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FSX airport design editor (gate designator)

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spain
I'm trying to update an fsx steam airport, and the point is that I've seen ,refering to the taxi links, that the number of a gate appears on the floor on a yellow background and I can't find this option, Any clue?
 

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Those are created using Ground Polygons. Read the ADE-GP manual in the manuals folder.

Hope this helps,
 
There have been many posts in this forum concerning the creation of the items you want to add. Search back thru the forum and I'm sure you will soon come across some useful tips.
 
Those are created using Ground Polygons. Read the ADE-GP manual in the manuals folder.

Hope this helps,
HI, after reading the ADE-GP I've given a first step, so I just can see the yellow background but no clue about to include a number on in, any help?
 
Place another ground poly rectangle on top of the yellow square, give it a higher layer number in the GP Editor, choose the number texture, and move the vertices around the desired number. If you need two digit numbers (or things like A3) make two polygons, one for each character.
 
First of all thank you for your interest on helping me, I understand what you say but despite the fact that I have a bgl file containing alfanuméric characters and are available in the librairie, they don't work, I hope, I did something wrong when importing this from the bgl file.... Maybe thumbs or something else that I can't find, there was two folder one of them containing the bgl file and another folder containing textures, bmp files and I don't know what to do with the bmp files and some txt files in this folder, any idea? Have a great day from Spain
 
No, you do not use any BGL file for the letters. Step by Step:

For the background square (we'll use yellow):

1. Click the button with the purple shape and G on it (Add Custom Ground Poly):
2. Create the rectangle shape on the ramp apron. Double click at the last vertex.
3. In the GP Editor that pops up, choose as Main Texture gp_Yellow_20F. Leave the Layer as the default 24.
4. Click OK.
5. Adjust the shape/size of the rectangle in ADE, if needed:
5a. Move vertices as needed.
5b. Double click the polygon.
5c. In the GP Editor click the Reset button.
5d. Click OK.

For the lettering (we'll use red lettering, creating the space A3): NOTE: if you really need black lettering, see below.

1. Within the polygon we created above, create a new ground polygon the shape of the letter A on this yellow background.
2. In the GP Editor, set the Layer to 28.
3. Choose as Main Texture gp_Signs_Red. If you need to resize/reshape the polygon in ADE, do this first - click OK and follow step 5 above.
4. Click the left button under Change Color and choose a bright color.
5. Click the left button under Drag.
6. Click on the upper left vertex (it turns red) and drag it to the upper right of the letter A.
7. Repeat 5 until the box is enclosing the letter A. Zoom in as needed using the + button under Zoom.
8. Click OK.
9. Repeat steps 1 to 8 above but creating a polygon where the number 3 should be, and moving the vertices to the number 3 in the texture.

Unfortunately there is no existing texture for black letters, but that can be created relatively easily. NOTE: For the files already created, see the post below this. But this is a very useful technique to learn anyway.

1. Take the gp_Signs_White texture in the Textures_Dpy folder, copy it, paste it, and rename the copy gp_Signs_Black.bmp.
2. In any paint program, load this new image and choose Negative Image (i.e. black to white and white to black).
3. Save the image.
4. In DXTBmp, load the gp_Signs_White.bmp file from the Textures folder. It will contain an alpha channel image in the upper right.
5. Choose Alpha/Export Alpha Channel. Export into a convenient folder, I use the Textures folder. Name it gp_Signs_Black_ALPHA.bmp.
6. Copy our new gp_Signs_Black.bmp file and paste into the Textures folder.
7. In the Textures folder, open our gp_Signs_Black.bmp file into any paint program.
8. Fill the image with black - it should be a solid black square.
9. Save the image.
10. In DXTBmp, load the gp_Signs_Black.bmp file from the Textures folder (solid black).
11. Alpha/Import Alpha Channel. Click OK at the warning, browse to our gp_Signs_Black_ALPHA.bmp file, and click Open.
12. File/Save As/Extended Bitmap
13. Choose DXT1 from the drop down box (NOT DXT1 no alpha!) and click Save, OK to overwrite (after confirming this is the file in the Textures folder).

Now add our new texture to the ADE-GP System.

1. In ADE, Tools/GP Texture Editor.
2. In the drop down box, find our gp_Signs_Black.bmp file, it should have (No Def) after it.
3. Click the No button in the Uniform section.
4. Enter the number 20 in the Pos'n in List section to put our new entry next to the other Sign colors.
5. Click the Update Texture Definition Files button.
6. Click the Close button.

Now you can reload your red letters created above (if you created them), change the texture to gp_Signs_Black, redo the vertices around each letter/number, and you will have black letters instead. Or just use our new black letters instead from the beginning.

Hope this helps,
 
Last edited:
To simplify the process, since I already created the black lettering textures for the demo above I have attached them to this post.
 

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Wow!!! thank you so much, I got a long way to study your post, hope I'll be successful, let's cross fingers, thanks once again
 
You hope you've been a pain in the ass? Just kidding, glad to help. And no problem, that's what the forum is here for.
 
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