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Sure thing, in simple steps for SBuilder users (which is what I use). I'm going off by what I can remember. It is super easy!
-Open your SBuilder scenery project
-use the Landclass tool to add a landclass type. The first three digits of the landclass type from the selection menu represent the percentage of population that it will yield. For a mid size city, select something in the 050-060 range.
-Select the QMID squares you want to change. (Note that the QMID grid automatically changes when the LandClass tool is selected, leave it alone)
-When all the squares you want are selected, go to Select/Landclass and compile it. It will generate a bgl file called LC_XYZ.bgl (Note: you need not compile the photoscenery, only the landclass!)
-Open the INF file for LC_XYZ.bgl, and edit the second line from = Landclass to = PopulationDensity
-save and drop INF file over resample.exe......it will regenerate the LC_XYZ.bgl file
-Drop the new LC_XYZ.bgl on your desired scenery folder, rename it however you want, and done!!
Hope it works for you,
David
-Open your SBuilder scenery project
-use the Landclass tool to add a landclass type. The first three digits of the landclass type from the selection menu represent the percentage of population that it will yield. For a mid size city, select something in the 050-060 range.
-Select the QMID squares you want to change. (Note that the QMID grid automatically changes when the LandClass tool is selected, leave it alone)
-When all the squares you want are selected, go to Select/Landclass and compile it. It will generate a bgl file called LC_XYZ.bgl (Note: you need not compile the photoscenery, only the landclass!)
-Open the INF file for LC_XYZ.bgl, and edit the second line from = Landclass to = PopulationDensity
-save and drop INF file over resample.exe......it will regenerate the LC_XYZ.bgl file
-Drop the new LC_XYZ.bgl on your desired scenery folder, rename it however you want, and done!!
Hope it works for you,
David
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