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ADE Version 1.60.4836 Beta Released

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scruffyduck

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The new beta is released with great thanks to Don Grovestine (Gadgets).

This version features custom ground polys and lines. FS8/FS2000 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 capability, they will display FS8 ground-polys as intended. These are compiled using asm code and the BGLC_9 compiler.

All the hard work has been done by Don who created the Editor, importing and compiling code. ADE does the easy bit by providing tools to draw these polys and lines in the ADE project in exactly the same way that it does for other objects. Creating and editing these objects calls Don's Editor and compiling them calls his compiler code. BGLC_9 is shipped with this beta and other than a temporary black window appearing during compile there should be no other indication that these custom ground objects are being created. A separate Bgl file is created with _GP in the name.

It is not possible to import these bgl files into ADE but there is an option available to import the .asm source files. Again the hard work has been done by Don.

If you are familiar with using these custom polys then we hope this will make your job of creating them easier. If not then you might like to experiment with the ability to place customized textures and shapes directly onto the airport in FS9/FSX and P3D (we have not tested this in P3D but I am sure someone will!)

A number of textures are shipped with the beta and the GP manual describes how you manage these and potentially add your own.

The beta follows the now standard path of being delivered via installer. This will install in a beta folder separate from your current production version. We strongly recommend that you keep the default installation folder.

Again my thanks to Don first for coming up with the idea to include this function in ADE, and second for doing the heavy lifting.

You can download this beta from here: http://www.mediafire.com/?dhcim114m11rq7z

There is a short tutorial for the ADE side of things here: http://scruffyduck.clarify-it.com/d/n6hxv4

Please download the ADE GP manual from here: http://www.mediafire.com/view/?zc95088wr5a938i
 
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Wow, this sounds like it could be very useful indeed. Can you use it to create true custom ground polygons with custom textures? (like satellite images). It sounds like you might be able to, if you add your custom textures to the texture listing.

One addition that would be really nice would be an Add Texture button, that brings up a Property dialog that will add the line(s) needed into the text files.

Thanks,
 
I think the answer is yes Tom, but Don will be able to confirm what can be done.
 
Man - you freeware tool developers are AMAZING - thanks guys - certainly appreciate all your efforts... Looking forward to trying this - I only just figured out the MCX way of doing it...
:)

Regards,
Scott
 
Can we get a downloadable version of the GP manual? I can not figure out how to save it from mediafire.

update:
Never mind, 2 seconds later I found it. Wine must be clouding my sight.

A new question is, can we use the GP ability to do sloped flattens in ADE for FS9 or is it already supported and I just forgot?

I generally use Sbuilder for my excludes and flattens in FS9, but would like to have ADE be able to do it if it does not. If it does already do it, then I must really be too far off base tonight.
 
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This won't do sloped polys of any type Kevin. These are flat and have no information about altitude. They get placed just above the other ADE generated ground stuff. The GP Layer controls the order in which they are displayed but they will all be flat. ADE9 does flattens BTW.
 
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Wow, this sounds like it could be very useful indeed. Can you use it to create true custom ground polygons with custom textures? (like satellite images). It sounds like you might be able to, if you add your custom textures to the texture listing.

One addition that would be really nice would be an Add Texture button, that brings up a Property dialog that will add the line(s) needed into the text files.

Thanks,

I am sure we can add some extra features once we know the basics work Tom ;)
 
Hi,

Probably shows my ignorance, but will these groundpoly's show seasonal variation or not?

I think the answer is going to be no. These are just textured polys not land class
 
Can you use it to create true custom ground polygons with custom textures? (like satellite images).
Tom, I've never tried covering an unflattened area with a ground poly. Couldn't hurt to try. But, I suspect FS will not adhere the poly to the undulations in the mesh.
One addition that would be really nice would be an Add Texture button, that brings up a Property dialog that will add the line(s) needed into the text files.
On the surface this sound like a simple addition. I'll explore it. However, except for very specialized requirements, there should be no need to add textures.

Probably shows my ignorance, but will these groundpoly's show seasonal variation or not?
Roby, (these) ground polys (and lines) are simply polygons (horizontal planes) that are placed directly on the ground without flickering. They are the same ground polys as have been discussed in this forum and in the Wiki for years -which previously had to be drawn with a tool like Gmax, compiled in .asm fomat using FS8 Makemdl and re-compiled with BGLC_9 after the .asm code was "tweaked". In the case of my airports - which all make extensive use of ground polys - this could take days and required numerous positioning attempts with each poly to get it right.

What the new feature does is create the .bgl directly from the ADE data, allowing you to place lines and polys all around your airport -exactly where you want them without trial and error - in a single step - reducing what used to take hours to a few mouse clicks.

Unfortunately, these ground polys are drawn by the "scenery engine", which doesn't support seasonal textures directly.

Don
 
Hi Jon and Don,

Thanks for explaining. I already thought as much (but you never know with you two ingenious types:)).
But if, what the tool does is to automate the process, including the asm tweak, then why would it not be possible adding different textured polys with conditions as to when what texture poly shows up?
Sorry if I overlooked something that makes this reasoning of mine bull.
Great addition for ADE, by the way, many thanks.

Roby
 
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Well it is all very quiet ;) Don and I are wondering if there is any feedback or perhaps the new function is so good that y'all are immersed in the opportunities it provides :D Or perhaps it is so arcane that no one finds it the least bit interesting :(

We have had no reports good or bad and no error logs so we are feeling a tiny bit lonely here ;)
 
Unfortunately I cannot open the manual :eek:



Clicking on "Dismiss" does nothing.
 
OK. I have read the manual and it seems as though I could use the features :D

The only problem is that the airport is 90% complete using 1.55. Presumably, the ADE file from 1.6 is not compatible with 1.5?

Can you confirm that it will handle the markings shown below (I have already made GMax models for the parking markings but they can easily be removed).



 
George

A project saved in 1.60 will not load in 1.55. This is because of the extra data in the project needed for ground polys. However ground polys are generated into a separate Bgl file. So loading the 1.55 project into 1.60 would allow you to create ground polys - you could use the Bgl file created by 1.60 and the other Bgl files created by 1.55. That is use the 1.55 project as a template for placing ground polys.

I would expect you could create what you show. However I am not the expert in this area. Don is away for a few days but I am sure that Arno would know!
 
I'm lost again. Where are the libraries stored?

It's OK, I've found them, adeObjectList.dat
 
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I fell at the first fence :o

I have a vector and selected the texture:



However, the line is at an angle and I can't seem to select the "pedestrian crossing" texture. If I click anywhere, the picture disappears :eek:

(I tried the "Rotate" button with no success)
 
Unfortunately I can't help with this George. Don designed the editor. Perhaps one of the other guys may have gotten it working. :o

Don should be back sometime Thursday his time
 
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