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How to add an apron for a default airport

Hi Guido,
Thanks for your suggestions. I am trying to add aprons some 8500 meters from the airport.
I have since learned that the MaterialsLib asset group is for custom ground materials of which I have none so I guess this asset group can be removed? But what about the ContentLib asset group?

What I have now tried is using the package supplied by rhumbafloppy and my package created using SDK -
1) to add A MaterialLIB asset group and ContentLib asset group to an older package I created using ADE but I could not find in the wizard either of these.
2) I removed the MaterialLib and ContentLib packages from the airport package rhumbaflappy uploaded (see above) and then did a BUILD PACKAGE and that resulted in only one error "Couldn't compute mercator bound because the mesh has no library object child" which I THINK can be ignored as I get the same error doing a BUILD PACKAGE of my airport packages created using ADE some time ago and they compile/build into a usage package in the MSFS Community Folder.

The MaterialLib and ContentInfo asset groups are a complete mystery to me.
There is no need for both und privat projects
But of you Go the market place Contest is requiriert.
Hi Guido,
Thanks for your suggestions. I am trying to add aprons some 8500 meters from the airport.
I have since learned that the MaterialsLib asset group is for custom ground materials of which I have none so I guess this asset group can be removed? But what about the ContentLib asset group?

What I have now tried is using the package supplied by rhumbafloppy and my package created using SDK -
1) to add A MaterialLIB asset group and ContentLib asset group to an older package I created using ADE but I could not find in the wizard either of these.
2) I removed the MaterialLib and ContentLib packages from the airport package rhumbaflappy uploaded (see above) and then did a BUILD PACKAGE and that resulted in only one error "Couldn't compute mercator bound because the mesh has no library object child" which I THINK can be ignored as I get the same error doing a BUILD PACKAGE of my airport packages created using ADE some time ago and they compile/build into a usage package in the MSFS Community Folder.

The MaterialLib and ContentInfo asset groups are a complete mystery to me.
Hi Guido,
Thanks for your suggestions. I am trying to add aprons some 8500 meters from the airport.
I have since learned that the MaterialsLib asset group is for custom ground materials of which I have none so I guess this asset group can be removed? But what about the ContentLib asset group?

What I have now tried is using the package supplied by rhumbafloppy and my package created using SDK -
1) to add A MaterialLIB asset group and ContentLib asset group to an older package I created using ADE but I could not find in the wizard either of these.
2) I removed the MaterialLib and ContentLib packages from the airport package rhumbaflappy uploaded (see above) and then did a BUILD PACKAGE and that resulted in only one error "Couldn't compute mercator bound because the mesh has no library object child" which I THINK can be ignored as I get the same error doing a BUILD PACKAGE of my airport packages created using ADE some time ago and they compile/build into a usage package in the MSFS Community Folder.

The MaterialLib and ContentInfo asset groups are a complete mystery to me.
You should check the SDK documentation. In ADE you don't need to take care of all this because the tool provides all the paths and required files. Using the scenery editor requires to take care of all these settings by yourself.
 
I take your point that about ADE.
I have now decided to delete all asset groups except the BGL one for the airport and have used Inspector to ADD ASSET GROUP to create a modellib asset group where I will place my model and the place it and save and build and then add my apron.
 
I've got it! Well I think I have.

I can see the apron rhumbaflappy placed in the water (and I have now repositioned that) and saved scenery.

What concerns me though is that when I load the package then BUILD the console shows 2 errors. I then selected a suitable material did the APPLY, Saved Scenery and did a Build but the errror presists.

The folders MaterialsLibs and mymaterials do not exist.

Not sure what to do next. Should I manually create those folders but what will create the Library.xml?

[added later]
Just to try something else to try and get rid of that error message I removed the apron rhumbaflappy included in the package he created and I then added my own apron, selected a material and did an APPLY, then save scenery and BUILD PACKAGE. The error still persists.

I think I will have to give up on this.

windang_bridge_error_dick.jpg
 
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This should get rid of the bridge you've been working on:

Untitled.png


Not perfect, but close.

1 polygon excludes roads, street lights and all buildings
1 apron to delete the visual of the road (priority 0 and opacity 0)
1 apron to alter the ground imagery (priority 1 and opacity 1)(could use some coloration tweaking...)

...and a material made from a snip (Windows key + Shift + S)
 

Attachments

Thanks Dick

I didn't mean for you to do the job I just wanted to know what I needed to do to prevent that error using the first package. I will look to see if I can improve the 'material' with some coloration tweaking but it is only trial and error as you know.

I now see (it seems) you created a material from a snip (grab from window of the area).

I have used ADE for 3 other projects but as ADE insists on an airport I turned to SDK also the learning experience and had created a package where I placed my (own created Blender) bridge model but then decided I should try and remove the satellite imagery.

I can now move forward.

Lastly do you have any idea why Asobo would have not placed a bridge at this location (and it seems cover the area with some type of polygon) as I cannot find any other missing bridges on the east coast on New South Wales, Australia. It seem very strange.
 
They do have a bridge there:

Untitled.png


The traffic goes underneath, so that would need to be excluded. The poly or apron underneath the bridge probably excludes the aerial imagery of the bridge. Not sure why you wouldn't have the bridge. Maybe you excluded it?
 
Hi Dick
I don't have any 3rd party scenery for Australia in my community folder and I first noticed this when I started a flight at YSHL after the recent big update for Australia to have a look at what had been done (YSHL was a featured airport in the update) and then 'flew' to the coast acros the lake and saw that the bridge was missing. Any other ideas why I can't see it?

Anyway my bridge is a lot more realistic IMHO ;) and is also flat like the real one. Here is my half of the bridge (I will add a another model and reorient it 180 degrees as each side of the bridge is a mirror of the other side).
windang_bridge_blender_new.jpg

Here is the real one
aerial-image-of-the-bridge-at-windang-near-the-mouth-of-lake-illawarra-GW1YYR.jpg
lake_illawarra_bridge_at road_level.jpg


So it would seem I need to add an exclude polygon to remove the MSFS 'rubbish' :stirthepo and add my bridge model which I must say allows the traffic to go across the bridge on the surface of the bridge not under it so I won't need to remove traffic which by the way doesn't seem to know which side of the roadway to use and in fact uses both sides :rotfl:

Regards
 
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In an attempt to get the default MSFS bridge to show I set the Objects LOD from 90 to 200 and Terrain LOD from 90 to 400 but the bridge still did not display.
I then set Global Rendering Quality to ULTRA but still no bridge.

I wonder how rhumbaflappy gets it to display (see his image above).

Makes me wonder if I have gremlins in my system and they cause me other 'griefs'.

Part from a complete installation and download is there a faster way to reload my (MSFS) scenery files?
 
I think ehat bridge is part of the Blackshark.ai that streams along with the aerial imagery (trees and buildings). It doesn't reside in a folder as far as I know.
 
I can't get anyone to answer me (in Australia) if they too do not get the standard bridge to appear near YSHL. In the meantime I discovered that in reality the land slopes down to waters edge on the northern side of the bridge from around 70 metres and as such the real bridge starts from that point although under it is built up ground with concrete retaining walls under it to waters edge so I have adjusted the length of my (Blender) bridge and that makes positioning of the polygon and apron better as far as resulting scenery. Thanks again Dick.
windang_bridge_approach.jpg
 
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