• 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.

Autogen suppression and GPs elevation

Messages
16
Country
italy
Hi, I have some problems with GP and autogen in the airport (LIPH) I'm creating to practice. When I run P3D v4.3 the airport compiled with "FS8 style GPs", the ground is flatten but the autogen around is a little bit suppressed (as the photos show):
2019-2-18_21-21-36-278.jpg 2019-2-18_21-21-51-895.jpg
When the option is unchecked this is the result (you can see the difference in trees around the river):
2019-2-18_21-17-50-378.jpg 2019-2-18_21-19-10-913.jpg

I hope anyone knows a solution for this thing.

P.S.: sorry for my bad english
 
Hello:

You may wish to review the concept in this thread:

https://www.fsdeveloper.com/forum/threads/how-to-prevent-autogen-and-
scenery-interfering.16077/

That thread discusses changing assigned Altitude AMSL for placement via edits to the XML source code prior to compilation by SDK BGLComp.

AFAIK, a comparable result might be achieved for your legacy format G-Poly by changing assigned Altitude for placement via edits to the *.SCA source code for the RefPoint prior to compilation via SCASM.

If necessary, the G-Poly VTP Layer number can be changed after first editing the RefPoint Altitude offset value in Meters AMSL.

If that BGL has already been output by MCX G-Poly Wizard, it can be decompiled with BGLAnalyze. version 3.1 or ScDis version 2.3 to make the above cited edits.

If you have an example G-Poly BGL you want tested, package the BGL with the mapped texture(s) in a ZIP file and attach it to a reply in this thread.

GaryGB
 
Thank you for the reply. I used ADE for the GP objects. I tried open bgl file with the BGLAnalyze, but when the file isn't compiled with fs8 option the program refuses to open it. I tried many times with different approaches in MCX but without any result. I don't know if there is another quick way to do ground poly, because apparently is the only solution for me. I attach GP bgl file and textures. Thanks in advance!
 

Attachments

The G-Polys made via ADE GP Editor tool are not compiled with SCASM, and are in a different BGL format, so some versions of MCX may have a problem importing that type of file.

In some cases, one may 'edit' a SCASM decompiled *.SCA file derived from a ADE G-Poly so that MCX can import it. ;)


However, with no edits, I am able to successfully import your BGL into MCX 1.4x development version from December 6, 2018.


FYI: In the MCX G-Poly Wizard, the option checkbox: "Prevent Autogen Exc;usion" ...has not been 'checked'.


I do not have P3D to test with, but this legacy format SCASM / ASM type of G-Poly should display in both FSX and P3D.

However, it will have limited "Material Properties"; if that is not your goal, and you actually want to implement a greater number of "Material Properties and Functions", you could export it as a P3D MDL-based G-Poly from MCX G-Poly Wizard.


If you had not planned to implement any "Material Properties and Functions" with your G-Poly, you might save yourself some headaches by instead using a custom photo-real imagery BGL ...which is compiled via SDK Resample. :idea:


Do you have a current development of MCX installed on your computer ? :scratchch

https://www.fsdeveloper.com/forum/resources/modelconverterx.92/

GaryGB
 
Last edited:
Thank you GaryGB, sorry for the late reply but i made it work. It taked me some time but at the end I've done it! The MCX I used was a old development version, but just updating it did the trick. Thank you very much for the help you gave me.

Daniele
 
Back
Top