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FS2004 CYQR Regina

I have decided I am going to try to build an airport for fs9, well this is my third try to learn this skill. What tools do you use and what is your workflow like? I really want my airports to look like yours.

Sean


Okay, I will take a shot at explaining how I went about constructing CYQR. Believe it or not, still lots of work to do but this is more or less how I worked through the project. No doubt there are better ways of doing things. Hopefully you are able to understand my rambling explanation below.

1. A large reference photo library airport buildings and infrastructure was collected. It included close-ups of building windows, doors, siding etc. to create a materials collection for creation of textures (point 15 explains how the close-up images were used).

2. Acquisition of aerial imagery. For this project I purchased an aerial image of the airport and a fairly large amount of surrounding area, particularly approaches to runways (still not sure I will use all of this in the project).

3. Aerial imagery is .6m resolution, 1200 dpi bmp and came to me in a file that was over a half gig in size.

4. Total Image Slicer software was purchased to cut the aerial image into 1024 X 1024 sized tiles.

5. A sub sectioned plane was created in gmax with the appropriate number of segments, and each of the segments was textured with the aerial imagery tiles.

6. Coordinates for placement of the tiles was determined and test fitted in FS9 to match UT Canada (highly recommended because the default Regina city area bears absolutely no resemblance to the real world). The gmax aerial imagery was placed in FS9 using the FS2002 SDK tweak method.

7. A suitably sized flatten and exclusion files were created for the scenery area using FSTflatten and Execbuilder.

8. Sessional texture sets were created and applied by tweaking the imagery asm file.

9. “Noise” texturing was added to the tiles to improve aerial imagery appearance at ground level

10. Runways, taxiways and ramps built up and layered over the aerial imagery using higher resolution original textures. Edging applied to these followed by higher resolution texturing of ground features along the hard surfaces.

11. Hard surface features such as cracks, skid marks etc. layers added

12. Runway lines and markings, taxiway lines, ramp and gate markings were layered in using loft method.

13. Building dimensions taken from Google Earth and models built up beginning with the terminal.

14. Early on I decided that I wanted reasonably good detail and texture resolution for the air side of buildings. For instance, I did not want the brick work of the terminal looking blurred when parked at the gate. The work around to the FS9 texture size limit of 1024 was to use multiple texture sets for buildings. Once a model of a building was constructed in gmax I worked out the texture sets to achieve the target detail. I did this keeping in mind that too many draw calls hinder performance.

15. In order to get more bang for my buck with the textures sheets, and to keep down the number down as much a possible, I created high resolution swatches of building materials (such as siding) on the texture sheets and applied these to the whole building by tiling that portion of the texture. The same texture sheet also included close-up imagery of doors, windows and details, which were applied to properly sized rectangle shapes. Copies of these window and door shapes are made and used as Boolean operands to make cut outs in the building. The original window and door shapes are then inserted into the openings. In most cases I could make reasonably high resolution hangars from a single texture sheet. By the way, all textures are mipped. This method was used on all the general aviation hangars.

16. The cutouts are necessary to avoid texture flashing. If the window and door shapes were simply placed and merged into the building they would be fine close up but you’d get texture flashing at distance.

17. Using this modelling method does increase the complexity of the model and could adversely affect performance. To mitigate this I keep a copy to the building model before making the cut outs. This simple model is displayed at longer distances while the detailed model is seen only when close-up. The textures for the simple distance model is derived from an in-sim screen shot of the four sides of the detailed building.

18. Once I all the buildings are constructed I added fencing to the airport. My fences are double-sided planes with alpha channel transparencies. Where fences are close to ramps I give the fences some depth by including fence posts, which display only when close-up.

19. Taxiway signs are also distance conditioned. Rather than manually tweaking the models I use Arno’s MDL-tweaker tool.

20. My runway and taxiway edge lights are simple textured planes conditioned to rotate to user. They are bgl type lights.

21. My parking lot cars are all rough low-poly models. The textures are mostly from pictures of vehicles I shot in mall parking lots or from car sales sites on-line. I am still pondering whether to do animated traffic.

22. Currently I am working on more detailed vehicle models including ground service equipment representative of what is at the actual airport.

23. Most of my models are put into libraries and placed into the scenery using Abacus EZ-Scenery.

24. Summary of tools: Gmax for all modeling, Photoshop Elements 9, Paint shop Pro X (for night lighting), TextureManager, Total Image Slicer, Excbuilder, Tcalc2004, FSTflatten, MDL-Tweaker, Library Creator, Model Converter,BGlt2XML,Ground2K4 and I’ve probably missed some.

Again, I want to point out that I am no expert at scenery design. My aim is to achieve a reasonably detailed model of my home airport that performs well. So far so good, notwithstanding my 3D grass experiment that needs work. Once I get this thing done and out there you can judge for yourself how well I did!


Greg
 
Looks verry cool... the scenery seems now to be in the finishing touch... can't wait... :)

I haven't had as much time as I'd like to work on it lately so not much progress. I am working on vehicles right now including ramp ground support equipment. I still need to model airport signs, some light and power poles and a couple more buildings. I also plan on modeling some of the city buildings that surround the airport. To keep you up to date here are a couple screen shots of some of the GSE models.
YQR_WIP_24-JAN-2015_002.jpg
YQR_WIP_24-JAN-2015_001.jpg
 
Awwwwrr.... now there's live in it! looking even better with GSE! What about activities of those Vehicles... will they move or are they static objects?

Btw. I would love to be one of your Beta-Testers... :-) if needed...
 
Awwwwrr.... now there's live in it! looking even better with GSE! What about activities of those Vehicles... will they move or are they static objects?

Btw. I would love to be one of your Beta-Testers... :) if needed...
I'm not planning to animate those vehicles but I might change my mind at the end of the project. Thanks for the offer! I appreciate your interest. I will let you know once I get close to finishing.
 
Greg,

Thank you so much for the info. I am looking to do small GA airports and this is the kind of info I have been looking for. It is quiet a complex process, but I want to create airports with the same quality as your Regina, so I guess I have some learning to do. :)

Sean
 
WOW!!!!
I am speechless!!! This work is breathtaking :wizard: :wizard: :wizard:

Very well done, congratulations.
Sergio.
 
Greg neglected to note in his description that quite a lot of scenery building is repetitious, frustrating, annoying, and ends with a really heartfelt sigh of relief. Be prepared Jack Ryan. Ex-smokers should be aware of the health risk.

Roger Wensley
 
Another quick update to say I am making slow but steady progress towards finishing the project. I am now working on the more prominent buildings around the periphery of the airport and on the approaches. Things like farms, sports rinks, major malls and larger buildings. A bigger job than I had anticipated! The airport itself is all but finished. I have some decisions to make, like animated roadway traffic on the main roads along the approaches and new development at the airport. Over the winter the Royal Canadian Mounted Police hangar was renovated and a very large new multipurpose catering and cargo facility is under construction. I might just have to cut things off if I ever want to finish!! It is hard to believe a year has passed since I first posted my project in the Show Room.

Greg

YQR_WIP_MAY-2015_001.jpg
YQR_WIP_MAY-2015_003.jpg
YQR_WIP_MAY-2015_002.jpg
 
It is hard to believe a year has passed since I first posted my project in the Show Room.

I might just have to cut things off if I ever want to finish!!

Greg

And it's still getting better and better... I'm verry glad, you're still workin' on it and not giving up!
Hopefully you can get done the all new Hangar, multipurpose Facility and all the other new stuff.. Can't wait for Beta-Testing your Scenery... it's lookin' awesome!

For more, I do hope, you'll get done the Animated Traffic around the Airport and on the Tarmac as well... even if that means, you have to deicide, to put your scenery out as a Payware.
At least the Quality does meet all requirements for an awesome Payware product... and I will buy it on first day of its release! That's for sure!

Keep on working Greg, I love your Work!!
 
great scenery here! Love that someone still work on FS2004, when finished FS2004 lovers like me will get a new masterpiece.

Cheers, Andrea
 
For more, I do hope, you'll get done the Animated Traffic around the Airport and on the Tarmac as well... even if that means, you have to deicide, to put your scenery out as a Payware.
At least the Quality does meet all requirements for an awesome Payware product... and I will buy it on first day of its release! That's for sure!
Keep on working Greg, I love your Work!!

Thanks for the kind comments! The traffic will be determined by the effect it has on performance. And, the airport will be freeware regardless.

Greg
 
great scenery here! Love that someone still work on FS2004, when finished FS2004 lovers like me will get a new masterpiece.

Cheers, Andrea

I think there are few of us still using FS9. I am looking forward to your Las Vegas scenery. We have direct flights from CYQR to Las Vegas in the real world!

Cheers,
Greg
 
Thanks for the kind comments! The traffic will be determined by the effect it has on performance. And, the airport will be freeware regardless.

Greg
Sounds quite cool... really can't wait for Beta-Testing. And even for the release...
 
hey those gse models are cool. You could make some $$s licensing the models. Just throwing it out there.... I'd be interested.

amazing work.
 
hey those gse models are cool. You could make some $$s licensing the models. Just throwing it out there.... I'd be interested.

amazing work.

I can't take credit for the fuel truck and the small Clark baggage tractor. They are adaptations of FSX models made by another developer used with his permission. The rest of the pieces are mine though. I am quite pleased with the models but you might want to wait for the release of my airport before making a final judgment on the models!

Greg
 
Sounds quite cool... really can't wait for Beta-Testing. And even for the release...
Thanks Airbasil. I'm afraid it has been slow progress lately but I did accomplish the perimeter fencing around the airport since my last post. I was out to the real airport this morning and to my great surprise some major work has begun on returning one of the old taxiways to service and the ground work for a new general aviation apron and infrastructure. They have also closed off a road along a taxiway that was a great spot for photography. I guess that is the price of progress. One of the airport maintenance structures already has been relocated to make way for the new taxiway and apron work. I previously mentioned some other new development and mused about delaying release of the airport to include the new structures. The real Regina airport looks to be in for some major expansion but I've decided not to wait and include these changes. When my project is finished it will represent the airport as it was in early 2015. I will consider an update sometime later even though by then I might be the last guy still using FS9!

Cheers
Greg
 
Thanks Airbasil. I'm afraid it has been slow progress lately. I previously mentioned some other new development and mused about delaying release of the airport to include the new structures.

"Doesn't matter, as long as it's still taking shape and you're going to work on"

The real Regina airport looks to be in for some major expansion but I've decided not to wait and include these changes.

Verry cool, that you'll be including those changes in the scenery... I really appreciate that! And I'm wondering what and how much of those changes will be there in your scenery...

When my project is finished it will represent the airport as it was in early 2015. But I will consider an update sometime later even though by then I might be the last guy still using FS9!

Cheers
Greg

Sound's great, I'm lookin' forward to it!
And nope! You'll not be the last guy still using FS9... when there will be someone who's the last guy, still using FS9, it would probably be myself! hahah :)
 
"Doesn't matter, as long as it's still taking shape and you're going to work on"

"Verry cool, that you'll be including those changes in the scenery..."

What I meant to say is I will not be including the new development in the scenery. I'll leave that for a future update. Sorry for the confusion. I should have proof read my reply before posting!

Cheers
 
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