Hi Dick:
Many thanks for your ongoing work with this aspect of the SDK and implementing custom enhancements to MSFS Biomes / EcoRegions.
Regarding your admonitions above:
The original EcoRegions 2017 shapefiles are still used by Asobo and can be downloaded. But they need some tweaking. Shapefiles for MSFS need to be SinglePart, with no holes, and the validity of shapefiles should be checked.
This doesn't create new Biome Rules, but allows you to place biomes wherever you'd like from shapefiles.
...
and:
No layer numbers or vegetation things.
It just changes the biome. Drop the XML file(s) into your PackageSources scenery folder and compile. This doesn't create new Biome Rules, but allows you to place biomes wherever you'd like from shapefiles.
IIUC, you very generously provided "ready-to-use" XML derivatives from original EcoRegions 2017 shapefiles.
And if some of us may wish to "tinker-under-the-hood", and modify Asobo's data further (if possible), we need to do some GIS work.
IIRC, you previously posted info on a very useful Python scripted plugin for QGIS users to validate / modify ESRI Shapefile geometry.
If you have since found another related QGIS plugin of merit, could you mention that here for the benefit of those wishing to test this ?
Google was not able to find your prior post here on that QGIS ESRI shapefile validation / repair plugin:
https://www.google.com/search?q=site:+www.fsdeveloper.com+QGIS+Python++plugin+validate+Shapefile+geometry&sca_esv=bfd7f0276b7e69c9&source=hp&ei=Klz9Z8XhBPbB0PEPlqvHkQc&iflsig=ACkRmUkAAAAAZ_1qOsNlhlK9Mu_9gMarIgbIZNVsQwru&ved=0ahUKEwjFnsS8m9iMAxX2IDQIHZbVMXIQ4dUDCBE&uact=5&oq=site:+www.fsdeveloper.com+QGIS+Python++plugin+validate+Shapefile+geometry&gs_lp=Egdnd3Mtd2l6IklzaXRlOiB3d3cuZnNkZXZlbG9wZXIuY29tIFFHSVMgUHl0aG9uICBwbHVnaW4gdmFsaWRhdGUgU2hhcGVmaWxlIGdlb21ldHJ5MgUQABjvBTIIEAAYgAQYogRI3ckEUABYo4UEcAB4AJABAJgBpwGgAb8VqgEENi4yMLgBA8gBAPgBAfgBApgCGqAC8hjCAg4QLhiABBixAxjRAxjHAcICERAuGIAEGLEDGNEDGIMBGMcBwgIIEAAYgAQYsQPCAgsQLhiABBjRAxjHAcICCxAAGIAEGLEDGIMBwgIFEC4YgATCAgsQLhiABBixAxiDAcICDhAuGIAEGMcBGI4FGK8BwgILEC4YgAQYsQMY1ALCAggQLhiABBixA8ICFBAuGIAEGLEDGNEDGIMBGMcBGIoFwgIEEAAYA8ICCxAuGIAEGMcBGK8BwgIFEAAYgATCAgoQABiABBixAxgKwgIHEAAYgAQYCsICBhAAGBYYHsICCBAAGBYYChgewgILEAAYgAQYhgMYigXCAgcQIRigARgKwgIFECEYnwXCAgUQIRigAcICBhAAGA0YHpgDAJIHBDIuMjSgB66aAbIHBDIuMjS4B_IY&sclient=gws-wiz
Like some forum participants here at FSDev, I prefer to use Global Mapper instead of QGIS for GIS tasks such as you allude to above.
I am reviewing Global Mapper ways to convert ESRI Shapefiles (
*.SHP) from "Holes" / Muli-part format to Single
non-Multipart for this task.
This time Google AI had a reasonably believable reply to a query on this GIS task for
*.SHP editing with the info it gathered / organized:
https://www.google.com/search?q=Sha...MAkgcDMi42oAfZGLIHAzAuNrgHxQY&sclient=gws-wiz
A different Google query specific to Global Mapper yielded some useful info on the indicated GIS tasks to do for use of your above info:
https://www.google.com/search?q=sha...MzLjmgB6kasgcDMC45uAf1CQ&sclient=gws-wiz-serp
I have not tested these queries on Grok yet, but like any other W.I.P., I anticipate its 'Agentic' features may improve with feedback.
BTW: I plan to establish a workflow to save "Holes" data to exported
*.SHP files rather than deleting it from a original "work" file.
Then I can inspect the exported data to see what was 'removed', and whether it should be retained for use in scenery separately.
Assuming one finds exported data that 'should' be retained for use in scenery separately, I plan to test creating multiple layers of vectors.
BTW: AFAIK many "Holes" were made by SBuilderX users in
*.SHP files for FS2Kx scenery ...that they now want to port to MSFS.
And one may wonder whether "Holes" are not compatible with MSFS SDK due to how it processes Geographic coordinate winding direction.
I plan to test whether internal "Holes" can still be used with MSFS SDK if one reverses Geographic coordinate winding direction.
I realize this thread is intended as a heads-up on options to further enhance MSFS Biomes / EcoRegions, but I do have workflow questions.
I would have no objections if you see fit to move this related inquiry to a separate thread in the appropriate forum area.
Regarding your statement: "
allows you to place biomes wherever you'd like from shapefiles":
Can one achieve more granularity with Biomes / EcoRegions to allow greater local variation as in FS2Kx "Autogen" ?
Or does MSFS only use (1) file for all Biome data in a specific MSFS world "EcoRegion" ?
How does MSFS world "EcoRegion" size compare with "Regions" in FS2Kx ?
Does MSFS have any smaller subdivisions for this data as a type of local Ecological Environment such as LOD-13 "Areas" or smaller quads ?
Can we make the MSFS equivalent of FS2Kx SDK Autogen Annotator "Autogen Vegetation Rectangles" at the granularity of a 'local" Biome ?
Does MSFS have a way to enhance terrain slope vegetation with associated texture changes such as FS2Kx has ?
One may infer MSFS achieves a relatively higher FPS perf via batching and a object placement type comparable to legacy FS2Kx 'Autogen'.
Assuming we do have the option for (much) smaller granularity with regards to MSFS Biomes / EcoRegions:
Do we have the option to subdivide the Shapefile and/or XML derivatives you linked above, to yield multiple smaller local "Biomes" ?
How do we access MSFS default vegetation ModelLib types in CGLs to make an equivalent of "Vegetation Polygons" with specified trees ?
I cannot find many of the excellent full-3D trees now featured in MSFS 2024 to place them in scenery; some are MIA in DevMode pick-lists.
Is there a reason that so many of the really 'good" looking trees appear to be "unavailable" for placement in DevMode GUI pick-lists ?
IIUC, it was reported that Asobo is attempting to supplement / replace content made by BlackShark AI to revise MSFS scenery over time.
A question also arose regarding use of multiple BGLs / CGLs that contain vector content intended to be rendered with different priority.
Reportedly, FS2Kx and especially MSFS prefers to keep package vector content in a (1) "vector" BGL / CGL; but what if we want 'layers' ?
In FS2Kx we can put scenery content in a BGL, and have multiple Area layers with priority by Scenery.Cfg Area #, alphanumeric naming, Geographic extent of terrain coverage etc.
But MSFS appears to "throw-a-wrench-into-the-works" by reportedly having altered / disabled the Content.XML control of display priority.
https://web.archive.org/web/2022081...cles/9407/changes-on-contentxml-behavior.html
What 'simpler' foolproof method do we have left now, to enforce a custom display priority scheme for MSFS scenery rendering at run time ?
Is the MSFS "Package Reorder Tool" now our only alternative ?
https://www.google.com/search?q=MSF...cEOS4yMqAH_MkBsgcEOC4yMrgH1Ro&sclient=gws-wiz
One might initially infer that to be the case, until reading these threads dating from the inception of 2025, and as recently as March 2025:
https://devsupport.flightsimulator.com/t/define-the-loading-order-of-installed-packages/12456/7
https://docs.flightsimulator.com/msfs2024/html/2_DevMode/Project_Editor/The_Project_Inspector.htm
https://devsupport.flightsimulator....ction-causes-problems-after-compilation/13690
Wow, almost as much fun as when Lockheed-Martin imposed use of XML in P3D for adding Area layers to (a FS2Kx series) Scenery.Cfg.
One might wonder whether Asobo actually has the ability to learn from (others' ?) mistakes.
My thought is, a number of FS developers may opt to use CvxExtractor to port FS2Kx CVX Vectors into MSFS DevMode Scenery Editor.
Many such sceneries, whether from ADE or SBuilderX, ScenProc etc. use Area layering schemes to achieve a specified display priority.
In some cases, when content is ported to MSFS, SDK Polygon Properties "Priority" tag may suffice; but in some cases that may not suffice.
I am not certain yet as to how complicated it may be to use some complex multi-layer SHP derived vector scenery objects from FS2Kx.
If you have been able to get multiple layers of *.SHP vector-derived content to work OK via MSFS SDK Polygon Properties "Priority" tag:
Do you see
Biomes / EcoRegions infrastructure as the only MSFS scenery content that may not work with
*.SHP file 'layer numbers' ?
Since MSFS SDK DevMode Scenery Editor "imports" *.SHP files as "primitives" to be updated with MSFS compliant attribute fields:
Is there a workflow you have identified for importing
Biome / EcoRegion corrections into MSFS DevMode GUI stack of layers to set display Priority, like we do in Scenery.Cfg in FS2Kx with scenery content that does not support VTP layer numbers etc ?
My thought regarding this is, perhaps we can have our own custom smaller granularity Biomes available to use via a pick-list in DevMode.
In a related issue, IIUC, MSFS actually does have a (down-sized from FS2Kx)
Terrain.Cfg file; can we edit / "
Modify" ...and use it ?
And if so, can we place "Biome Polygons" comparable to what we do in FS2Kx with CVX Vector "Land Class" polygons / vector Autogen ?
Thanks in advance for any info you might be able to share with us on IMHO, pertinent related questions for implementing 'new' Biomes.
GaryGB