I am trying to flatten a large area in FSX. FS9 would allow for this in the Scenery Config file. Using the tools I have found can do this in a limited to a small range around the airport. I am trying to flatten basically a entire state. Anybody got some suggestions???? I can post the area needed and altitude. I am trying to place shopping centers, business and other buildings for medevac ops. I am finding one end of the building in the ground and the other is floating. Basically I am placing just trees and light poles. I tried to make some nice baseball fields but I keep finding the same as the buildings with the fencing. This wouldn't be an issue if I was doing fixed wing ops. You won't be able to see it.
I know I have to edit each airport afterwards but I have to delete the runways and taxiways because I use Mega Scenery. I am also only flying in the day time because the Mega Cities 4X don't have night lighting.
Although technically the 'flatten switch' is still supported for the Geographic coverage extent of an Area layer entry in the
active copy of the FSX Scenery.Cfg just as it was in FS2002 and FS2004 (aka "FS9"), what you describe doing and why ...merits an explanation as to how the FSX 3D world rendering engine is different from prior versions of MSFS.
The FSX 3D world model is spheroidal compared to the sequence of (relatively) 'flat' terrain grid quad tiles we flew over in prior versions of MSFS; thus larger 3D scenery objects with a flat base will appear to be raised above the ground at the edges even though the central part may be placed directly upon the ground.
Although the BGLComp XML source code syntax has changed slightly for 3D scenery library object placement in FSX compared to what it was in FS9, when such a 3D object is 'placed', we use
AGL=True and
Altitude=0 parameter values in the XML placement code to indicate that an object's central 3D datum or Reference Point (aka "RefPoint") should be 'terrain mesh-clinging' ...and be placed directly on the terrain surface no matter what the elevation of the ground is, when the underlying terrain mesh is rendered at run time by FS.
Even when that is done properly for FSX, what you are seeing is likely due to use of large flat 3D objects (
ex: from FS9 ?) which have not yet been curved to match the spheroidal surface of the FSX 3D world terrain surface.
If you import the 3D models in question into Arno's
ModelConverterX (aka "
MCX"), it should be possible to semi-automatically curve the alignment of the flat base for those objects, then export the scenery object as FSX scenery BGLs with placement instructions intact, so that they lie 'flush' in alignment on the ground after having matched the 'shape' of the FSX "curved Earth" spheroidal 3D world terrain model.
NOTE: These are the same type of issues faced by FS developers who make large, flat, custom textured Ground Polygons (aka "G-Polys" or "GPs") using FS2004 SDK SCASM / ASM methods.
For these types of scenery objects, MCX must be used to break the larger flat planar surfaces of the 3D objects into pieces no larger than 100 Meters maximum length and/or width, and optionally group them into 500 Meter maximum length and/or width 'groups' per single central RefPoint, so that they can be 'curved' to align onto the FSX 3D world spheroid ground surface properly.
Assuming you are not making G-Polys, and are instead placing default FSX or FSX-compatible 3rd party and/or custom 3D scenery objects, what sizes are you working with for these objects, where are you getting them from, and/or how are you making them, and how are you 'placing' them ?
Although Florida is not characterized by having many hills, I do not see a desirable result coming from flattening an entire state.
PS: If you tell us more about your methods and goals, we could offer more help achieving a more visually satisfactory result.
GaryGB