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GroundPolys

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peru
Are groundpolys still possible? according to the SDK docs it isnt so Im wondering if there is a way to snap custom vector shapes one to another?

thanks
 
I am wondering the same thing. Will the existing ground polys for P3D/FSX be able to be transferred over? I am also wondering about the photoreal, like winter textures and such.
 
I'm not sure if the existing can be ported over but glancing over the SDK documentation, ground poly type runways can be made in the scenery editor complete with runway lights.
 
I think that we can create ground polygon with the FS2020 SDK, there is an example:
C:\MSFS SDK\Samples\SimpleProjectedMesh

I compiled the example and test the scenery.
There is a square polygon with asphalt texture in the aiport MYNN
I haven't excluded the default airport.

1598122850789.png
 
I think that with the SimpleProjectedMesh we could migrate our 3DS Max Ground Polygon airports to FS2020.
But we have to figure out the process.

Regards
 
Am I right that projected mesh are in effect library objects?

Code:
<ProjectedMesh priority="0" groundMerging="TRUE">
    <!--SceneryObject name: PlaneAsphalt-->
    <SceneryObject lat="25.04575197000920" lon="-77.46249919235127" alt="-10.00332859702968" pitch="0.000656" bank="-0.000656" heading="134.966888" imageComplexity="VERY_SPARSE" altitudeIsAgl="TRUE" snapToGround="FALSE" snapToNormal="FALSE">
        <LibraryObject name="{B0FCE23F-D7B4-461A-809B-747080A1BBC3}" scale="52.347889"/>
    </SceneryObject>
</ProjectedMesh>

So a model (glTF) is created and placed. The flags for goundMerging, snalToGround and snapToNormal determined the behavior of the object in sim. Presumably these models are planar.

This seems somewhat similar to the process AFX used to create flattens. If so this is good news for ADE :)
 
Am I right that projected mesh are in effect library objects?

Code:
<ProjectedMesh priority="0" groundMerging="TRUE">
    <!--SceneryObject name: PlaneAsphalt-->
    <SceneryObject lat="25.04575197000920" lon="-77.46249919235127" alt="-10.00332859702968" pitch="0.000656" bank="-0.000656" heading="134.966888" imageComplexity="VERY_SPARSE" altitudeIsAgl="TRUE" snapToGround="FALSE" snapToNormal="FALSE">
        <LibraryObject name="{B0FCE23F-D7B4-461A-809B-747080A1BBC3}" scale="52.347889"/>
    </SceneryObject>
</ProjectedMesh>

So a model (glTF) is created and placed. The flags for goundMerging, snalToGround and snapToNormal determined the behavior of the object in sim. Presumably these models are planar.

This seems somewhat similar to the process AFX used to create flattens. If so this is good news for ADE :)

I dont think its possible to flag a model via the blender plugin unless Im missing something?
 
Am I right that projected mesh are in effect library objects?

Code:
<ProjectedMesh priority="0" groundMerging="TRUE">
    <!--SceneryObject name: PlaneAsphalt-->
    <SceneryObject lat="25.04575197000920" lon="-77.46249919235127" alt="-10.00332859702968" pitch="0.000656" bank="-0.000656" heading="134.966888" imageComplexity="VERY_SPARSE" altitudeIsAgl="TRUE" snapToGround="FALSE" snapToNormal="FALSE">
        <LibraryObject name="{B0FCE23F-D7B4-461A-809B-747080A1BBC3}" scale="52.347889"/>
    </SceneryObject>
</ProjectedMesh>

So a model (glTF) is created and placed. The flags for goundMerging, snalToGround and snapToNormal determined the behavior of the object in sim. Presumably these models are planar.

This seems somewhat similar to the process AFX used to create flattens. If so this is good news for ADE :)
Yes a model with planar polygons is added on the scenery. I tried it with 3dsmax 2018 plygons and it worked. The guid belongs to a gltf object.

Alfredo
 
Ive exported a textured plane with blender and while I can add it in the editor as a projected mesh , the plane does not manage to keep above the terrain

any ideas?
 
I'm interested to know how how this might work with the sloped runways. Will it automatically slope the ground polygons?
 
Hopefully in a new update for ADE we can directly export already created ground polys to work in FS2020. That would make this really easy. However, Microsoft seems to really want us to use only their tools now, so this is probably unlikely.
 
How can I get my ground poly above the default airport ground like in the previous versions the ground poly would sit above the afcad ground? I've tried changing the "ProjectedMesh priority" but no difference.
 
Hopefully in a new update for ADE we can directly export already created ground polys to work in FS2020. That would make this really easy. However, Microsoft seems to really want us to use only their tools now, so this is probably unlikely.

I am wading through the treacle at the moment ;)
 
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