• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

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ADE Ground Polys

Used in association with Jon Masterson's Airport Development Editor ("ADE"), ADE Ground Polys ("ADE_GP") allows you to create ground cover and markings directly from the ADE display for use with FS9 and FSX.

By way of background, FlightSim (both FS9 and FSX) displays objects by determining for each pixel on your screen the distance from your "eye" to the point on each object in view that pixel represents. Hence, the closest object is displayed fully while only those portions of objects further away that are not covered by closer objects are seen.

But, if, for example, you have created a building and a sign mounted on it as separate objects (so as to get higher resolution for the sign), both objects will be the same distance from "your eye" and this results in Z-fighting (i.e. "flickering"). To resolve such a situation, you move the sign a short distance (a few inches/cm.) away from the side of the building.

A similar situation exists when you attempt to cover the ground with, for example, a plane (not an airplane, a flat polygon) to be textured as asphalt as the base for a parking lot. If the parking lot is away from where the user aircraft might venture, you can place that plane slightly above the ground to eliminate flicker. The further away the plane can been seen, the higher it must be elevated because, when viewed at shallow angles, the benefits of its elevation are reduced (think trigonometry). But, if that plane is right beside an apron, its elevation, unless very small, will be apparent when viewed from the user aircraft on that apron.

As well, you cannot "draw" (place planes) directly on top of runways, taxiways or aprons; you must elevate them. Elevating only a mm/fraction of an inch works fine up close, but you'll get flicker when viewed from a distance. If you elevate enough to eliminate flicker, that elevation will be readily apparent up close.

FS8/FS2002 provided a mechanism to place planes directly on the ground ("ground-polys" for short) without causing flickering, As well, planes could be placed directly on top of runways, taxiways and aprons. Fortunately, while neither FS9 nor FSX have a similar "native" capability, they will display FS8 ground-polys. Unfortunately, creating ground-polys with Gmax was a tedious and time-consuming process.

But, with ADE_GP, it's a "breeze".
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