• 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

GIMP is a good full-featured graphics application, but it's Python based code is often slow compared to other graphics applications such as PhotoShop, Corel PhotPaint or PaintShop Pro, Paint.Net etc.


It would be a reasonable test to use GIMP as is so well illustrated step-by-step in the Tiberius et al tutorial archive "How to create photoreal scenery for FSX" I previously linked for you.

http://web.archive.org/web/20131008...50762-How-to-create-photoreal-scenery-for-FSX


PS: Be sure to review the info I posted previously regarding internal graphic file format options ts avoid when exporting BMP and TIFF to ensure full compatibility with FS2Kx SDK source file requirements.

https://www.fsdeveloper.com/forum/t...mountain-using-ade-for-fsx.459364/post-931917

PhotoShop CS6 is old enough that it was one of the graphics applications that had a notorious 'gotcha' when creating BMPs that were incompatible with FS2Kx SDK.

https://www.fsdeveloper.com/forum/t...gimp-2-i-still-dont-get-it.445375/post-822307

GaryGB
 
Last edited:
I noticed that, especialy when using Hi-Res BMPs. Usually with those types of images I have to import them into Paint as a PNG and then convert them over to BMP ,PS won't even let me save a Hi-Res PNG as a BMP. I did manage to get the Blendmask to work, but it's completely opposite of what I expected. It seems that the areas I cover in Gray/Black, allow the PR to blend in with the Default terrrain, and the areas I don't pain gray/black, allow the default or LC to show up, but you loose all of the PR scenery in those areas. This is ok, but not exactly what I wanted. It will do though. Now it's just a matter of flying over the area and marking the areas where I want to place the LC since there is no way to overlay the ADE image over the PR to know where to put things.
 
I noticed that, especially when using Hi-Res BMPs. Usually with those types of images I have to import them into Paint as a PNG and then convert them over to BMP ,PS won't even let me save a Hi-Res PNG as a BMP. I did manage to get the Blendmask to work, but it's completely opposite of what I expected. It seems that the areas I cover in Gray/Black, allow the PR to blend in with the Default terrain, and the areas I don't pain gray/black, allow the default or LC to show up, but you loose all of the PR scenery in those areas. This is OK, but not exactly what I wanted. It will do though.

Now it's just a matter of flying over the area and marking the areas where I want to place the LC since there is no way to overlay the ADE image over the PR to know where to put things.

ADE has memory limitations, and requires one to swap between numerous background images (ex: lossless LZW-compressed ?) PNGs

For ADE, see:

https://www.fsdeveloper.com/forum/threads/tutorial-connecting-ade-to-the-flight-simulator.429858/


For SBuilderX, see:

Help Menu > Help > SBuilderX Help > {Search} tab > query string: Aircraft > View Menu > Show Aircraft

Load Google Satellite imagery background in SBuilderX 'under' your Appended project CVX vectors, so you can place scenery library objects.


For Google Earth Desktop Edition: To display your project over aerial imagery, Open your CVX Vector derived ESRI *.SHP files.

Once opened / saved to My Places, Select / set properties for .SHP object color to a desired transparency, and save the edits.

Set PushPin Placemarks at vertices of rectangular PR LC or custom shaped LC CVX vector areas; save / export them as a *.KML file.

Process the (EPSG:4326 projected) *.KML via rhumbaflappys KML2BLN; Append to SBuilderX as position guides or CVX vector 'primitives'.

https://www.fsdeveloper.com/forum/threads/kml2bln.310230/post-497137


You may wish to use a 2nd / 3rd monitor off your GTX 960 video card ports for static non-FSX application display of ADE / SBuilderX. :idea:

I used old Dell monitors from a thrift shop for this until I recently bought (2) new Asus 24 inch monitors for each side of my Asus 32 inch.

GaryGB
 
Last edited:
I've figured out a way to do it. I basicaly just take a screenshot of my ADE project. Import that into Photoshop, zoom in to the area I want to work in, load up the Map BMP then create a new layer, cut out the area in my KWR1 image that I am working in, paste that area into the new layer and set the transparancy to about 50%, you can now see the Map under the KWR1 image, now all I have to do is create my blendmask, and start masking the areas I want and they will pretty much match up with the KWR1 image once I compile everything. I figured out that when I create the 'gray(8) blendmask, everything that is transparent will turn out as pure black, this completely blocks out the PR showing the LC underneath. Now I can just go in and paint any area of the LC I don't want to show,gray or white. this will either blend the PR with the LC or just allow the PR to show. This allows me to sort of 'blend' the area with the surrounding areas giving it that realistic transition from one land texture to the other instead of just suddenly going from one to the other. So far this has been working Once I have everything in place all I have to do is 'tweak' things to get it the way I like it. It's getting pretty easy to do now that I figured out how the blendmask works. I was doing it right, I just didn't realize that the transparency create a sort of 'hole' in the PR that allows the underlying LC to show through. the only thing I can't do is have 3D mesh terrain (ie:LC) display with the PR except by using the Annotator which only allows vegetation. That works out fine, I can create the 'holes' and place my 'towns' and such in that hole and it works fine. I pretty much have it where I want things.

Now can someone please explain to me, how the heck can you create a poly that is above the 5000ft ground level of the project? I can create polys that are LOWER than the Ground Level, but not ABOVE. It seems to 'cap out' at the 5000ft altitude. I would up just putting a flatten under the entire area because I can't make roads go up any areas that are actually higher than the ARP. All roads just cut a trencch at the 5000ft level and then vanish inside any area above the ARP. I don't like having to use a flatten because it takes away the land contours. I guess this goes back to the original reason this whole thread was started, 'making a landable mountain' ,Never have figured that one out yet. You'd think that if you can make an area LOWER than the ARP and then use polys under the roads at various rising alts up to the ARP, that you could do the opposite. But I tried, it don't work. You just can't create anything above the ARP level.
 
I've figured out a way to do it. I basically just take a screenshot of my ADE project. Import that into Photoshop, zoom in to the area I want to work in, load up the Map BMP then create a new layer, cut out the area in my KWR1 image that I am working in, paste that area into the new layer and set the transparency to about 50%, you can now see the Map under the KWR1 image, now all I have to do is create my Blendmask, and start masking the areas I want and they will pretty much match up with the KWR1 image once I compile everything. I figured out that when I create the 'gray(8) Blendmask, everything that is transparent will turn out as pure black, this completely blocks out the PR showing the LC underneath. Now I can just go in and paint any area of the LC I don't want to show, gray or white. This will either blend the PR with the LC or just allow the PR to show. This allows me to sort of 'blend' the area with the surrounding areas giving it that realistic transition from one land texture to the other instead of just suddenly going from one to the other. So far this has been working. Once I have everything in place all I have to do is 'tweak' things to get it the way I like it. It's getting pretty easy to do now that I figured out how the Blendmask works. I was doing it right, I just didn't realize that the transparency creates a sort of 'hole' in the PR that allows the underlying LC to show through.

That is how graphics applications implement transparency: via a extra layer or channel which is referred to as an Alpha Channel.

I do this with texture images of Trees and/or Grass.

Remembering that BMPs only allow (1) extra channel or layer beyond the original visible image itself, TIFF (which allows multiple extra channels / layers in a file) became preferred to allow for creation of (2) extra channels or layers to co-exist with the original visible image itself when compiled into a BGL.

The only thing I can't do is have 3D mesh terrain (ie: LC) display with the PR except by using the Annotator which only allows vegetation. That works out fine, I can create the 'holes' and place my 'towns' and such in that hole and it works fine. I pretty much have it where I want things.

IIUC, you refer to default or custom CVX vector LC polygons with 'native-to-the-tile' Autogen annotation showing through to the top.

AFAIK,that may still be possible, as it is sometimes seen; but it is unpredictable as to when it works; I am not yet certain how to "force it".

Now can someone please explain to me, how the heck can you create a poly that is above the 5000 ft ground level of the project? I can create polys that are LOWER than the Ground Level, but not ABOVE. It seems to 'cap out' at the 5000ft altitude. I wound up just putting a flatten under the entire area because I can't make roads go up any areas that are actually higher than the ARP. All roads just cut a trench at the 5000 ft level and then vanish inside any area above the ARP. I don't like having to use a flatten because it takes away the land contours. I guess this goes back to the original reason this whole thread was started, 'making a land-able mountain. Never have figured that one out yet. You'd think that if you can make an area LOWER than the ARP and then use polys under the roads at various rising alts up to the ARP, that you could do the opposite. But I tried, it don't work. You just can't create anything above the ARP level.

DO NOT use Airport Background Polygons that have a 'Flatten' attribute; these are linked to any local ARPs.

DO NOT use Airport Background Polygons that have a 'MaskClassMap' attribute; these are linked to textures with no Autogen annotation.

DO NOT (if possible) use Airports or Helipads as these have ARPs which are linked with / assign all local AB Flatten Polygon Altitude.

Do use saved Flight (*.FLT) file instead of airports with ARPs.


I plan to perform tests to refresh my memory on which CVX vectors defined in default or Modified Terrain.Cfg work independent of ARPs.


You "should" be able to display:

* Default or custom CVX vector LC polygons with 'native-to-the-tile' Autogen annotation showing through to the top of custom PR LC

* Default or custom CVX vector LC polygons as 'mesh-clinging' with Altitudes showing such objects on the top of custom PR LC


I recommend a review of the FSX SDK Docs regarding CVX Vector objects compiled by SDK SHP2VEC, defined in the Terrain.Cfg file:

https://learn.microsoft.com/en-us/p...msdn.10)?redirectedfrom=MSDN#the-shp2vec-tool

https://learn.microsoft.com/en-us/previous-versions/microsoft-esp/cc526968(v=msdn.10)

https://learn.microsoft.com/en-us/previous-versions/microsoft-esp/cc526967(v=msdn.10)


Note that the CVX Vector GUID references designate object types that require 3D vertices, and what happens if Altitude is not specified.

GaryGB
 
Last edited:
My problem is that I have certain areas designated as 'villages' that need some sort of flatten to prevent buildings (in this case huts) from embedding themselves into mountain and hills, also, since two of these 'villages' are set in areas that are below the GL ARP, (this is intentional) I had to use a flatten and place it at about 50ft below the airport alt. then placing polys under the roads to gradually slope the road up from the 4950ft up to the 5000ft level. Polys were needed to accomplish this. I'm still going to keep looking into displaying CVX LC on top of PR LC, but as I have the time to do so. It will take a lot of experimenting to even see if it can be done. So far, I have things working satisfactory the way I have it now. And yes, I did some reading up on the different image formats, and it appears that most people prefer the .TIF format because of its multi-layering and it's versitility, and its smaller file size. It's (besides PNG) the only file format that allows control of transparency and color adjustments. I wish you could use TIF as the actual map file, but I tried that and it won't compile. BMP is good for images, but you tend to loose some of the resolution in Hi-Res images, PNG lets you retain the resolution, but, FSX don't like PNG images, it only likes BMP or DDS.
 
My problem is that I have certain areas designated as 'villages' that need some sort of flatten to prevent buildings (in this case huts) from embedding themselves into mountain and hills, also, since two of these 'villages' are set in areas that are below the Ground Level ARP, (this is intentional), I had to use a flatten and place it at about 50ft below the airport alt., then placing polys under the roads to gradually slope the road up from the 4950ft up to the 5000ft level. Polys were needed to accomplish this.

Please set a Yellow PushPin Placemark in Google Earth for each 'village', save a KML for each, ZIP and link them, so I can test these.

I'm still going to keep looking into displaying CVX LC on top of PR LC, but as I have the time to do so. It will take a lot of experimenting to even see if it can be done. So far, I have things working satisfactory the way I have it now.

Are you referring to CVX vector 'display' as:

* terrain mesh-clinging on the top of custom PR LC ?

...or:

* 'native-to-the-tile'- or 'native-to-the-polygon'- Autogen annotation showing through to the top of custom PR LC ?

...or:

* Both of the above ?

And yes, I did some reading up on the different image formats, and it appears that most people prefer the .TIF format because of its multi-layering and it's versatility, and its smaller file size. It's (besides PNG) the only file format that allows control of transparency and color adjustments. I wish you could use TIF as the actual map file, but I tried that and it won't compile. BMP is good for images, but you tend to lose some of the resolution in Hi-Res images, PNG lets you retain the resolution, but, FSX doesn't like PNG images, it only likes BMP or DDS.

When you use the term "Map", are you referring to having a TIFF displayed as a background Map in SBuilderX workspace ?

If so, according to SBuilderX Help file, that actually can be done; see:

SBuilderX Menu > Help > {Search} tab > query string: TIF > [List Topics] > Custom Ground Textures > Custom Ground Textures

"Custom Ground Textures​

To make custom (photo-real) ground textures, you can use the following as sources:

* any aerial or satellite image for which you have Geo-referencing information (coordinates and pixel widths)

* any GeoTIFF image (that already contains Geo-referencing information within the image file)

* the SBuilderX image server tiles"


Note that non-GeoTiff image files must be used with a Geo-referencing *.TXT file (like those SBuilderX makes for downloaded tiles).

Also, for all other files to be used via Add Map > From Disk... one must "make sure that the Map Name begins with "Photo" or SBuilderX will not be able to recognize this Map as a source for custom ground textures"


Note as well that you can edit the SBuilderX.INI file to set custom parameters to be used whenever a *.INF file is created for PR LC BGLs.


I always use maximum size and resolution for those BGLs, so my INFs always have this as the last line in [Destination]:

CompressionQuality = 100 (...rather than the default setting of CompressionQuality = 85)


Resulting BGLs may appear sharper, but will have an approximately 110 % bigger footprint size on disk.


Additionally, one may configure a higher TextureMaxLoad setting in the FSX.Cfg file (ex: 4096), and maintain that setting with a FS utility.


GaryGB
 
Last edited:
So if I add that line to the INF file, it will increase the resolution of my 'MAP' image? As for using a non-GeoTIFF image, could I create a normal map, then copy those parimeters, then take 'my' image and add it as a map from disk, then create an inf file using the parimeters from the 'map' I created earlier, then just compile the map with resample as long as I use the parameters from the original map? Does the image have to be in TIF or can they be in BMP format? FSX just doesn't seem to like any other format other than BMP, I tried using TIF but even if I get resample to compile the image, when I try to load the BGL into FSX, it either don't display at all, or FSX just crashes and shuts down. Everything works fine as long as my images are in BMP format. It could be my GPU can't handle the increased resolution though. I'm finding there's a lot this older GPU can't handle, can't wait to upgrade the darn thing. I will either go with the GTX980 or a GTX1080, those are the GPUs that everyone on other sites seem to recommend for those on a budget.
 
So if I add that line to the INF file, it will increase the resolution of my 'MAP' image?

No; the perceived visual quality / clarity increases if no compression is used for SDK Resample-compiled BGLs (even though the method is "good").

Resolution is expressed in Meters on the ground mapped to a pixel in the image (aka "Meters/pixel")


BTW: SDK Resample is very smart software:

Open an imagery BGL in SDK TMFViewer and navigate Menu > View > Level of Detail (expressed as LOD, which is 'true' internal image resolution)

'Bold' LODs are what SDK Resample was actually 'willing' / 'able' to make based on actual (not 'stated') resolution of an imagery source file.

That is, if SDK Resample was otherwise not restricted by the INF file LOD parameter values

As for using a non-GeoTIFF image, could I:

* create a map normally ('normal map' has another meaning in FS Development; let's reserve this expression for only that use :alert:)

* copy those parameters

* then take 'my' image and add it as a map from disk

* create an inf file using the parameters from the 'map' I created earlier

* compile the map with resample as long as I use the parameters from the original map?

No; we must Geo-reference each image manually if that info is not in an accompanying (ex: *.TXT) or XML 'metadata' file ...or a "World" *.TFW file.

Geo-Tiffs already have all Geo-referencing inside the digital header of the file, and/or in other files that are part of the GeoTiff "meta-file" set.


Geo-reference image files in SBuilderX via the "Calibrate" feature; output results in a *.TXT file within [SBuilderX install path]\Tools\Work sub-folder:

SBuilderX Menu > Help > {Search} tab > query string: Calibrate > [List Topics] > Working with Maps > Map calibration

Does the image have to be in TIF or can they be in BMP format?

FSX just doesn't seem to like any other format other than BMP, I tried using TIF but even if I get resample to compile the image, when I try to load the BGL into FSX, it either doesn't display at all, or FSX just crashes and shuts down. Everything works fine as long as my images are in BMP format. It could be my GPU can't handle the increased resolution though.

As stated in the SBuilderX Help file quote above, SDK Resample accepts multiple graphical imagery source file types as input along with an INF file.

https://learn.microsoft.com/en-us/p...sdn.10)?redirectedfrom=MSDN#the-resample-tool


FYI: The GeoTIFF GIS graphic file format is 'easier' to use, as it requires a less complex INF file when used with ollyau's GeoTiffToInf utility: :idea:

https://www.fsdeveloper.com/forum/resources/geotiff-to-inf.119/

I'm finding there's a lot this older GPU can't handle, can't wait to upgrade the darn thing. I will either go with the GTX980 or a GTX1080, those are the GPUs that everyone on other sites seem to recommend for those on a budget.

Although the GTX 980 was a popular video card model for FS9 and FSX, P3D and MSFS do better with the 1080 ti, if price is currently a major issue.

Shop for a used video card online or at small computer repair shops; you 'may' find a more powerful video card model at the same price as a 1080 ti.

GaryGB
 
Last edited:
I have some weird problem now, all of a sudden, (made no changes or anything) I just loaded up the sim, and low and behold, I'm missing roads, autogen,objects, etc.. nothing is where it is supposed to be, I made no changes, just loaded it up, it was working around 9am perfectly, now nothing is correct, roads vanishing or below ARP now, objects dissappearing, etc.. what is going on?
 
Everything is just vanishing little by little, the only way to resolve it is to go back to having a flatten under the whole project, which of course eliminates any normal ground contours, but, at this point I either have a serious GPU problem, or a serious FSX problem. Nothing is displaying correctly, sometimes it does, but most of the time it don't. I'm just going back to a plain ole flat area and forget all this land contour and stuff. It's causing more and more problems every day now it seems. Until I can purchase a new GPU, I'm placing all of this on hold. I'm now concerned that my GPU may actually be failing and there is no use trying to fix something that may or may not be broken. This started TODAY right after around 9am. I did no modifications to ANYTHING in the project, just loaded it up like normal ,tried to fly over some areas to get an idea of where I wanted to place some stuff later on, and noticed things just missing, roads going into mountains and dissappearing, roads not even there or at some ridiculous ALT. Textures no longer showing up correctly, all sorts of things just suddenly starting happening, all right after 9a this morning (EST). I've scanned for viruses, malware,pups, etc..., system is clean. Deleted and recreated all ADE files, didn't help, same thing. I can only conclude now that something in the system is failing and may completely fail any time now. I may need to go back to my old AMD 6800 until I can get a new GPU. So for now, everything is on hold. I'm shutting the system down until I can get it checked out by a professional to see what is going on.
 
Hi Tom:

Un-check the default FSX Addon Scenery Area layer, and all other 3rd party / non-FSX default Area layers (including all known Area layers containing files related to your current project and also including the ADE "_ALT BGL" in [FSX_install_path]\Scenery\World\Scenery in the Scenery Library).

Does FSX now run and appear "normal" ?

GaryGB
 
Last edited:
Nope, that was the first thing I tried. For some reason if I take off from RWY 18 ,everything is screwed up, roads vanish,alts are messed up,objects appear at wrong alt. If Itake off from the other RWY (36) things look normal. I tried deleting the start for RWY 18 and putting in a new one, same thing. Like I said, this all started this morning around 9am my time.
 
Last edited:
I don't know, it's completely not working now. None of my PR are showing, objects are GONE, roads are GONE, nothing is there now, just a blank slate. I'm going to try putting a flatten under the entire thing and see what results I get, if that don't work, then I am going to assume my GPU is failing and may soon just quit completely.
 
If you ZIP and link your AD4, SBP and SBX files, I may be able to see what it renders like on my FSX installation (now loading only FSX' default files).

GaryGB
 
I'll see if I can zip those files for you, I can't get anything to show up now. It's like nothing is getting rendered now.
 
I was right, it was my GPU. I had it looked at and I was told my GPU fan had stopped working and the GPU was overheating causing spontaneous abnomalies to happen in my graphics processing. they replaced my Fan for me and so far it seems to be working, I'll let you know after it has had time to heat up.
 
I know you answered this before, but I can't find that part of the thread, what QMID is the grid in ADE? I need to match it up with SbuilderX so I can precisely place objects in the areas I want them.
 
Glad your CPU survived some overheating. :-)

In these situations where cooling has failed, a GPU chip will throttle down to minimize heat output, so graphics / video performance is limited.

Perhaps you will see a substantial performance boost now that GPU cooling has been restored. :wizard:


Regarding your ADE Grid query:

Click the Search 'Magnifying Glass' icon at top right of the forum web page.

Keyword: Grid

Posted by: Tomt478


The FSDEV Search feature is ;wimpy;; more often, I use a query string like the one seen in this search at Google:

https://www.google.com/search?q=site:+www.fsdeveloper.com+GaryGB+Tom478+ADE+Grid&client=firefox-b-1-e&sca_esv=5f71ebaa1edf03b4&channel=entpr&ei=K4TZZ4r5GeeHw8cPuMCr8Aw&ved=0ahUKEwjKuv7H7JOMAxXnw_ACHTjgCs4Q4dUDCBA&oq=site:+www.fsdeveloper.com+GaryGB+Tom478+ADE+Grid&gs_lp=Egxnd3Mtd2l6LXNlcnAiMHNpdGU6IHd3dy5mc2RldmVsb3Blci5jb20gR2FyeUdCIFRvbTQ3OCBBREUgR3JpZEiqtQJQsQdY3qICcAF4AJABAJgBpwGgAbYtqgEFMTguMzO4AQzIAQD4AQGYAjCgApYswgINEAAYgAQYsAMYQxiKBcICDhAAGIAEGLADGLEDGIMBwgIIEAAYgAQYsAPCAgsQABiABBiwAxixA8ICERAAGIAEGLADGLEDGIMBGIoFwgIOEAAYsAMY5AIY1gTYAQHCAhcQLhiABBiwAxixAxjRAxjHARjIA9gBAcICExAuGIAEGLADGEMYyAMYigXYAQHCAhQQLhiABBiwAxixAxiDARjIA9gBAcICERAuGIAEGLEDGNEDGIMBGMcBwgIOEAAYgAQYsQMYgwEYigXCAgUQLhiABMICChAAGIAEGEMYigXCAgsQLhiABBjRAxjHAcICDhAuGIAEGLEDGNEDGMcBwgIIEAAYgAQYsQPCAiAQLhiABBixAxjRAxiDARjHARiXBRjcBBjeBBjgBNgBAcICDRAuGIAEGEMY1AIYigXCAggQLhiABBjUAsICBRAAGIAEwgIOEC4YgAQYxwEYjgUYrwHCAgsQABiABBixAxiDAcICCBAuGIAEGLEDwgIUEC4YgAQYsQMY0QMYgwEYxwEYigXCAhwQLhiABBhDGNQCGIoFGJcFGNwEGN4EGOAE2AEBwgINEAAYgAQYsQMYQxiKBcICCxAuGIAEGMcBGK8BwgIUEC4YgAQYkQIYxwEYigUYjgUYrwHCAgQQABgDwgIKEAAYgAQYsQMYCsICIxAuGIAEGJECGMcBGIoFGI4FGK8BGJcFGNwEGN4EGOAE2AEBwgIHEAAYgAQYCsICBhAAGBYYHsICCBAAGBYYChgewgILEAAYgAQYhgMYigXCAggQABiABBiiBMICBRAAGO8FwgIFECEYoAHCAgYQABgNGB7CAggQABiiBBiJBcICBRAhGKsCwgIHECEYoAEYCpgDAIgGAZAGE7oGBggBEAEYCZIHBDkuMzmgB46EArIHBDguMzm4B40s&sclient=gws-wiz-serp


The ADE grid does not align with the FS TMF Quad Terrain Grid (or anything Geographic either, according to Jon).

However, ADE is easier to use for BGLComp 3D Scenery Library Object placement than SBuilderX.


While a FS SDK TMF QMID Grid is not required to place 3D Scenery Library objects, SBuilderX can overlay LOD / QMID Grids onto the workspace.

If you load FSX along with ADE, and use the "show aircraft" feature, then use "point from aircraft", that will make it easier to place objects.


But SBuilderX' continuously pan-able / scroll-able background makes it worth learning how to use it's 3D Scenery Library Object placement feature.


Ideally, you could utilize Instant Scenery 3, which I use ...and recommend very highly:

https://www.flight1.com/products.asp?product=iscen3



Watch the demo video, and test the fully functional demo within 50 miles of Seattle WA. ;)

GaryGB
 
Last edited:
The problem is, there are certain areas I want to place some water polys, but without being able to place the ADE project over the 'map' image, it's hard to 'guess' where I'm putting it, those certain areas need to corispond to the colors in the 'alien' overlay of the MAP image.
 
Back
Top