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MSFS20 Airport Ground Poly That Follows MSFS DEM Model

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indonesia
Hi all,

I've created a ground poly in Blender, and successfully exported as glTF and put inside the sim. However since the ground poly is flat, at some places it penetrates the ground. In P3D we can use MCX Ground Poly Wizard and it will convert everything to follow earth curvature inside sim. But for now it can only export as P3D BGL. I've also read some posts about projected mesh and its texture quality problems. Any idea how to create 3D ground mesh? Should I edit the model inside Blender and download some DEM model to be imported, so when I export the model is already in 3D. But I believe that's a hard thing to do. Or is there any external tools/addons that can convert everything? Still wondering how those payware addons managed to design 3D ground poly, sloped in X and Y direction with crisp texture. Thanks!
 
Hi all,

I've created a ground poly in Blender, and successfully exported as glTF and put inside the sim. However since the ground poly is flat, at some places it penetrates the ground. In P3D we can use MCX Ground Poly Wizard and it will convert everything to follow earth curvature inside sim. But for now it can only export as P3D BGL. I've also read some posts about projected mesh and its texture quality problems. Any idea how to create 3D ground mesh? Should I edit the model inside Blender and download some DEM model to be imported, so when I export the model is already in 3D. But I believe that's a hard thing to do. Or is there any external tools/addons that can convert everything? Still wondering how those payware addons managed to design 3D ground poly, sloped in X and Y direction with crisp texture. Thanks!
Projected mesh is crisp enough for large scale objects. Smaller details can be made with plain 3d objects put above the main mesh at a very small elevation to avoid penetrating the ground or z-fighting. You can also use native aprons with custom materials. For now there is no analogue of FSX/P3D style ground polys AFAIK.
 
But I'm still wondering how payware devs managed to create crisp ground poly, because I think they're not using built in aprons by wandering around in dev camera. Or are they?
 
But I'm still wondering how payware devs managed to create crisp ground poly, because I think they're not using built in aprons by wandering around in dev camera. Or are they?
Why not? They possibly use custom materials for the aprons, but otherwise you can do everything you need with them alone.
 
Skidmarks made with pure projected mesh:
1614996126845.png


To me it looks crisp enough.
 
Skidmarks to the left of the plane's nose are imported as scenery, to the right - as projected mesh. Can you spot any difference?
1614996356332.png


Skidmarks with white markings, again projected mesh. No problems with crispness whatsoever:
1614997336358.png
 
Last edited:
Skidmarks made with pure projected mesh:
View attachment 70162

To me it looks crisp enough.
Skidmarks to the left of the plane's nose are imported as scenery, to the right - as projected mesh. Can you spot any difference?
View attachment 70163

Skidmarks with white markings, again projected mesh. No problems with crispness whatsoever:
View attachment 70164

Nice! The texture is crisp enough from those pics. I'll try using projected mesh for now. Thanks!
 
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