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P3D v2 Ground Layers...and Shadows

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55
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germany
Hello,

I am currently working on a very nice airport project that is nearly finished. But what is on my mind is compatibility to P3D (V2).
I have quite high resolution ground polys made which work fine with FSX. I did them using the very old fs2002 gamepack. As far as I know this technique still provides the best result so far although I have read somewhere that P3D V2 does not support these ground polys.
Well, they are displayed correctly in P3D. But there is one thing: the wheels of the planes and also 3D objects sink into the polys which float in layers 1-5 cm over ground. Not really bad, but the problem is that objects, clouds, plane etc. cannot cast any shadows on them.

What I would try next is to create a landable platform which is located at the highest layer's vertical location...but that does not effect the hight of the 3D objects unfortunately.
Has anybody made similar experience? And can you suggest any more elegant solutions maybe?

Any hint & help appreciated

Best,

Arne
 
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I'm not sure why your layers would float, I've never seen that in P3D using the FS2002 method.
However I do need to increase layer numbers from min 8 to min 16 to get shadows on P3D.
 
How did you layer your GPs in your modeling program? Did you stack them by giving them physical vertical separation, or did you export them all at 0.00 on the z axis and then tweak the asm file to force the correct draw order? If you used the former, this could explain your problem. Easy fix in that case.
 
Hi bmart,
good point. I created the layers using 3DS. Indeed I gave them physical vertical separation centimeterwise, that is what I thought what would be necessary. In addition, I seperated the GP by giving them increasing layer #s.
Thus, I'll try the latter! Thank's alot, hope that solves the problem.
 
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I think you also need tessellation on to see shadows. You do for photo-scenery.
 
It has generally been accepted that FS2002-style ground polys for FSX start at layer 8, and I've always increased in multiples of 4, but for Prepar3D compatibility, I now start at layer 16, and still increase in multiples of 4.
And yes, it is important that all your layers are at a zero elevation.
However it is also possible to make Prepar3D-specific ground polys, which opens up a lot of possibilities for some very realistic surfaces, but of course if you want both FSX/Prepar3D compatibility, stick with FS2002-style polys.
 
Wow, thanks alot. Sounds like the solution I've been looking for. Thanks for your quick replies guys!
 
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Okay. I have tested it. I have to say: it works!!!
But now I observed another issue in P3D btw: near the airport borders, the groundpolys sink into the ground. My airport is placed upon a flatten created with FSXKML, at the same altitude. on the displayed airport ground polys, the indicated altitude is 64,9m. In the Outside, where the polys disappear, indicated altitude is 65,2m- thus, the airport seems to be 1 feet below the flatten- although the altitude I have given them is identical. This issue does NOT appear in FSX.
 
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