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P3D v4 Grass as autogen on airport backgrounds

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unitedkingdom
According to the P3D v4.2 release notes a new feature of the SDK is that "grass can be added as autogen on airport backgrounds". I was wondering if anyone associated with ADE had implemented such? If so, how is it done please?
 
Apart from that sentence in the release notes, I think nobody knows where that feature is exactly hiding.
 
Apart from that sentence in the release notes, I think nobody knows where that feature is exactly hiding.

Maybe it's more obscure. Has an airport flatten background polygon ever allowed autogen? As I recall, if one uses ADE to overlay a forest landclass polygon on top of an airport background, the tree autogen don't show up, only the forest landclass texture.

Maybe that's changed.
 
You can use autogen containing airport backgrounds using FS9 and Ground2K4, but I don't know about later sims/programs.
 
Thanks, but at the risk of dragging down everyone else to my level of ignorance, I think I need to explain my question. When one uses ADE to create a new version of a stock airport that has a different footprint, first an exclude polygon is drawn to eliminate the stock airport background. Next, a new airport background is drawn with the revised footprint and this polygon has the exclude autogen flag active, else trees and building from landclass BGL files will "bleed through".

Continuing on with ADE, it is possible to draw landclass polygons either inside or outside the boundaries of the new airport background. However in my experience, the autogen contained in these polys will not show up within the airport background polygon. Remember, this result solely relates to my experience with ADE. It is not possible to create a forested landclass polygon within the airport boundary that shows a "patch of trees" The landclass texture shows up but not the autogen.
 
....... It is not possible to create a forested landclass polygon within the airport boundary that shows a "patch of trees" The landclass texture shows up but not the autogen.
I may be misunderstanding your dilemma but cannot you create your new airport background that has a 'hole' in it that can then be filled with your required landclass - autogen and all?
 
Thanks. I know that it can be done with the "hole" technique but the original question was whether LM has changed the behavior of the airport background polygon to allow grass autogen. I've resigned myself to waiting until someone from LM posts an explanation on the P3d official forum. They've been asked directly about it with no response yet.
 
Just by accident when looking at one of the P3d4 Speedtrees shader files, I noticed that there is a binary variable in one of the HLSL files that controls the use of Speedtrees grass. This variable is set equal to zero (off), so I assume that this prevents ST grass from being used as autogen in P3d4. The ST grass model is provided in the ST vegetation BGL file and can be placed in P3d4 even though the ST encryption prevents the ST models from loading correctly in MCX.
 
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