Gary thanks a lot for your feedback, it is really valuable!!!
I will do some testing on my own and report back.
As for the ground textures I will create them in Sketchup, then export to ADE by placing an invisible ground polygon underneath so the aircraft can have a realistic ground to taxi on.
Hi Teo:
Just to clarify your work-flow, IIUC, you will first create in ADE, a CVX Vector "airport background"-type polygon with a "Flatten / Exclude Autogen / MaskClassMap" GUID, and will set the altitude for the polygon at the
same altitude AMSL as the Airport Reference Point (aka "ARP") ?
NOTE: This sets the local FS terrain to a flat, hardened surface with an elevation that matches the base airport elevation and associated Taxiways / Aprons so that user, AI, and airport ground vehicle traffic has a uniform and un-interrupted base on which to navigate.
BTW: RWYs will also need to be set at that
same Altitude as the ARP and Airport Background / Flatten polygon to allow navigation across a uniformly flat surface without interruption.
The "MaskClassMap" attribute sets the terrain land class texture to a type compatible in appearance to local default land class already set by FS.
The Autogen Exclude attribute will prevent Autogen object annotations that may be associated with the default land class textures from appearing on top of that "Flatten / Exclude Autogen / MaskClassMap" Airport Background polygon.
IMHO, it would not be necessary to create an "invisible
ground polygon underneath so the aircraft can have a realistic ground to taxi on", unless of course you are referring to the Airport Background '
terrain' polygon I described above, which is BTW, compiled via FS / P3D SDK SHP2VEC.
FYI: Probably it is best to reserve use of the phrase "Ground Polygon" for the special "G-Polys" / "GP's" which are:
* made for FSX with legacy FS2Kx SDK compatible SCASM / ASM compilers
* made for Prepar3d (aka "P3D") with P3D version 2.x / 3.x SDK XtoMDL compilers
Right now I am creating the buildings on the airport (which are around 130!) and then will start looking into Orthoimagery and ground textures which is another huge part of the project.
I am wondering if the best way to have realistic ground textures on the airport should involve importing a background Orthophoto or not.
Do you recommend it?
Thanks!
Teo
Assuming you intend to distribute this scenery outside your own computer either as freeware or payware, you would need to utilize freely available public domain aerial imagery, or license (typically for a costly fee) commercially available aerial imagery.
If you utilize the NAIP aerial imagery I cited above, you may be able to improve its rendering somewhat via a graphics application, then:
* Make FSX custom photo-real 'draped' land class output by FSX / P3D SDK Resample at a resolution of LOD-17 (1 Foot / 30 cm per pixel)
...
or:
* Make a FSX custom photo-real 'mapped' G-Poly output by FS2Kx SCASM / ASM at a resolution of LOD-17 (1 Foot / 30 cm per pixel)
* Make a P3D custom photo-real 'mapped' G-Poly MDL output by P3D SDK XtoMDL at a resolution of LOD-17 (1 Foot / 30 cm per pixel)
Unless you intend to make custom 'synthetic' textures for airport objects
ex: RXY / Taxiway / Apron surfaces and/or misc. ground markings at
higher resolutions and/or higher optical / graphic clarity than provided by FS default, ADE, or the the LOD-17 (1 Foot / 30 cm per pixel) NAIP aerial imagery cited above, it would be, IMHO,
un-necessary to utilize G-Polys on the terrain at your airport.
Your workload and scenery creation options will be much more adaptable, with less complications and troubleshooting, if you instead utilized a terrain mesh and flatten-clinging, high-resolution custom photo-real land class aerial imagery BGL output by FS SDK Resample at an effective resolution of LOD-17 (1 Foot / 30 cm per pixel).
Again, ADE cannot display anything but lower resolution backgound image files with sizes that fit within ADE's limited memory work-space.
To perform high-detail scenery creation
throughout the entire area of your airport project using high-resolution aerial imagery that is continuously "zoomable"
without the need to swap background image tiles, you would IMHO, need to utilize SBuilderX for those tasks.
Hope this helps with further considering options for your project !
GaryGB