]] explains how to '''convert X-Plane scenery objects''' to the [[File Formats#.2A.ac|AC3D format]] (.ac) used by [[FlightGear]] (mostly) automatically using the xplane2fg collection of scripts. To convert '''Microsoft (R) Flight Simulator scenery objects''', first convert them to X-Plane format using [http://marginal.org.uk/x-planescenery/tools.html FS2XPlane], then follow the method described below.
This [[:Category:Howto|tutorial]] explains how to '''convert X-Plane scenery objects''' to the [[File Formats#.2A.ac|AC3D format]] (.ac) used by [[FlightGear]] (mostly) automatically using the xplane2fg collection of scripts.


The were scripts developed on Linux and should work fine on any Unix system including Mac ([[Howto: Convert objects from MSFS#Note to Windows Users|note to Windows users]]).
To convert ''Microsoft® Flight Simulator scenery objects'', first convert them to X-Plane format using [http://marginal.org.uk/x-planescenery/tools.html FS2XPlane], then follow the method described below.


The conversion consists of three steps, all conveniently handled by scripts:
These scripts were developed on Linux and should work fine on any Unix system including Mac ([[Howto: Convert objects from MSFS#Note to Windows Users|note to Windows users]]).
* convert the actual 3-D objects from .obj to .ac format using blender,
 
* extract position of objects (longitude, latitude, altitude, and heading) from .dsf file(s) and write them to FlightGear's .stg file(s),
{{note|[[Howto:Convert objects with ModelConverterX|ModelConverterX]] also seems well suited for this task, having even more features and is probably easier to set up.}}
* copy the objects and their textures to the respective tile folders.
 
{{note|MCX doesnt't work for me on Linux (tried with Wine + Mono). As of Feb 2015, I'm re-writing conversion scripts. The new version will  come bundled with everything you need, be a lot easier to set-up, and be almost 100% automated.}}


This Howto assumes that you
{{note|Objects that are uploaded to the [[FlightGear Scenery Database]] (and thus official FG scenery) '''must''' be released under the [[GNU GPL]] license.
* are able to use the command line to enter basic commands
* know where FlightGear, its scenery, and its source code are installed


'''Please note: objects that are uploaded to the [[FlightGear Scenery Database]] (and thus official FG scenery) must be released under the [[GNU GPL]] license. Most X-Plane/MSFS scenery does ''not'' comply with this license. Therefore, it cannot be included with the official scenery, unless the author granted you permission to release his work under GNU GPL.'''
Most X-Plane/MSFS scenery does '''not''' comply with this license. Therefore, it cannot be included with the official scenery, unless the author granted you permission to release his work under GNU GPL. Basically, it mostly means that it is for your own private use only.}}


= Installation and setup =
== Prerequisites ==
== Prerequisites ==
This Howto assumes that you:
* Are able to use the command line to enter basic commands
* Know where FlightGear, its scenery, and its source code are installed
== Conversion steps ==
The conversion consists of three steps, all conveniently handled by scripts:
* Convert the actual 3-D objects from .obj to .ac format using blender,
* Extract position of objects (longitude, latitude, altitude, and heading) from .dsf file(s) and write them to FlightGear's .stg file(s),
* Copy the objects and their textures to the respective tile folders.
== Installation and setup ==
=== Prerequisites ===
Besides a Unix environment, you'll need the following tools:
Besides a Unix environment, you'll need the following tools:


* [http://www.mediafire.com/?cv1dltdzq5o5gpj xplane2fg]
* [http://ubuntuone.com/0sAOY4lB1OVCWP3zy8jfn8 xplane2fg]
* [http://www.blender.org Blender] (tested with ver. 2.48a-r3)
* [http://www.blender.org Blender] (tested with ver. 2.48a-r3)
* XPlane2blender from [http://marginal.org.uk/x-planescenery/tools.html Jonathan Harris' page], tested with ver. 3.09
* XPlane2blender from [http://marginal.org.uk/x-planescenery/tools.html Jonathan Harris' page], tested with ver. 3.09
Line 25: Line 37:
* [[FlightGear]]
* [[FlightGear]]
* perl helpers from FlightGear's [http://www.flightgear.org/Downloads/source.shtml source code]:
* perl helpers from FlightGear's [http://www.flightgear.org/Downloads/source.shtml source code]:
** calc-tile.pl
** <code>calc-tile.pl</code>
** find_elevations.pl
** <code>find_elevations.pl</code>
* telnet
* Telnet


Optionally (if the scenery to convert contains .dds textures)
Optionally (if the scenery to convert contains .dds textures)
* convert (from [http://www.imagemagick.org ImageMagick])
* Convert (from [http://www.imagemagick.org ImageMagick])


== Installation ==
=== Installation ===
Install xplane2fg:
Install <code>xplane2fg</code>:


mkdir -p ~/fgfs/convert/
<syntaxhighlight lang="bash">
cd ~/fgfs/convert/
mkdir -p ~/fgfs/convert/
tar xzf /path/to/xplane2fg.tgz
cd ~/fgfs/convert/
tar xzf /path/to/xplane2fg.tgz
</syntaxhighlight>


Copy the autoimport.py helper to Blender's scripts folder:
Copy the <code>autoimport.py</code> helper to Blender's scripts folder:
cp ~/fgfs/convert/xplane2fg/lib/autoimport.py ~/.blender/scripts


Install X-Plane tools in $HOME/convert/xptools
<syntaxhighlight lang="bash">
cp ~/fgfs/convert/xplane2fg/lib/autoimport.py ~/.blender/scripts
</syntaxhighlight>


== Hack the tools ==
Install X-Plane tools in <code>''$HOME/convert/xptools''</code>
 
=== Hack the tools ===
For the first step - importing objects into blender - we use Jonathan Harris' XPlane2Blender import filter. The .ac export filter shipped with Blender does the export. As we will batch convert a large number of objects, both import and export filters need to be 'hacked' as to not stop and wait for user interaction on warnings etc:
For the first step - importing objects into blender - we use Jonathan Harris' XPlane2Blender import filter. The .ac export filter shipped with Blender does the export. As we will batch convert a large number of objects, both import and export filters need to be 'hacked' as to not stop and wait for user interaction on warnings etc:


Open XPlaneImport.py in a text editor, change line 466 (of ver. 3.09) to:  
Open <code>XPlaneImport.py</code> in a text editor, change line 466 (of ver. 3.09) to:  
self.verbose = 0
 
Save this file as XPlaneImportVerbose0.py
<syntaxhighlight lang="python">
self.verbose = 0
</syntaxhighlight>
 
Save this file as <code>XPlaneImportVerbose0.py</code>
 
Open <code>ac3d_export.py</code> (part of Blender, located for example in <code>''/usr/share/blender/scripts/''</code>) in a text editor, replace line 823:
 
<syntaxhighlight lang="python">
Blender.Draw.PupMenu('ERROR: no objects selected')
</syntaxhighlight>


Open ac3d_export.py (part of Blender, located for example in /usr/share/blender/scripts/) in a text editor, replace line 823:
Blender.Draw.PupMenu('ERROR: no objects selected')
with  
with  
pass
Make sure you keep indention. Save this file as ac3d_export_hack.py


== Setting up the environment according to your system ==
<syntaxhighlight lang="python">
The xplane2fg scripts glue together a number of tools. To have the scripts find these tools, you have to adjust the paths in $HOME/fgfs/convert/xplane2fg/profile according to your system (using a text editor).
pass
</syntaxhighlight>
 
''Make sure you keep indention.''
 
Save this file as <code>ac3d_export_hack.py</code>
 
=== Setting up the environment according to your system ===
The xplane2fg scripts glue together a number of tools. To have the scripts find these tools, you have to adjust the paths in <code>''$HOME/fgfs/convert/xplane2fg/profile''</code> according to your system (using a text editor).


Now everything should be set up to actually convert scenery!
Now everything should be set up to actually convert scenery!


= Conversion =
== Conversion ==
First load xplane2fg's environment profile:
First load xplane2fg's environment profile:
source $HOME/fgfs/convert/xplane2fg/profile


== Prepare X-Plane scenery ==
<syntaxhighlight lang="bash">
source $HOME/fgfs/convert/xplane2fg/profile
</syntaxhighlight>
 
=== Prepare X-Plane scenery ===
In the following, we assume the X-Plane scenery we want to convert is named EDDN (make sure it contains no spaces!) and lives in
In the following, we assume the X-Plane scenery we want to convert is named EDDN (make sure it contains no spaces!) and lives in
   $HOME/fgfs/convert/EDDN/
   $HOME/fgfs/convert/EDDN/
with the following sub folders
with the following sub folders
     Earth nav data
     Earth nav data
Line 76: Line 112:
Those sub folders may have slightly different names. If so, rename them to fit the above scheme. Remember that Unix file names are case sensitive.
Those sub folders may have slightly different names. If so, rename them to fit the above scheme. Remember that Unix file names are case sensitive.


== Prepare FlightGear ==
=== Prepare FlightGear ===
X-Plane objects are positioned using [http://en.wikipedia.org/wiki/Above_ground_level AGL], while FlightGear's .stg files expect [http://en.wikipedia.org/wiki/Above_mean_sea_level AMSL]. We will use FlightGear to automatically query the elevation at the object's postition. Therefore, the corresponding scenery tile must be installed. Find out on which tile the scenery you want to convert is located. See [[Howto: Install scenery]] for details on how to install FlightGear scenery. The most convenient way may be to use [[TerraSync]].
X-Plane objects are positioned using [http://en.wikipedia.org/wiki/Above_ground_level AGL], while FlightGear's .stg files expect [http://en.wikipedia.org/wiki/Above_mean_sea_level AMSL]. We will use FlightGear to automatically query the elevation at the object's postition. Therefore, the corresponding scenery tile must be installed. Find out on which tile the scenery you want to convert is located. See [[Howto: Install scenery]] for details on how to install FlightGear scenery. The most convenient way may be to use [[TerraSync]].


== Convert ==
=== Convert ===
Now run the main conversion script:
Now run the main conversion script:
cd $HOME/fgfs/convert/
xplane2fg.sh  EDDN  EDDN.fg


The converted scenery will be written to the path indicated by the second argument, EDDN.fg. It should '''not''' point to FG's actual scenery paths.
<syntaxhighlight lang="bash">
cd $HOME/fgfs/convert/
xplane2fg.sh  EDDN  EDDN.fg
</syntaxhighlight>
 
The converted scenery will be written to the path indicated by the second argument, <code>EDDN.fg</code>. It should '''not''' point to FG's actual scenery paths.


After some seconds, this will stop and ask you to run blender. By that time, it should have created an input file for blender named
After some seconds, this will stop and ask you to run blender. By that time, it should have created an input file for blender named <code>blender-autoimport-source.py</code> in the current directory.
blender-autoimport-source.py
in the current directory.
    
    
Now open a second terminal and run blender from that directory.
Now open a second terminal and run blender from that directory.
cd $HOME/fgfs/convert
blender


Click file -> import -> autoimport, it should now convert all objects, this may take a while.
<syntaxhighlight lang="bash">
When finished, close blender (and the second terminal), and press enter in the xplane2fg terminal.
cd $HOME/fgfs/convert
blender
</syntaxhighlight>
 
Click file &gt; import &gt; autoimport, it should now convert all objects, this may take a while.
When finished, close blender (and the second terminal), and press {{Key press|Enter}} in the xplane2fg terminal.
    
    
xplane2fg will now fire up FlightGear. Press enter when FlightGear is up and running.
xplane2fg will now fire up FlightGear. Press {{Key press|Enter}} when FlightGear is up and running.
The script then queries the elevation for all objects; this might take a while.
The script then queries the elevation for all objects; this might take a while.
During this process, .stg files are written to their respective tile paths under EDDN.fg. Also, xplane2fg searches for texture files used by the scenery objects, copies them to EDDN.fg or complains in case they're missing.
During this process, .stg files are written to their respective tile paths under <code>EDDN.fg</code>. Also, xplane2fg searches for texture files used by the scenery objects, copies them to <code>EDDN.fg</code> or complains in case they're missing.
    
    
When xplane2fg is finished, you should have something like
When xplane2fg is finished, you should have something like
<syntaxhighlight lang="bash">
   ls $HOME/fgfs/convert/EDDN.fg/Objects/e000n40/e006n46/
   ls $HOME/fgfs/convert/EDDN.fg/Objects/e000n40/e006n46/
       3056136.stg
       3056136.stg
Line 107: Line 149:
       Terminal.ac
       Terminal.ac
       ...
       ...
</syntaxhighlight>


We're almost done!
We're almost done!


== Check textures ==
=== Check textures ===
X-Plane may use .dds textures, which '''can''' be converted to .png format. However, following recent discussion on the developers mailing list, FlightGear/OSG can also use .dds textures. Hence, you may also skip this step. I have not tested using .dds textures with FlightGear. Your milage may vary.
X-Plane may use .dds textures, which '''can''' be converted to .png format. However, following recent discussion on the developers mailing list, FlightGear/OSG can also use .dds textures. Hence, you may also skip this step. I have not tested using .dds textures with FlightGear. Your mileage may vary.


Go to the converted scenery folder
Go to the converted scenery folder
cd EDDN.fg/Objects/e000n40/e006n46/
 
<syntaxhighlight lang="bash">
cd EDDN.fg/Objects/e000n40/e006n46/
</syntaxhighlight>
 
and run
and run
check_and_fix_textures.sh  *.ac
 
<syntaxhighlight lang="bash">
check_and_fix_textures.sh  *.ac
</syntaxhighlight>
 
You may want to remove .dds files afterwards to save space:
You may want to remove .dds files afterwards to save space:
rm *.dds


== Integrate the converted files into FlightGear scenery ==
<syntaxhighlight lang="bash">
rm *.dds
</syntaxhighlight>
 
=== Integrate the converted files into FlightGear scenery ===
Finally you have to copy the converted scenery to FlightGear's scenery folder. Make sure to backup the respective scenery folder beforehand.
Finally you have to copy the converted scenery to FlightGear's scenery folder. Make sure to backup the respective scenery folder beforehand.


Line 127: Line 181:
Now you can fire up FlightGear and enjoy the converted scenery!
Now you can fire up FlightGear and enjoy the converted scenery!


= Final steps =
== Final steps ==
== Cleanup ==
=== Cleanup ===
Temporary files were written to $HOME/fgfs/convert/tmp. You can remove them now:
Temporary files were written to <code>''$HOME/fgfs/convert/tmp''</code>. You can remove them now:
rm -rf $HOME/fgfs/convert/tmp


== Share the converted scenery ==
<syntaxhighlight lang="bash">
rm -rf $HOME/fgfs/convert/tmp
</syntaxhighlight>
 
=== Share the converted scenery ===
If you want to publish the scenery you need to obtain authorization to do so from the scenery's original authors.
If you want to publish the scenery you need to obtain authorization to do so from the scenery's original authors.


If you want it to be included in FlightGear's official scenery via the [[FlightGear Scenery Database]], the converted scenery (including all textures) must comply with the [[GNU GPL]].
If you want it to be included in FlightGear's official scenery via the [[FlightGear Scenery Database]], the converted scenery (including all textures) must comply with the [[GNU GPL]].


== Optional ==
=== Optional ===
You may use
You may use


xplane2fg.sh --prefix EDDN_  EDDN  EDDN.fg
<syntaxhighlight lang="bash">
xplane2fg.sh --prefix EDDN_  EDDN  EDDN.fg
</syntaxhighlight>


to prepend all converted objects with a prefix, e.g., EDDN_objectname.ac
to prepend all converted objects with a prefix, e.g., EDDN_objectname.ac


== Troubleshooting ==
=== Troubleshooting ===
xplane2fg.sh may complain about funny elevations reported by FlightGear:
<code>xplane2fg.sh</code> may complain about funny elevations reported by FlightGear:


WARNING: Zero alt for LSGS-grasss-1.ac?
<syntaxhighlight lang="bash">
WARNING: Zero alt for LSGS-grasss-1.ac?
I suspect this happens when a tile is just being loaded in background, as subsequent calls would return correct elevation. However, since we might query objects floating on water, I did not implement automatic retrying (yet). Instead, you should manually query these objects. Start Flightgear
</syntaxhighlight>


xplane2fg.sh --run-fgfs
I suspect this happens when a tile is just being loaded in background, as subsequent calls would return correct elevation. However, since we might query objects floating on water, I did not implement automatic retrying (yet). Instead, you should manually query these objects. Start FlightGear
 
<syntaxhighlight lang="bash">
xplane2fg.sh --run-fgfs
</syntaxhighlight>


then run
then run


xplane2fg.sh --query-alt LSGS-grasss-1.ac
<syntaxhighlight lang="bash">
xplane2fg.sh --query-alt LSGS-grasss-1.ac
</syntaxhighlight>


which would return something like
which would return something like
Line 164: Line 229:
and correct the respective line in the indicated .stg file.
and correct the respective line in the indicated .stg file.


== Note to Windows Users ==
=== Note to Windows Users ===
I developed these scripts on Linux. They are written in bash and make heavy use of GNU utilities (sed, awk, grep etc.). Some helpers require Perl.  
I developed these scripts on Linux. They are written in bash and make heavy use of GNU utilities (sed, awk, grep etc.). Some helpers require Perl.  
To run these scripts on Windows, you will need to install cygwin and perl (at least). You will have to fix some further issues yourself; the wine part, for example, is probably not necessary on Windows ;)
To run these scripts on Windows, you will need to install cygwin and perl (at least). You will have to fix some further issues yourself; the wine part, for example, is probably not necessary on Windows ;)
--[[User:Radi|Radi]] 20:39, 26 December 2010 (UTC)


[[Category:Howto|Convert objects from X-Plane]]
[[Category:Howto|Convert objects from X-Plane]]
[[Category:Scenery enhancement|Convert objects from X-Plane]]
[[Category:Scenery enhancement|Convert objects from X-Plane]]

Revision as of 16:00, 16 February 2015

This tutorial explains how to convert X-Plane scenery objects to the AC3D format (.ac) used by FlightGear (mostly) automatically using the xplane2fg collection of scripts.

To convert Microsoft® Flight Simulator scenery objects, first convert them to X-Plane format using FS2XPlane, then follow the method described below.

These scripts were developed on Linux and should work fine on any Unix system including Mac (note to Windows users).

NoteModelConverterX also seems well suited for this task, having even more features and is probably easier to set up.
Note  MCX doesnt't work for me on Linux (tried with Wine + Mono). As of Feb 2015, I'm re-writing conversion scripts. The new version will come bundled with everything you need, be a lot easier to set-up, and be almost 100% automated.
Note  Objects that are uploaded to the FlightGear Scenery Database (and thus official FG scenery) must be released under the GNU GPL license.

Most X-Plane/MSFS scenery does not comply with this license. Therefore, it cannot be included with the official scenery, unless the author granted you permission to release his work under GNU GPL. Basically, it mostly means that it is for your own private use only.

Prerequisites

This Howto assumes that you:

  • Are able to use the command line to enter basic commands
  • Know where FlightGear, its scenery, and its source code are installed

Conversion steps

The conversion consists of three steps, all conveniently handled by scripts:

  • Convert the actual 3-D objects from .obj to .ac format using blender,
  • Extract position of objects (longitude, latitude, altitude, and heading) from .dsf file(s) and write them to FlightGear's .stg file(s),
  • Copy the objects and their textures to the respective tile folders.

Installation and setup

Prerequisites

Besides a Unix environment, you'll need the following tools:

Optionally (if the scenery to convert contains .dds textures)

Installation

Install xplane2fg:

mkdir -p ~/fgfs/convert/
cd ~/fgfs/convert/
tar xzf /path/to/xplane2fg.tgz

Copy the autoimport.py helper to Blender's scripts folder:

cp ~/fgfs/convert/xplane2fg/lib/autoimport.py ~/.blender/scripts

Install X-Plane tools in $HOME/convert/xptools

Hack the tools

For the first step - importing objects into blender - we use Jonathan Harris' XPlane2Blender import filter. The .ac export filter shipped with Blender does the export. As we will batch convert a large number of objects, both import and export filters need to be 'hacked' as to not stop and wait for user interaction on warnings etc:

Open XPlaneImport.py in a text editor, change line 466 (of ver. 3.09) to:

self.verbose = 0

Save this file as XPlaneImportVerbose0.py

Open ac3d_export.py (part of Blender, located for example in /usr/share/blender/scripts/) in a text editor, replace line 823:

Blender.Draw.PupMenu('ERROR: no objects selected')

with

pass

Make sure you keep indention.

Save this file as ac3d_export_hack.py

Setting up the environment according to your system

The xplane2fg scripts glue together a number of tools. To have the scripts find these tools, you have to adjust the paths in $HOME/fgfs/convert/xplane2fg/profile according to your system (using a text editor).

Now everything should be set up to actually convert scenery!

Conversion

First load xplane2fg's environment profile:

source $HOME/fgfs/convert/xplane2fg/profile

Prepare X-Plane scenery

In the following, we assume the X-Plane scenery we want to convert is named EDDN (make sure it contains no spaces!) and lives in

 $HOME/fgfs/convert/EDDN/

with the following sub folders

   Earth nav data
   objects
   textures

Those sub folders may have slightly different names. If so, rename them to fit the above scheme. Remember that Unix file names are case sensitive.

Prepare FlightGear

X-Plane objects are positioned using AGL, while FlightGear's .stg files expect AMSL. We will use FlightGear to automatically query the elevation at the object's postition. Therefore, the corresponding scenery tile must be installed. Find out on which tile the scenery you want to convert is located. See Howto: Install scenery for details on how to install FlightGear scenery. The most convenient way may be to use TerraSync.

Convert

Now run the main conversion script:

cd $HOME/fgfs/convert/
xplane2fg.sh  EDDN  EDDN.fg

The converted scenery will be written to the path indicated by the second argument, EDDN.fg. It should not point to FG's actual scenery paths.

After some seconds, this will stop and ask you to run blender. By that time, it should have created an input file for blender named blender-autoimport-source.py in the current directory.

Now open a second terminal and run blender from that directory.

cd $HOME/fgfs/convert
blender

Click file > import > autoimport, it should now convert all objects, this may take a while. When finished, close blender (and the second terminal), and press Enter in the xplane2fg terminal.

xplane2fg will now fire up FlightGear. Press Enter when FlightGear is up and running. The script then queries the elevation for all objects; this might take a while. During this process, .stg files are written to their respective tile paths under EDDN.fg. Also, xplane2fg searches for texture files used by the scenery objects, copies them to EDDN.fg or complains in case they're missing.

When xplane2fg is finished, you should have something like

  ls $HOME/fgfs/convert/EDDN.fg/Objects/e000n40/e006n46/
      3056136.stg
      3056139.stg
      Terminal.ac
      ...

We're almost done!

Check textures

X-Plane may use .dds textures, which can be converted to .png format. However, following recent discussion on the developers mailing list, FlightGear/OSG can also use .dds textures. Hence, you may also skip this step. I have not tested using .dds textures with FlightGear. Your mileage may vary.

Go to the converted scenery folder

cd EDDN.fg/Objects/e000n40/e006n46/

and run

check_and_fix_textures.sh  *.ac

You may want to remove .dds files afterwards to save space:

rm *.dds

Integrate the converted files into FlightGear scenery

Finally you have to copy the converted scenery to FlightGear's scenery folder. Make sure to backup the respective scenery folder beforehand.

The .stg files should be appended instead of overwritten should they exist already in FlightGear's Scenery folder; otherwise you'll lose previously defined scenery objects. You may want to use a file manager such as Konqueror, Nautilus, or Midnight Commander for this step, as they tend to ask whether to overwrite or append existing files.

Now you can fire up FlightGear and enjoy the converted scenery!

Final steps

Cleanup

Temporary files were written to $HOME/fgfs/convert/tmp. You can remove them now:

rm -rf $HOME/fgfs/convert/tmp

Share the converted scenery

If you want to publish the scenery you need to obtain authorization to do so from the scenery's original authors.

If you want it to be included in FlightGear's official scenery via the FlightGear Scenery Database, the converted scenery (including all textures) must comply with the GNU GPL.

Optional

You may use

xplane2fg.sh --prefix EDDN_  EDDN  EDDN.fg

to prepend all converted objects with a prefix, e.g., EDDN_objectname.ac

Troubleshooting

xplane2fg.sh may complain about funny elevations reported by FlightGear:

WARNING: Zero alt for LSGS-grasss-1.ac?

I suspect this happens when a tile is just being loaded in background, as subsequent calls would return correct elevation. However, since we might query objects floating on water, I did not implement automatic retrying (yet). Instead, you should manually query these objects. Start FlightGear

xplane2fg.sh --run-fgfs

then run

xplane2fg.sh --query-alt LSGS-grasss-1.ac

which would return something like

OBJECT_STATIC LSGS-grasss-1.ac 7.3416857 46.2201743 482.24 357.99
in /e000n40/e007n46/3072521.stg

and correct the respective line in the indicated .stg file.

Note to Windows Users

I developed these scripts on Linux. They are written in bash and make heavy use of GNU utilities (sed, awk, grep etc.). Some helpers require Perl. To run these scripts on Windows, you will need to install cygwin and perl (at least). You will have to fix some further issues yourself; the wine part, for example, is probably not necessary on Windows ;)