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Search results

  1. Bungo

    FSX Is there any GIS sapefile for the autogen tile boundaries?

    I sort of need the reverse... I need to know if a poly/city/building is in (or encompases) an AGN tile, and if so which one and how to specify building heights inside that cell (as opposed to the AGN tiles around it which may have different heights). It would be ideal if scenproc could...
  2. Bungo

    FSX Is there any GIS sapefile for the autogen tile boundaries?

    I guess my issue is: If I have a large PR that covers an entire city and 20+km surrounding, how do I direct scenproc to have buildings with 1-2 levels in one area and 3-4 in another if I don't know where the AGN cell boundaries are with respect to my GIS vector data (which covers the entire...
  3. Bungo

    FSX Is there any GIS sapefile for the autogen tile boundaries?

    G'day Arno, So that I can see the AGN boundaries on a very large PR and work out building height ranges in the different AGN tiles to apply to the building outline poly I have for the city. I may be missing something in my understanding of how that all works however. cheers Braedon
  4. Bungo

    FSX Is there any GIS sapefile for the autogen tile boundaries?

    Does anyone know of a GIS dataset of the autogen tile grid in FSX for those of us using Globalmapper and GIS data to create autogen (in ScenProc for example)? cheers Braedon
  5. Bungo

    FSX Feature request...Material order editing

    Isa it possible to implement adjusting the drawing order of the materials in the material editor from an imported MDL? To fix drawing order issues simply by dragging and dropping or using an up-down button system to juggle them about? GMAX can be odd in it's handling of this and something...
  6. Bungo

    Ground polygon preferred workflow?

    I voted other like hcornea. I make FSX GPs. I use calibrated 1014 or 2032 pixel squares to mark my polys out, then cut up the image and ad the border out to 1024 or 2048 (can be done in PS but I use Globalmapper). I then use fixed sizes of GMAX polygons that correspond to the real world size...
  7. Bungo

    Issues with ground polygon creation

    An option to fork the process to make FSX ground polys would be nice... Biggest problem I have with those at the moment is coplanar taxi lines and drawing order (ie they are invisible in a project that I'm working on). It would be nice if the tool could either rename materials and/or set all...
  8. Bungo

    Terrain Mesh falls into a trench at the edges

    I have produced a few detailed terrain meshes for parts of Australia, but each one suffers from the same problem. At the edge of the mesh, I get a chasm that decends at what seems to be a fefault falloff slope between the last row/column of mesh points on the edge, and the adjoining scenery...
  9. Bungo

    FSX seasonal textures trees

    So good for, say, Grass covered bunkers and modeled terrain for specific features on an otherwise flat airport, and similar items where there might be a very limited number, not so good for hundreds of trees? Bungo
  10. Bungo

    FSX seasonal textures trees

    Can you attach a model to an effect? You can make the 4 models for each season and have them conditionally appear based on the parameters for effects. Placement might be difficult unlesss you leave some visible marker where the tree should be. ie: Make a tiny model, attach and effect...
  11. Bungo

    Normals reversed in exported model

    The last 2 models that I have created in GMAx have apeared normal in GMAX, but the textures are inside out in FSX? Ones I have created before all look OK. The textures would apear to be visible on the internal structure of the model, not the external one in FSX. ie: the top image is in FSX...
  12. Bungo

    Conditional display of objects

    Can you make a conditional for objects based on seasons (in FSX)? ie, I have some grass covered bunkers, and as the seasons change, so should the grass texture covering them. cheers Bungo
  13. Bungo

    Photo-real ground textures in gmax for fs2004

    I have found that unless you use the FS2002 gamepack, when you look at the ground polys from even a moderate distance off the ground they start z-fighing with the ground. On the ground they can look OK, but get to a few hundred meters and they start 'flickering' (probably because from 500ft...
  14. Bungo

    Alphanumeric Gate and Ramp numbers

    Thanks for that. I suspected as much. I can name both '2' and use Gate and ramp to define them. I just need to make sure that the bloke programming up the FTX AI pack doesn't have a Qantas jet at Gate 3 and a Qantaslink Q-400 at Ramp 3 at the same time. Thanks Bungo
  15. Bungo

    Alphanumeric Gate and Ramp numbers

    Is it possible to have alphanumeric gate and ramp numbers in ADE or FSX generally? YBTL has (for instance) Gate 2 that the Jets park at, but a smaller Ramp at the same general location which is 2A that the turboprops park at (not with a jetway). The gate and parking locations overlap. I...
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