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How to change a shoreline?

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5
Country
finland
I tried to change a shoreline by creating a new water polygon representing where water (sea) should be and a new land polygon representing new land area. There might be water in my new scenery where there in the default scenery is land and vice versa. I think that's why a shoreline should be done like i did. However it doesn't work. Only the land polygon is visible, no new water there. :(

I then tried just in case to exclude everything in the area i changed, but creating a polygon tagged "exclude everything" caused a large area to be
filled with land.

Could someone tell me how to change a default shoreline correctly? :confused:

Ville
 
Try this...

1) Create a polygon that excludes all water polygons (tag is Exclude__WaterPolys)
2) Create another polygon with your new ocean and shoreline (tag is Hydro_Polygons_Generic_Ocean_Perennial)
 
Last edited:
Qmid 11

Hi, Matthews

Would be interesting to add that the affected area will be the whole QMID 11, where the exclude poly is inside?

Thanks,

José
 
Hi, Matthews

Would be interesting to add that the affected area will be the whole QMID 11, where the exclude poly is inside?

Thanks,

José

Yes true.... So your new water polygon in step 2 needs to cover the entire QMID 11 area that step 1 exposed.

Really annoying feature of the SDK but apparently it's like that for performance reasons.
 
Welmu,

What the others are getting at, is that when you Exclude a waterpoly, that excludes the ENTIRE waterpoly. You cannot exclude just a portion.

In FSX, waterpolys are typically many km across, often at the size of QMID11 boundaries but that seems modified in some locations due to landforms.

So what you have to do, is know how big your waterpoly is. How? Use TMFViewer to view the default bgl file for the spot you are working in. It will be in one of the CVxxxx.bgl files. TMFViewer can show the default polygon boundaries. Any Exclude_ tagged poly that even TOUCHES on a poly, will exclude the ENTIRE polygon. Nothin' we can do 'bout that one...

After using TMFViewer to view the boundaries, you will not be surprised, when you do your exclude, and a huge area of land appears. You will expect that. Then, you can create a new water poly covering up all the land and doing whatever it is you are trying to do.

In my case I made some shorelines more accurate to real-world, and so I had to Exclude several water polys and add new ones back in.
 
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