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Need help with SBuilderX

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us-texas
Hello, everyone. I just recently figured out how to make sloped bush strips in SBuilderX by using the line tool and making a vectored line with a dirt road texture. Doing this you are able to manipulate each point off the line with a different altitude.The only problem with this method is that the road textures aren't very good.

I made a custom rut texture to apply to a runway through GMax but was wondering if I could somehow add it to the texures library to select it for a line in SBuilderX.

I looked all through the SBuilderX directory to try and find a folder with ground textures in it but I only found library objects; no ground, road, or water texures.
 
I'm not 100% sure, but about 75%ish... I believe SBuilder does not have a "library of roads" so to speak,
it pulls the road texture from the FS main folder. So you 'could' change the dirt road texture in the main
FS folder, and it may or may not give great results for your landing strip. However... the dirt road texture
that you use, will be the same texture for every dirt road in the world. So that may or may not look so good.


Summary:

Sbuilder pulls the road texture from the FS main folder.
If you change that dirt road texture, it will change all the dirt roads in the world.

I'd say learning gmax and putting down some custom textures would be the best solution.
The hardest part would be matching the FS terrain in GMAX.



-Chris-
 
Thanks Chris. I appreciate the help but I was wondering If I could add my rut texture into the directory where the roads are WITHOUT replacing anything.

Do you think it might work if I just added into the folder as it's own texture? And would it show up in SBuilderX by just adding it to the textures folder only?

I know you're not 100% on this stuff but thanks for trying to help.
 
It is possible to add new data to the Terrain.cfg file and have SBuilderX use the additions. But for distribution purposes it can be a problem. Any end-user would need to make the manual edit and ensure that the entry sequencing is correct, along with the entry totals of the Terrain.cfg file. That's how a lot of the popular payware products make their magic.
 
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