• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FSX Making a landable mountain using ADE for FSX

P.S.> SbuilderX is a wonderful program, but it has some minor "quirks" that are hard to figure out sometimes.:banghead:

Oh I also figured out how to actually replace the Real-World land with that of the Mars Land using PS. I have some really nice Hir-Res NASA Mars images that I can use now, I do mean HI-RES, very detailed images. I haven't tried them out yet, but I plan to as soon as I get these other two problems fixed. For now I have placed the "hill" project on the back burner. I won't be needing to do that any time soon. the game is on hold until late summer. gives me plenty of time to learn things. I'm slowly turning my "world" into an "alien"👽 world. I may even try to get some other NASA images of other planets they have released if they are detailed enough to use.
 
Last edited:
OK, I got the PR scenery to show (it's not going to show on your end because you don't have the necessary files, but it shows on my end with no problem.

Actually, imagery textures with placement info for PR tiles, are all inside the (1) custom PR land class BGL. :wizard:

I just can't get my roads back for some reason. They were working fine until today. Like I said, I thought it might be the PR causing the problem so I removed that file from the directory so FSX won't load it.

This should have loaded my DEFAULT KWR1 files, which it did; but still the roads aren't showing in that area as they were yesterday. I can't understand why they just suddenly vanished.

I even went as far as loading a previous AD4 file set (I always save my working ADE files in a backup before working on things) and low and behold, the roads still aren't showing up. This is with a file set that was working fine yesterday. I'm scratching my head at this point. I even tried placing "road vectors" using SBX, and they don't even show now either. Something has gone seriously wrong somewhere.

They are there (see my screenshot) displaying underground, terrain mesh-clinging ...at Airport Flatten Altitude.

https://www.fsdeveloper.com/forum/t...mountain-using-ade-for-fsx.459364/post-931860

As for Blend Masking, is there a tutorial on how to do that and can it be done in SBX?

Along with the tutorials by LFT, I previously cited a particularly good one (by Tiberius K. et al at flightsim.com).

How to create photoreal scenery for FSX​

https://www.flightsim.com/forums/topic/103-how-to-create-photoreal-scenery-for-fsx/


Someone foolishly deleted the screenshots that are a part of that 29+ pages of valuable info, so I made a ZIP.

https://www.mediafire.com/file/1ddq...for+FSX-+Tiberius_K+and+Jim_Robinson.zip/file

There 'may' be more pages since the 2014 date I last saved that mega-thread to disk, but most of it is archived.


FYI: Links on the bottom of pages go to a flightsim.com URL ...without the required original attached images.

So, to see them properly, open each *.HTML file manually in a web browser, and they should load up full pages.

I would like to add some forests to the new PR scenery, because the actual real-world area is rather flat and empty, I need to "spice it up" a bit.

I managed to tint the landscape for the PR as well giving it that "mars" look I wanted. It looks great, just can't get my roads back nor can I get my "rain forest" land class to "blend" in with the PR.

I need some serious help with these two problems.

Let underlying CVX vector land class polys show through via Blend Mask transparency "holes" in custom PR LC.

Roads: They are actually already 'there' ...but underground; see above in my reply.

Re-assign the Altitude of the Airport Background ("AB") Flatten, and the CVX vectors should follow.

Better yet, get rid of all Airport Background ("AB") Flattens, and the CVX vectors should follow surface terrain.

Use small Airport Background ("AB") Flattens under RWYs and Aprons ...where needed only.

I'm learning a lot about making scenery that looks so much better than just GPs. At least from above I can see the details of the land now.

Oh I'm not using a PR_LC, I'm wanting to just use the "stock" LC such as "rain forest". I'll work with PR_LC later, one step at a time. Once I can figure out how to actually create a map of another area (say a real-world forest) and place it in the correct coordinate in my project, then I'll consider using PR_LC instead.

On that note, say I did make a map of another location somewhere on earth with a forest; OK, I know how to manipulate the map file ...but isn't that map file going to have the coordinates of where I got it from?

If so, how would I place that map at the coordinates of my project?

Is all I have to do is add the map then place it at the coordinates in my project, then when it compiles the map, does SBX place the map where you put it?

No, it is best to keep aerial imagery where it is actually located IRL, rather than messing with its coordinates.

One can add CVX Vector LC polys underneath the areas of the custom PR LC and use "holes" in the Blend Mask.

Move your project to the coordinates of the aerial imagery, as I stated previously. ;)


PS: You may now wish to install the "Modified Terrain.Cfg":

https://www.fsdeveloper.com/forum/t...mountain-using-ade-for-fsx.459364/post-931659


GaryGB
 
Last edited:
I did install the cfg already. What if I want my project to remain where it is and all I want to do is take some forest imagery and map it onto my project leaving the project where it is. It is too much hassle to move the entire project. I found that out when I moved it to where it is. I have to go in and reset all the GPs,WP,object alt. ,and everything else, it took me several days to get everything re-adjusted, and I'm still finding things that have to be 'fixed'. I don't want to have to go through all of that again. As for the roads that are missing, I did some testing last night and flew above the area, the roads showed up at a little over 1000ft above the area, but when I descend to below 1000ft, they just "blink" out. There are no flattens under the area where the roads are, and as stated earlier, I loaded up a previously "working" ad4 file set and get the same results. I tried just deleting the roads and putting them back in, same results. I'm starting to wonder if the updated NVIDIA driver is messing with things. I'm going to roll back my video driver and see if things return to normal.
 
I did install the cfg already.

Please tell me the date that you actually installed the "Modified Terrain.Cfg file.

Please ZIP and link the *.AD4, *.SBP and *.SBX files for the file set you linked last night Feb 27, 2025.


Otherwise, if you implemented further changes to the project, please ZIP and link a current 'complete' file set.

This will allow me to see all GUIDs used along with any / all assigned Altitudes for each of your scenery objects.


FYI: Each FS utility has its pros / cons.

ADE workspace enables a tool-tip pop up of certain object details, and works with BGLComp 'airport' objects.

SBuilderX can display other details by a different process, and has extensive tools for work with CVX vectors.


BTW: To avoid confusion between file types used by ADE, and to distinguish between multiple FS versions in the forums here at FSDEV, it is best to not use arbitrary abbreviations for file / folder / project names.

ADE uses "_ALT" as to designate "Altitude" adjustment within FS' base infrastructure for airport BGL display.

"GP" can mean several different things in FS, and here at FSDEV; ADE uses that to designate FS-8 type G-Polys.

So it is best to specify via full text whether one refers to a 'G-Poly', and if so, always which type (FS-8 vs. FSX).

What if I want my project to remain where it is and all I want to do is take some forest imagery and map it onto my project leaving the project where it is.

It is too much hassle to move the entire project. I found that out when I moved it to where it is. I have to go in and reset all the GPs, WP, object alt., and everything else, it took me several days to get everything re-adjusted, and I'm still finding things that have to be 'fixed'. I don't want to have to go through all of that again.

Your project is certainly complex, and covers a rather large Geographic extent.

I intend to see what is occurring with your internally-assigned- versus "ARP-inherited"- Altitudes.

As for the roads that are missing, I did some testing last night and flew above the area, the roads showed up at a little over 1000ft above the area, but when I descend to below 1000ft, they just "blink" out.

Again, this is what FSX rendering engine displays when scenery is underneath the terrain 'ground' level surface.

There are no flattens under the area where the roads are, and as stated earlier, I loaded up a previously "working" ad4 file set and get the same results. I tried just deleting the roads and putting them back in, same results.

I'm starting to wonder if the updated NVIDIA driver is messing with things. I'm going to roll back my video driver and see if things return to normal.

While I do consider it an option to place your project on top of local terrain with variable altitude for non-RWYs, having no flattens under the area where the roads are may cause the FSX display anomaly of scenery objects appearing underground relative to local terrain Altitudes IRL.

The fact that the user aircraft spawns at the RWY underground when there are no flattens under the area where the roads are
raises questions as to whether you may have overlooked the ADE _ALT BGL mechanism for adjusting airport infrastructure within FSX.

https://www.fsdeveloper.com/forum/threads/exclusion-of-default-airport-question.453516/

https://www.fsdeveloper.com/forum/threads/ade-polygon-issues.16876/

https://www.google.com/search?q=site:+www.fsdeveloper.com+ADE+"_ALT"+BGL&client=firefox-b-1-d&sca_esv=039276c3d09015b6&ei=gd_BZ-zvI7q0ptQP0pGYkQE&ved=0ahUKEwistLyl4OaLAxU6mokEHdIIJhIQ4dUDCA8&uact=5&oq=site:+www.fsdeveloper.com+ADE+"_ALT"+BGL&gs_lp=Egxnd3Mtd2l6LXNlcnAiKHNpdGU6IHd3dy5mc2RldmVsb3Blci5jb20gQURFICJfQUxUIiBCR0xIAFAAWABwAHgAkAEAmAEAoAEAqgEAuAEDyAEA-AEB-AECmAIAoAIAmAMAkgcAoAcA&sclient=gws-wiz-serp


IIRC, when ADE concludes that BGL type is required to implement adjusting airport infrastructure within FSX, that ADE _ALT BGL is written into:

[FSX install path]\Scenery\World\Scenery

...and must be manually included with your file sets that you manually ZIP and link.


That is why I recommended you use ADE version 1.79x Project > Backup to make a ZIP of all ADE project files.

I can then see as needed, what is involved in a FSX project ...to facilitate "proper" display and troubleshooting.

GaryGB
 
Last edited:
Ok, Got the masking thing down, pretty easy. Now here's my issue. the area I'm working in is that large area down South of that island, it has a large dome in the center, there is a road leading up to the dome and a parking spot. Just a little way up that road is an intersection with a light pole there, now, the road displays up to that intersection, but it don't show anywhere below that intersection to the south, everything to the North shows fine, but as soon as you pass that intersection heading to the dome, the road just vanishes, and even the SBX Road Vector don't show. Now I know FSX has a "boundry" for how far it will display things such as roads, I figured that out a long time ago, so I know how far out that boundry reaches, the roads I'm talking about are far from that boundry point, and they used to show, but suddenly they don't except at high altitudes, at GL, they don't show. I've rolled back my video driver, but that had no effect, I've played around with the FSX sliders and none of them have any effect. So why do the roads just vanish suddenly after that intersection, but above it, they show fine all the way to the exit. :banghead: what the heck is going on?

I already had the "modified cfg" and didn't realize it, must have been put in when I installed either ADE or Sbuilder. But it's there. My file Explorer is no longer showing file dates (that stupid update screwed it up, waiting for MS to fix it). I'll re-zip everything and link it to you, I keep forgetting about ADE Backup thingy. I've always used a "flatten Exclusion" under the roads to help remove vegetation from the roads, it's always worked with no issues, but that doesn't seem to be the problem. As stated above, the roads only vanish after that certain point. this is also happening in other areas of the project that also used to work fine, even after the move from the original location. As I said earlier, I have an old "original" ad4 file set that "worked" with no issues, I loaded that file set up, and the problem still exists when it never did on that older file set, so something between when I started working on the PR scenery and the "old" version of the project is where the problem started. The old file set does not use the CXV road vectors or any modified terrain or GP-polys created with Sbuilder, it is just a standard ad4 project with no extras. That is why I kept that file set, just in case something went wrong, I could just go back and start over.
 
OK, Got the masking thing down, pretty easy.

Now here's my issue. the area I'm working in is that large area down South of that island, it has a large dome in the center, there is a road leading up to the dome and a parking spot. Just a little way up that road is an intersection with a light pole there, now, the road displays up to that intersection, but it don't show anywhere below that intersection to the south, everything to the North shows fine, but as soon as you pass that intersection heading to the dome, the road just vanishes, and even the SBX Road Vector don't show. Now I know FSX has a "boundary" for how far it will display things such as roads, I figured that out a long time ago, so I know how far out that boundary reaches, the roads I'm talking about are far from that boundary point, and they used to show, but suddenly they don't except at high altitudes, at GL, they don't show.

I've rolled back my video driver, but that had no effect, I've played around with the FSX sliders and none of them have any effect.

So why do the roads just vanish suddenly after that intersection, but above it, they show fine all the way to the exit. :banghead: What the heck is going on?

I can better interpret this anomalous display scenario when I have a ZIP of the current entire project file set.

I already had the "modified cfg" and didn't realize it, must have been put in when I installed either ADE or SBuilderX. But it's there.

AFAIK, only a 'normal' install procedure for SBuilderX (not pre-configured), with a 'prompt' offering to install the "Modified Terrain.Cfg",

...or a manual install of both SBuilderX (pre-configured by rhumbaflappy), and the "Modified Terrain.Cfg" from separately downloaded ZIPs,

...will actually result in one having the "Modified Terrain.Cfg" installed in FSX.


Please confirm on your current installation of FSX, when viewed in NotePad (do not edit and save !) :

[FSX install path]\Terrain.Cfg

...contains this entry at the top of the file:

"//------------------------------------------------------------------------
//This modified FS X terrain.cfg is the result of discussions among
// various scenery designers during testing of Flight Simulator X.
// The modifications are the work of
// Richard Ludowise and Luis F�liz-Tirado.
// November 2006
//------------------------------------------------------------------------
// Modifications include the following:
//
// - 3 new land class values added:
// 252-custom seasonal,
// 253-custom non-seasonal,
// 254-transparent
//
// - VTPLayerRenderPriorities
// changed 7=30000
// to 7=20000
//
// - all FS9 legacy shorelines 2-109 now have a GUID
// and a StripWidthMeters added,
// making them usable with Shp2Vec
//
// - wave effect removed from
// dry water body shorelines 10,28,37,64,100
//
// - wave effect added to
// lake urban perennial shoreline 41
//
// - legacy airport backgrounds (obsolete) 167-185
// changed FlattenMode=flat
// FlattenPriority=50000
// to FlattenMode=none
//
// - land class polygon white coral beach 192 now references
// coral texture, value 132
// instead of tansand, value 137
//
// - all default fs x hydro polygons 194-199 now reference
// non-rocky water, ocean_sea_large_lake_0
// instead of ocean_sea_large_lake, value 100
//
// - legacy water flatten and mesh-clinging water polygons 380-381
// now reference non-rocky water, ocean_sea_large_lake_0
// instead of ocean_sea_large_lake, value 100
//
// - added FS9-style land class polygons 383-385
// referencing
// 252-custom seasonal,
// 253-custom non-seasonal,
// 254-tranparent
//
// - added hydro polygon rockslope 386 that references
// rocky water, ocean_sea_large_lake, value 100
//
// - added wave effect without a shoreline texture, 387
//
// - added utility without grass corridor, 388
//
//------------------------------------------------------------------------"


My file Explorer is no longer showing file dates (that stupid update screwed it up, waiting for MS to fix it). I'll re-zip everything and link it to you, I keep forgetting about ADE Backup thingy. I've always used a "flatten Exclusion" under the roads to help remove vegetation from the roads, it's always worked with no issues, but that doesn't seem to be the problem. As stated above, the roads only vanish after that certain point. this is also happening in other areas of the project that also used to work fine, even after the move from the original location.

As I said earlier, I have an old "original" ad4 file set that "worked" with no issues, I loaded that file set up, and the problem still exists when it never did on that older file set, so something between when I started working on the PR scenery and the "old" version of the project is where the problem started. The old file set does not use the CXV road vectors or any modified terrain or GP-polys created with SBuilderX, it is just a standard AD4 project with no extras. That is why I kept that file set, just in case something went wrong, I could just go back and start over.

I can better interpret this anomalous display scenario when I have a ZIP of the current entire project file set.

I will be on the road again today, and shall look at this upon my return this evening. :cool:

GaryGB
 
Last edited:

This is the entire project file set. I put a GP_line in there to show you where the road disapears. Now the line will not show when you look at it in FSX, lines have a smaller boundry than roads do. But it shows in the project, it's there as a reference to show you where the roads vanish, this point is not the same throughout the project either, in some areas it's further below the line, and some areas it's further above the line, the line only shows where the roads vanish in the 'Dome' location.

As for my .CFG, it looks exactly like what you showed, It says 'Modified CFG".


I zipped EVERYTHING ,including my 'work' folder with all the Sbuilder files in it. I really hope you can figure out why my road boundry has shortened from what it used to be. I'm just lost trying to figure it out, something has truly gone AWOL here.
 

This is the entire project file set. I put a GP_line in there to show you where the road disapears. Now the line will not show when you look at it in FSX, lines have a smaller boundry than roads do. But it shows in the project, it's there as a reference to show you where the roads vanish, this point is not the same throughout the project either, in some areas it's further below the line, and some areas it's further above the line, the line only shows where the roads vanish in the 'Dome' location.

As for my .CFG, it looks exactly like what you showed, It says 'Modified CFG".


I zipped EVERYTHING ,including my 'work' folder with all the Sbuilder files in it. I really hope you can figure out why my road boundry has shortened from what it used to be. I'm just lost trying to figure it out, something has truly gone AWOL here.

I had a moment to check the download before "I" depart for the afternoon (...her delayed departure; just like 'flying' IRL:laughing:).


I do not see the SBuilder Exchange (*.SBX) file in the file set just linked. :alert:

One must recall an ADE *.AD4 file contains all the CVX vectors- but airport XML- and non-CVX scenery BGLs- do not.

Likewise, an SBuilderX *.SBX file contains all the CVX vectors- but a project *.SBP and non-CVX scenery BGLs- do not.

I plan to take a look at the (full set of) actual files later today.

[EDITED]

I compiled the *.AD4 and put all BGLs into a \Scenery sub-folder under a Top-folder, and added it as a 'Area' to FSX.

FYI: I always "un-check" prior builds linked via Area layers, so they do not interfere in FSX rendering of new builds.


NOTE: Your ADE-GP is missing the mapped texture for the "RED" color; can you ZIP it ...and link it, please ?


In FSX it looks like you made some nice progress, with cleaned up geometry rendering now at AGL ...and not AMSL. :)


BTW: Using Patrick Germain's CvxExtractor, I did extract CVX vector *.SHPs from the ADE CVX vector BGL. :pushpin:

I also output a *.BLN, then examined it in NotePad++. :idea:

You may wish to do the same, and note the mix of assigned Altitudes for the CVX vector objects.

We can sort out what the assigned Altitudes for CVX vectors mean- and whether they must be edited- upon my return.

[END_EDIT]

GaryGB
 
Last edited:
I didn't use a red texture file, I took the actual "map" file and used Photoshop to tint it then just resaved and recompiled it. A lot easier that way, and it works with no problems. I must have forgot to click on my SBX file when I added it to the ZIP. Sorry bout that, keyboard acts up sometimes. I'll just add the file to the ZIP and resend it, everything else should be there. I didn't use any textures for tinting the land, I just used Photoshop and used a pattern stamp, lowered the opacity and pretty much just "painted" over the map image with the "mars" image as a pattern. that way it left the original topography of the land but gave it the "martian" look I wanted. Actually looks pretty good. I'll include the image files and the BGL with the zip so you can take a look at it. Now I made a mask layer, but the ad4 file I sent didn't have the land class on it, so I'll just make another backup of the ADE project with the changes, that way you can see the martian landscape and how it looks.
 
These are the new files. I included the JPG image file I used for the texture tinting. It has no bearing on the operation of the file set, I just put it there for you to see what I used to get the martian coloring. I touched it up a bit as it was slightly blurry when I downloaded it from the NASA website. It is an actual photo after all. I added a little brightness and contrast, and adjusted the color balance along with sharpness to get it just right.

I am going through and cleaning up all the misaligned vectors, I'm working in sections using the grid, so there are still some that haven't been done yet, most of the North sections have been done, I'm working on the Mid sections at the moment. It's tedious work, but not so bad as long as I use a grid to know where to line up the vectors and keep track of where I have worked. A lot of this is getting easier to do now that I know some of what I am doing. Thanks to your guidance. I've learned a lot and it's actually getting to be a bit fun to do.
 
Last edited:
I can't find an answer to this in the manual, Does Sbuilder have a way to shape maps to conform to the area you want to place it?
 
NOTE: Your ADE-GP is missing the mapped texture for the "RED" color; can you ZIP it ...and link it, please ?

I didn't use a red texture file

ADE, of course, shows any GPs in the project via its List of GPs:

ADE_KWR1_ADEX_TT_ALT_ad4_GP_List.jpg


This info is shown when MCX imports the KWR1_ADEX_TT_ALT_GP.bgl file output when ADE compiles the *.AD4 file.

MCX_KWR1_ADEX_TT_ALT_GP_bgl.jpg


MCX_Material_Editor_Texture_Map_KWR1_ADEX_TT_ALT_GP_bgl.jpg


Note that the file name of the mapped texture is: "GP_RED_20F.bmp".

I find more than (1) version of this texture in ADE related content from as recently as 2017, ex:

[Airport Design Editor 1.79 Dev install path]\Textures sub-folder chain

SDK ImageTool shows the mapped texture to be DXT3, with an Alpha channel ...and (7) MIPMAPs:

SDK_ImageTool_MCX_Material_Editor_Texture_Map_KWR1_ADEX_TT_ALT_GP_bgl.jpg


MCX G-Poly Wizard shows an internal Geographic placement instruction set in the BGL code:

MCX_G-Poly_Wizard_KWR1_ADEX_TT_ALT_GP_bgl.jpg


Google Earth shows here the placement coordinates actually are:

GE_KWR1_ADEX_TT_ALT_GP_bgl.jpg


I took the actual "map" file and used Photoshop to tint it then just re-saved and recompiled it. A lot easier that way, and it works with no problems. I must have forgot to click on my SBX file when I added it to the ZIP. Sorry bout that, keyboard acts up sometimes. I'll just add the file to the ZIP and resend it, everything else should be there. I didn't use any textures for tinting the land, I just used Photoshop and used a pattern stamp, lowered the opacity and pretty much just "painted" over the map image with the "mars" image as a pattern. that way it left the original topography of the land but gave it the "martian" look I wanted. Actually looks pretty good. I'll include the image files and the BGL with the zip so you can take a look at it. Now I made a mask layer, but the ad4 file I sent didn't have the land class on it, so I'll just make another backup of the ADE project with the changes, that way you can see the martian landscape and how it looks.

I shall check out those files, now that I have returned to "a real computer".

GaryGB
 
Last edited:
These are the new files. I included the JPG image file I used for the texture tinting. It has no bearing on the operation of the file set, I just put it there for you to see what I used to get the martian coloring. I touched it up a bit as it was slightly blurry when I downloaded it from the NASA website. It is an actual photo after all. I added a little brightness and contrast, and adjusted the color balance along with sharpness to get it just right.

I am going through and cleaning up all the misaligned vectors, I'm working in sections using the grid, so there are still some that haven't been done yet, most of the North sections have been done, I'm working on the Mid sections at the moment. It's tedious work, but not so bad as long as I use a grid to know where to line up the vectors and keep track of where I have worked. A lot of this is getting easier to do now that I know some of what I am doing. Thanks to your guidance. I've learned a lot and it's actually getting to be a bit fun to do.

It is good to see the CVX vectors being revised, that should help with optimizing performance and resolving anomalies.

Having "fun" with FS Development is critical to ongoing creativity, productivity, and quality of life while 'working'.


I can't find an answer to this in the manual, Does SBuilderX have a way to shape maps to conform to the area you want to place it?

That is done via Masks, either or both of a Blend or Land-Water type.

In reality, FS SDK maps everything in variably-sized TMF Quad Grid, rectangular layers ...stacked on top of each other.

One might envision stacked Quad tile layers like Cels in a graphics project; what we see is from the top of the stack.

Interposed Masks in layers enable / disable display as a final render of the cumulative imapct of stacked layers.

Mask "shape" is the result of an object on a rectangular Quad "Cel" with various graphic content on its extent.

A circle-shaped object will still be a circle displayed as pixels mapped onto part of (1) or more adjacent Quad "tiles".

GaryGB
 
Last edited:
There won't be a texture nor will there be a G-Poly the red coloring is simply done by editing the MAP file before compiling.

Now, I have weird problem, I added another PR scenery and I need to adjust the calibration on it, I had no problems with the other 2, but the 3rd one won't let me select it individualy, only by selecting all maps will it select, but I can't edit it to adjust it or delete it and start over for that matter. It is covering too much area and needs adjusted. I can take it out of the loading, but I need to remove it from the SBX project so I can re-do it, but I can't select it.
 
There won't be a texture nor will there be a G-Poly the red coloring is simply done by editing the MAP file before compiling.

I shall study this object later, looking at its SCASM / ASM code to determine Geographic coordinates of its (4) corners.

Now, I have weird problem, I added another PR scenery and I need to adjust the calibration on it, I had no problems with the other 2, but the 3rd one won't let me select it individually, only by selecting all maps will it select, but I can't edit it to adjust it or delete it and start over for that matter. It is covering too much area and needs adjusted. I can take it out of the loading, but I need to remove it from the SBX project so I can re-do it, but I can't select it.

With multiple overlapping objects in SBuilderX' workspace, it is difficult to select a specific object, even if zoomed in.

Unfortunately, SBuilderX does not provide a 'layers' dialog like Sketchup ...with a checkbox to enable / disable display.

In that scenario, first make a *.SBX and *.SBP backup of the project with all of the overlapping objects together.

One must then export more than (1) additional *.SBX and *.SBP, each labeled with a single object that displays in each project version, after having deleted all but (1) object in each such project where there is overlapping objects.

Thus, we should end up with (1) object per project ...in a 'overlapped' section of the workspace display port for objects.

Load (1) project version at a time and process those single objects ...individually.

GaryGB
 
I tried that, didn't work, something went wrong and SBX locked the map in place, so I did the next best thing, I just loaded up one of the backup files at a time before I added the new map to get rid of it. Everything is back to normal again. Thank god for backups. they may fill up your directory, but they are worth it when you "goof" up someplace. I'll explain how I did the coloring. I went through the process of creating my PR scenery. When I got to adding the map from background, I went ahead and created the map, But before I compiled the project with the map, I went to the SB15/tool/work folder and loaded the BMP map file into Photoshop, I didn't change anything as far as resolution or anything. I simply took one of the "mars" photos, loaded it into photoshop, changed the size to 512x512 pixels to make it larger. Once I touched up the photo, I created a layer of the photo. I then dragged that layer over the MAP image, resized the Mars photo image to fit the Map photo, adjusted the opacity of the mars photo to allow the Map texture to bledn through the Mars photo. I then merged both layers into one and re-saved the Map image to my work folder on my desktop,(photoshop won't save to a system folder) , copied and pasted the 'new" created map file into the SB15/tools/work folder replacing the current one. Went back to Sbuilder (never closed it, just left it waiting to compile the map) selected all maps, then went to compile. Since SBX compiles from the map file in in its work folder (the one I just modified), the created BGL will now have the Mars image blended in with the original map image. I've done it several times now and it works perfectly. There is another way, but involves creating a pattern in photoshop, but those are somewhat difficult to create properly. So just overlaying the two images works better and is a lot easier. I figured out how to do this just by playing around with it. I can even just completely replace the map image with the Mars image by simply leaving the opacity at 100% which just covers up the current background in the image. That works too as I just did that with the second PR image I placed in the project. there's always some sort of shortcut for something, you just have to figure out what it is. I wish FSX had better resolution detail though.
 
Is FS2024 backwards compatible with FSX? Would I still be able to use my addons with FS2024? I would like to upgrade. I'm upgrading my GPU next month to a GTX980 which is the next one up from mine which is more powerful than the 960.
 
These are the new files. I included the JPG image file I used for the texture tinting.

So, what combination do I load these BGLs to see the intended display ?

There are (2) BGLs in the \Scenery sub-folder out of the ZIP.

Do I also need to locally compile the ADE project and add all those BGLs to the above cited \Scenery sub-folder ?

Or do I keep the ADE locally compiled BGLs separate from the (2) BGLs in the \Scenery sub-folder out of the ZIP ?

< Hah ...'gotcha', more than (1) question for you, in one of my own posts. > :rotfl:

GaryGB
 
Last edited:
Is FS2024 backwards compatible with FSX? Would I still be able to use my add-ons with FS2024?
I would like to upgrade.

Lets just say that you should save the FSX source files and projects in their entirety.


CVX vector *.SHP files can be loaded in MSFS24 SDK DevMode Scenery Editor as 'primitives' containing vectors.

Those 'primitive' objects can then updated via assigning MSFS "Properties", which modify the internal *.SHP file.


Patrick Germain's Airport To Project utility (aka "ARP2PROJ") can import and convert FSX as well as MSFS Airport BGLs.

It can then output MSFS scenery project folders / file sets

https://www.fsdeveloper.com/forum/t...mall-app-to-help-you-draft.450344/post-866065


MCX imports FSX G-Polys, MDLs, scenery library object BGLs, and scenery library object placement BGLs.

MCX can then convert those to MSFS glTFs, 'ModelLib' scenery library object BGLs, and outputs MSFS scenery project folders / file sets.


So, you will save work by saving backups, then learning how to process them for use in MSFS 2020 / 2024. ;)

I'm upgrading my GPU next month to a GTX980 which is the next one up from mine which is more powerful than the 960.

I will check to see if that would be a sufficient step up in performance for MSFS, and reply tomorrow.


AFAIK, GTX 980 "Ti" version may be a better entry level card than GTX 980 basic to work with demands of MSFS' SDK DevMode GUI:

https://pc-builds.com/fps-calculator/result/0Fn0LD/1Z/microsoft-flight-simulator/

GaryGB
 
Last edited:
I was planning on the TI version, it's a much better card. I most likely won't upgrade the sim for a while though. I have to replace a couple of my memory sticks, I have one that's failing and one that already did. I'm running 12GB right now, but soon will be down to 8GB once the other stick fails. Not too mention I have a bad USB port and have to replace my MB as well (for the third time mind you) If it wasn't so much trouble, I'd just shelf this machine and get a whole new one, but I don't have install programs or discs for a lot of my programs and since I upgraded from win10 to 11, I would have to purchase win 11pro because most new machines come with win11 home. It may be next year before I upgrade the sim.
 
Back
Top