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The problem is, there are certain areas I want to place some water polys, but without being able to place the ADE project over the 'map' image, it's hard to 'guess' where I'm putting it, those certain areas need to correspond to the colors in the 'alien' overlay of the MAP image.
I know it’s not ideal, but you can put your aircraft where the water needs to go in FS, and then see the Red Cross in ADE to be able to place it.
Still wish I could figure out the mountain road thing though. But, I will work on that later, not really in a hurry for that.
I cleaned things up a lot,I removed as many of the flattens as I could, there are some as I said that have to be there, mainly under the 'villages' and such where the land isn't flat to prevent buildings and objects from appearing inside mountains. There just wasn't any other way to fix that without using flattens to flatten out the area. It doesn't seem to affect anything else though that I can tell.
Please set a Yellow PushPin Placemark in Google Earth for each 'village', save a KML for each, ZIP and link them, so I can test these.
The entire 'ranch' area is filled with hills and mountains. It would be nice if I could just use some of the natural mountains to build on, but that presents itself with other unforeseen problems, so I don't even want to go there.
Now I have a question regarding SBX, how do you remove RDX (Road) vectors from your project and replace them with new ones. I had to go in and straighten up some of my roads and remove all of the road vectors to begin replacing them with new ones because some of my vectors were showing up on the sides of mountains because they weren't properly aligned. So I need to completely replace all of the current vectors in my SBuilder Project so the new ones will show up instead of the old ones. I could just go in and manually delete all of the vectors, but because there are so many, it would take forever to do.
Also, is there a way that I can keep my 'parking' spots without having physical roads connecting them to the network? I am working on just removing all of the physical roads and replacing them with Vector Roads in SBuilder. Those roads follow the contour of the land better than the physical roads and show up fine when driving on them. I just can't get ADE to compile parking spots without them being connected in some way either with a taxi-link that is connected to a physical road. If anything, is there a way to 'hide' the physical roads so they don't get compiled as visible roads. I do need to replace my vectors though in SBuilder, but can't figure out how the heck to remove all the old ones without having to start a whole new project which I don't want to do.
Oh and yeah, the island is much better now, although it's not much of an island now that I removed some of the water, I completely re-did that area to accommodate the new PR Scenery that was added to the area. It is much more stable now with shorelines and poly vertices now lined up. I will zip you a new set of files to work with. I've added some more PR LC areas since I sent you that file.
I still can't zip all of the images together, but I can do as before and just zip each area separately. Putting them all in one zip, just gets too large because the 'map' files are quite large. I'm actually working on trying to use TIF files for my maps instead of BMPs because with TIF the files are much smaller in size and can be adjusted when saving. I've got some documentation from another site that explains how to get TIF files to work properly with the "map" files instead of those bulky BMPs. It would be nice if FSX would let you use JPG, those are really small files.
BTW: Now that I have all my scenery and stuff working, do you need any of the images?
Or do you just need the BGL? Since all of them are working properly, I don't really see any need to have any of the actual images or the INF files. Maybe the only thing you might need are the 'map' files that are created by SBX along with the TXT file for each map.
Really, you don't need SBuilder to load up any of the maps to work on anything unless you're planning on editing anything in the map areas, which there is no need to do so. The maps just won't show up when you load the SBX project file. They will show in the ADE project when you load it into the sim because those are contained in the BGLs. That will save a lot of time if I don't have to zip up all those images.
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These are all of the BGL files for each area. Each one is in their own folder in their own ZIP file, this is how I have them stored on my backup drive.
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These are the KWR1 Project files (Updated) with all of the 'fixes' included. I also included the CVX_PROJECT file which has my ROAD and POLY vectors in it. It's needed or none of my land polys will show up correctly.
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And these are my SBuilderX project files (Not including the 'map BMPs).
That should be enough for you to load up the project in FSX and to load up the project in SBuilderX minus the maps which you shouldn't need anyway since only I will deal with working on those myself because most of them have been modified for use in this project only and contain rather large custom land texture. Too large to zip and upload. These things are in excess of 300,000+kb each. If I recall, that's over 300MB each. You just can't compress them down small enough to upload.
Indeed, ADE is very good at alerting end users of issues with requirements of proper AFD infrastructure, and the "Fault Finder" feature is brilliant.I assume ADE does not let you have parking spots not attached to the taxiway system because that can sometimes lead to a crash of the Sim in certain cases.
I'm not going to fool with the roads right now.
'Physical Roads' refer to the roads that ADE produces using the 'Vehicle' link.
The only reason I wanted to use the vector roads is that they follow the curvature of the ground without carving caverns in the landscape. I sometimes get crashes on my end too, I just marked it up as a compatibility issue with win11.
(Tell me) ...What mis-alignments and object sizes need fixing and I will see what I can do to fix them.
If you're talking about the library object sizes, I did increase the scale on some of them on purpose. I did that because when I created the objects they were too small, I'm trying to fix that with the models. I used pre-made models I downloaded elsewhere and did some mods on them to make them work in FSX, they were originally for MSFS and didn't work correctly as they were, so I had to use Sketchup to kind of fix a few issues, but in doing so, they kinda lost their scale, probably something I did when I modified them. Still working on that problem. I have the same problem with a couple of others too.
I'll take a look at the area, but if you can specify the mis-alignments, it will make it easier for me to fix and save some time. I will still take a look at the area though, probably some I missed.
The roads are not that important right now. I just want to fix them for later when I upgrade my GPU to allow me to use TRAFFIC vectors on my main roads. Right now, using live traffic really kills my FPS with this old GPU, it just can't handle it.
Actualy I will be using custom AI airport traffic, but I have a 3rd party program for that. The 'traffic' I was referring to is AI Road Traffic created with Sbuilder using vectors. It works because I tried it once, but my GPU just bogs down too much with it, especially if the slider for freeway traffic is set too high, I really only want to use maybe a medium ammount of traffic, but even that kills my FPS right now, the GPU just won't handle it. I am going to have to keep all of the roads and taxiways as they are because the AI Airport Traffic program won't work correctly without them. So I will just bear with the 'carving' that CVX Roads casue, it really doesn't present that much of a problem except it is one of those "issues' I mentioned earlier about utilizing the natural hills as mountains, without going through and taking note of all the different terrain altitudes, it really isn't feesible to add CVX Vector Roads. It would require me to add a background poly under every road and adjust the verteces to match the alt. of every spot on every road, way too much work and trouble for something that really don't affect the use or operation of the project. I will just continue to place my roads as i always have and leave it at that. But yes, I will be using AI traffic in the future, just not right now. I plan on using a modified version of Area 51 (that I downloaded) as the main 'port' or 'base' of operations for most of the missions. Also I have added a special aircraft for use with the project. It can fly at speeds up to Mach 5. I'm doing a lot of the 'little things' on the side when I'm not working on the project itself. Is there a really good tutorial anywhere that you could link me to for learning to use Sketchup? I want to edit my aircraft, mainly the name of the aircraft and the colors, and I want to add a couple of weapons to it as well, but my understanding of how ot use Sketchup is limitted to making simple objects such as boxes and squares,etcc.Again, we need to be cautious with terminology here.
Are you referring to SDK SHP2VEC compiled CVX Vector Freeway Traffic on CVX Vector Roads ?
If so, this must not be confused with BGLComp compiled airport Taxiway Path - Vehicle Ground Traffic with Tarmac "roadway look-alike" objects.
And, "Live Traffic" refers to airport AI Traffic which IIRC, technically includes both aircraft and Vehicle Ground Traffic (fuel, baggage, security etc.)
That "Live Traffic" as airport AI Traffic, must be distinguished from SDK SHP2VEC compiled CVX Vector Freeway Traffic on CVX Vector Roads.
If you plan to eventually use airport AI Traffic, that may make it important to still retain airport Taxiway Path - Vehicle Ground Traffic.
You would need to decide at this time, whether you will- or will not- use airport AI Traffic with this ADE project code base in the future.
GaryGB
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Here is an updated ADE project, I went through and straightened up most all of the vertices and cleaned up the polys that were overlapping, things should be pretty well aligned. I went ahead and cleaned up most of the same things in other areas of the project as well. It's starting to look more organized now. There are still a few things that need to be worked on, but your eyes tend to get a bit blurry after staring at all those lines for a long time, I had to take a break. The project is so big it takes a long time to get everything looking decent.
As stated earlier, there are some flattens still in the project, but these are needed to flatten out the land for areas that have been developed as towns or villages. The flattens prevent things from getting embedded into the sides of hills or even being placed on the sides of hills. I have to flatten an area in order to 'develop' the area, but these flattens don't seem to mess with anything as long as they are aligned with the LC on top of them.
Please set a Yellow PushPin Placemark in Google Earth for each 'village', save a KML for each, ZIP and link them, so I can test these.
It's taking a long time, but this project is getting itself together nicely. Once it's done, I can start working on some missions from other places to this 'new land'. I've already got a few missions in mind that should be fun and interesting. The biggest problem is with all of the custom objects and things, if I were to distribute it to anyone, I'd have to include all of those custom things including the PR Scenery. But once I get things placed into their own directories, that won't be too much of a problem. The PR is included in the BGLs so those aren't a problem, it's all those custom objects like people and custom buildings that would need to be included. But, once I do get this thing together good, I would like to distribute it to others with the missions to let others see what can be done with a little (lot) of work and imagination. Although I've had some problems and setbacks, I'm still enjoying doing all of this stuff and I'm learning a lot in the process.
Actually I will be using custom AI airport traffic, but I have a 3rd party program for that.
But yes, I will be using AI traffic in the future, just not right now. I plan on using a modified version of Area 51 (that I downloaded) as the main 'port' or 'base' of operations for most of the missions. Also I have added a special aircraft for use with the project. It can fly at speeds up to Mach 5. I'm doing a lot of the 'little things' on the side when I'm not working on the project itself.
The 'traffic' I was referring to is AI Road Traffic created with SBuilder using vectors.
It works because I tried it once, but my GPU just bogs down too much with it, especially if the slider for freeway traffic is set too high, I really only want to use maybe a medium amount of traffic, but even that kills my FPS right now, the GPU just won't handle it. I am going to have to keep all of the roads and taxiways as they are because the AI Airport Traffic program won't work correctly without them. So I will just bear with the 'carving' that CVX Roads cause, it really doesn't present that much of a problem except it is one of those "issues' I mentioned earlier about utilizing the natural hills as mountains, without going through and taking note of all the different terrain altitudes, it really isn't feasible to add CVX Vector Roads. It would require me to add a background poly under every road and adjust the vertices to match the alt. of every spot on every road, way too much work and trouble for something that really don't affect the use or operation of the project. I will just continue to place my roads as i always have and leave it at that.
Is there a really good tutorial anywhere that you could link me to for learning to use Sketchup?
I want to edit my aircraft, mainly the name of the aircraft and the colors, and I want to add a couple of weapons to it as well, but my understanding of how to use Sketchup is limited to making simple objects such as boxes and squares,etc.