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FSX Creating an island that lies in two QMID11 polys

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I have no problem creating an island with SBX that lies completely within a single QMID11 poly. The problem is when I have an island that spans two. I've been excluding all water in each, then setting an ocean poly to fill each. I draw the poly for the hole and slice it at the QMID border, setting each side of the hole with its corresponding water. All seems well until I view the result in FSX. There is a narrow trough running through the mesh at the QMID line. I have yet to figure out a way to have an island span two QMID polys without this line.

I've been searching for weeks and have only found one reference with an expired link that seemed to suggest that the process is not the normal one of exclude, fill with water, cut your hole. Does anyone have any ideas?
 
Thank you. I had a look at what you did and it was exactly what I had attempted as a possible solution at one point. However, my version made no difference to what I was seeing. But, this evening I repeated it near your location, it worked just fine. Going back once again to the part of the world I was working on, I tried it and it didn't work. Moved to a slightly different location it did. Sooo...something else is going on right in that one place. If I can't figure it out, I'll be back to ask.

Thanks again.

Rich
 
Just stopped back to say that part of my problem was the specific area in which I was working. In viewing the area in the TFMViewer, I noticed some straight light blue lines running vertically and horizontally in that part of the sea. I couldn't see one in the QMID11 margin but there must have been one there as well. Once I excluded that, my problems disappeared. Don't know what streams (or whatever type of water they are) are doing in the ocean but that appears to have been the problem.
 
I
In TmfViewer, if you click on a line it will display its type.
I did. It said it was Water_GPS but I figured I must have been misinterpreting because using a GPS water exclusion had no effect. I had to treat them as generic water to get rid of their effect in the new scenery.
 
Hi Rich.

The default water may have had some odd thin polys. Glad you worked it out.

Dick
 
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