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MSFS20 Does MSFS support fsx/p3d native ground polygon

Md Alavi

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Does MSFS support fsx/p3d native ground polygons if so how to get it working in MSFS 2020
 
I have not yet tested this via MSFS-2020 SDK, but if "native" G-Polys are 3D models in FS2Kx / LM-P3D MDL format, AFAIK they can be converted by ex: Arno's ModelConverterX (aka "MCX") then placed in MSFS-2020 as glTF format.

This of course does not necessarily also refer to 3D model G-Polys in legacy SCASM / ASM-compiled format still supported by MSFS2Kx / LM-P3D.


IIUC, the question is whether they have "Z-Buffer fighting" artifacts because the MSFS SDK does not yet support Z-Bias functionality attributes in glTF 3D models ? :scratchch

https://www.prepar3d.com/SDKv4/sdk/modeling/3ds_max/modeling/modeling_materials.html#ZBiasLevel


Perhaps MSFS-2020 has the equivalent functionality under a different name: :idea:

UPDATE: "biasY" is the MSFS SDK equivalent of FS2Kx 'Z-Bias'

C:\MSFS SDK\Documentation\Microsoft Flight Simulator 2020 SDK.chm

Developer Tools > 3DS MAX Tools > FlightSim Material

"Material Types

Microsoft Flight Simulator materials can be one of several material types. These include things like geometry decals and ice. They each have varying support for different blend modes and textures. If parameters are not supported for the current type, they will be grayed out.

Standard

The default material type.


Meshes with this type will be rendered in the deferred rendering pass (Alpha Mode = OPAQUE) or in the transparent pass (Alpha Mode = MASK or BLEND).

Decal

The Decal material type is for geometry decals, which are shapes rendered on top of another mesh.


If several decals are to be rendered on top of each other, they have to be in the same sub-mesh, or it will cause rendering artifacts. The order of the sub-materials will determine the order in which they are rendered (first sub-material is rendered first).


Meshes with this type will be rendered in a special pass between the deferred and the transparent pass."


IIUC, this means G-Polys add another draw call to a scene for each such added "Decal" (aka "biasY" layer #) used ? :scratchch

GaryGB
 
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I have not yet tested this via MSFS-2020 SDK, but if "native" G-Polys are 3D models in MSFS2Kx / LM-P3D MDL format, AFAIK they can be placed in MSFS-2020 as glTF format.

This of course does not refer to 3D model G-Polys in legacy SCASM / ASM-compiled format still supported by MSFS2Kx / LM-P3D.


IIUC, the question is whether they have "Z-Buffer fighting" artifacts because the SDK does not yet support Z-Bias functionality attributes in glTF 3D models ? :scratchch



Perhaps MSFS-2020 has the equivalent functionality under a different name: :idea:

C:\MSFS SDK\Documentation\Microsoft Flight Simulator 2020 SDK.chm

Developer Tools > 3DS MAX Tools > FlightSim Material

"Material Types

Microsoft Flight Simulator materials can be one of several material types. These include things like geometry decals and ice. They each have varying support for different blend modes and textures. If parameters are not supported for the current type, they will be grayed out.

Standard

The default material type.


Meshes with this type will be rendered in the deferred rendering pass (Alpha Mode = OPAQUE) or in the transparent pass (Alpha Mode = MASK or BLEND).

Decal

The Decal material type is for geometry decals, which are shapes rendered on top of another mesh.


If several decals are to be rendered on top of each other, they have to be in the same sub-mesh, or it will cause rendering artifacts. The order of the sub-materials will determine the order in which they are rendered (first sub-material is rendered first).


Meshes with this type will be rendered in a special pass between the deferred and the transparent pass."


IIUC, this means G-Polys add another draw call to a scene for each such added "Decal" (aka 'Z-Bias' layer #) used ? :scratchch

GaryGB
So wondering how GAYA and ORBX created those custom aprons and taxiways
 
So wondering how GAYA and ORBX created those custom aprons and taxiways


Did you have an example MSFS-2020 format airport in mind ? :scratchch

If so, is it a MSFS 2020 Standard airport, a Deluxe Premium airport?

If it was authored by OrbX, was it an OrbX payware add-on airport ?

GaryGB
 
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So wondering how GAYA and ORBX created those custom aprons and taxiways
I would also like to know how they do it i.e. Innsbruck clearly has fantastically high resolution ground imagery from aerial/satellite that Orbx have managed to bring into FS2020. I used to do this for FSX using the old FS2002 ground layers technique but no idea how to do the same for FS2020?

So at the moment I have a 20cm/pixel imagery for an entire airport. How can I bring this into FS2020 and drape it over the default mesh and then add in taxi lines/custom apron polygons/dirt marks etc. over my new imagery? I used to be able to do everything in GMAX/3DS Max but this is now an unknown in FS2020.
 
You can import the P3D ground poly in MSFS2020, All you need to do is to import it as a "Projected Mesh" (That's the new name for it). And the good thing is it actually curves around the terrain below on runtime. So we can get sloped runways.
That sounds great. Unfortunately I haven't developed since FSX so forgive my ignorance but if I have a ground that works in FSX (using the FS2002 ground poly technique here), presume this works also in P3D and consequently FS2020? If so this is brilliant.

Apologies if this old technique has been superseded but the last time I used it I got these results in FSX....

Or perhaps P3D has introduced the earths curvature into the equation?
 
You can import the P3D ground poly in MSFS2020, All you need to do is to import it as a "Projected Mesh" (That's the new name for it). And the good thing is it actually curves around the terrain below on runtime. So we can get sloped runways.
Seems good to me.
 
You can import the P3D ground poly in MSFS2020, All you need to do is to import it as a "Projected Mesh" (That's the new name for it). And the good thing is it actually curves around the terrain below on runtime. So we can get sloped runways.
But how we going place it tho
I mean when we export ground poly for fsx/p3d we used the MCX ground poly wizard to place the model by using gps coordinat. Or is it just insim placement?
 
If you take a good look at the screenshots of the few products on sale for msfs2020
I have the impression that this is native fs2020 ground and not a homemade ground.
You have to be patient and understand that it is very different from what we already know
 
I think that we can create ground polygons with the FS2020 SDK, there is an example:
C:\MSFS SDK\Samples\SimpleProjectedMesh

I compiled the example and tested the scenery.
There is a square polygon with asphalt texture in the aiport MYNN
1598122850789.png
I haven't excluded the default airport.
 
You can import the P3D ground poly in MSFS2020, All you need to do is to import it as a "Projected Mesh" (That's the new name for it). And the good thing is it actually curves around the terrain below on runtime. So we can get sloped runways.
Can this be done straight from MCX to export or do i have to use 3DS max?
 
You don’t need 3ds max. Have your ground layers in mcx and apply them in the sim as projected mesh.
I still dont quite get it i have the p3d bgl file in which all layers are placed using the gpoly wizard. How do i export them to MSFS? As in i dont think i can export each layer separately from MCX to gltf? Could you explain the process a little more.
 
At the moment I am unable to explain to you each step but you must fill in the gaps.
Each layer has to be exported individually as gltf. To your model lib folder. Then in the sim apply those ground textures as projected mesh.
It will appear on the ground.

Go for it.
 
Sorry for bothering just 1 quick question is it possible to export each layer separately in normal p3d ground polygon exported via gpoly wizard of MCX. I am confused on how do i export each layer separately.
 
Sorry for bothering just 1 quick question is it possible to export each layer separately in normal p3d ground polygon exported via gpoly wizard of MCX. I am confused on how do i export each layer separately.
Just export them as gltf like explained on the above message. The ground poly wizard is useless with MSFS format. Just do it and you’ll see.
 
Yeah i understand i think i got the idea so i load in my ground polygon from p3d. And export each texture as a layer. For each layer i have to keep it's texture and remove others from material editor. Hope it'll work!
 
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