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New FSX scenery design tool using Google Earth

Help me, please!

Hi Matthew

I've tryed to copy exampels of KML files from this thread which seems to work for their authors and copyed/replaced the code in to my existing KLM (just to get the KML extension right) and still got the same problem, then the command window says "processing the file "filename.shp", an unhadled win32 exeption error message shows up , after closing the window i'll got the "file not found" message in the command window. But the shape file is created along with the other three files. Can you help me please, before i goes crazy:confused:

Marcus
see also thread #132
 
Trouble with Exclude__FreewayTraffic

Hi MatthewS

I obtained some progress with tool FSX_KML. The Pinheios river in São Paulo is OK. It sees image below:

fsx31.jpg


I still correcting the Guarapiranga dam.

But I have another problem with the TAG Exclude__FreewayTraffic. It excluded the street but the veiculos continue.

It sees image below(ICAO Code:SBMT):

fsx32.jpg



It sees KML file below:

<?xml version="1.0" encoding="UTF-8"?>
<kml xmlns="http://earth.google.com/kml/2.1">
<Document>
...
<Placemark>
<name>Exclude__FreewayTraffic</name>
<description>Exclude__FreewayTraffic</description>
<styleUrl>#style</styleUrl>
<Polygon>
<altitudeMode>absolute</altitudeMode>
<outerBoundaryIs>
<LinearRing>
<coordinates>
-46.8300024952498,-23.5877761167332,0
....
</coordinates>
</LinearRing>
</outerBoundaryIs>
</Polygon>
</Placemark>
<Placemark>
<name>Exclude__Roads</name>
<description>Exclude__Roads</description>
<styleUrl>#style</styleUrl>
<Polygon>
<altitudeMode>absolute</altitudeMode>
<outerBoundaryIs>
<LinearRing>
<coordinates>
-46.8300024952498,-23.5877761167332,0
...
</coordinates>
</LinearRing>
</outerBoundaryIs>
</Polygon>
</Placemark>
.....
</Document>
</kml>


Thx.

André Parente Barbosa
São Paulo - Brazil
 
FSX_KL slope bug

Looking at the dbf files created by FSX_KML for hydro polys (HPX), the SLOPEX and SLOPEY are not placed properly in the file. These are supposed to be type F (float) with field width of 13 (x0D), but in the dbf from a test project I built, the fields are being encoded as N (numeric) and field width 1 (x01). shp2vec appears to accept this dbf, but it should probably be fixed (as well as allowing input of data for these two fields).

scott s.
.
 
Then im trying to biuld a BGL from a KML file I get stuck with this message in the command window:
-
Shp2Vec.exe version 10.0.60905.0 - VectorQuad 6
Copyright (c) 2006 Microsoft Corporation. All Rights Reserved.

Processing PKXGRALEBO.shp
Unable to find the file.
Push any button to continue...
-

Perhaps you are using a shortcut defining the path(s) instead of explicitly typing out the path? Shortcuts didn't work for me.
 
Perhaps you are using a shortcut defining the path(s) instead of explicitly typing out the path? Shortcuts didn't work for me.

Thanks JohnC for youre reply, can you please explain youre tip a little bit, see i'm new to this, i used the FSX_KML program. There i opened my KLM file, copied the paths to the shp2Vec.exe and the scenery folder, pasted them into the program then i just clicked the "build" button and ended up with this problem, the program creates the shp, xml, and the other two files in the same folder there the klm file is located. So please explain further


Marcus
 
Hi MatthewS

But I have another problem with the TAG Exclude__FreewayTraffic. It excluded the street but the veiculos continue.

Hi MatthewS,

Great program! :D I tried the Exclude__FreewayTraffic and I have the same result: the traffic is still there and moving.

Thanks for you great help!
Jean
 
Hi again,

I've search the FSX_KML_TAGS.XML and, maybe I'm wrong, but it seems that the Exclude__FreewayTraffic and FreewayTraffic have the same GUID:
GUID said:
<tag>FreewayTraffic</tag>
<description>FreewayTraffic</description>
<Feature>FreewayTraffic</Feature><guid>{54B91ED8-BC02-41B7-8C3B-2B8449FF85EC}</guid></tag>

<tag>Exclude__FreewayTraffic</tag>
<description>Exclude__FreewayTraffic</description>
<guid>{54B91ED8-BC02-41B7-8C3B-2B8449FF85EC}</guid>
<Feature>Exclusion</Feature></tag>

Is the "Feature" keyword makes the difference between the two tags ?

Thanks for your advices!
Jean
 
Thanks JohnC for youre reply, can you please explain youre tip a little bit, see i'm new to this, i used the FSX_KML program. There i opened my KLM file, copied the paths to the shp2Vec.exe and the scenery folder, pasted them into the program then i just clicked the "build" button and ended up with this problem, the program creates the shp, xml, and the other two files in the same folder there the klm file is located. So please explain further


Marcus

From what I've seen so far, shp2vec sisn't too good about the error messages it produces. It sounds like FSX_KML did create the 4 PKX files required (double check to make suer they have the same names except for the file extensions). I'm assuming there is something wrong in one of the files that shp2vec doesn't like. It helps to have a GIS program (such as freeware fgis) that yo can load the shapefile into to check that it is OK. Then you can manually inspect the XML file for any errors. That might be moe work than you really wanted, but until we all get more familiar with the new FSX scenery design, we will probably have to do some head-scratching when problems crop up.

scott s.
.
 
Can't find path problem

Thanks JohnC for youre reply, can you please explain youre tip a little bit,
Marcus
When you click on build in FSX_KML you are required to define two paths.
By chance, my paths to FSX and the FSX Terrain SDK were different than Matthews' generic examples.
I repeatedly got a "could not find path" message when I first started, because I mistakenly assumed that since I already had shortcuts on my desktop to FSX and the Terrain SDK, and since shortcuts are simply shorthand for paths, that I could get away with using the shortcuts. It wouldn't work. When I explicitly typed out the path definitions, my program then worked perfectly. I hope this helps you. :teacher:
 
From what I've seen so far, shp2vec sisn't too good about the error messages it produces. It sounds like FSX_KML did create the 4 PKX files required (double check to make suer they have the same names except for the file extensions). I'm assuming there is something wrong in one of the files that shp2vec doesn't like. It helps to have a GIS program (such as freeware fgis) that yo can load the shapefile into to check that it is OK. Then you can manually inspect the XML file for any errors. That might be moe work than you really wanted, but until we all get more familiar with the new FSX scenery design, we will probably have to do some head-scratching when problems crop up.

scott s.
.

Hi Scott976!
Ive now thanks to you fGis installed and the shape and xml files can be opened but the dbf and shx files can not. Maybe this is normal?? Anyway my xml file look like this:

<?xml version="1.0"?>
<metadata xml:lang="en">
<FlightSim>
<Geometry clipLevel="11"></Geometry>
<AttributeSet>
<AttributeBlock name="Parks" guid="{91CB4A9B-9398-48E6-81DA-70AEA3295914}">
<Field name="Uuid" type="GUID" />
</AttributeBlock>
<AttributeBlock name="Texture" guid="{1B6A15BB-05FB-4401-A8D1-BB520E84904C}">
<Field name="Guid" type="GUID" />
</AttributeBlock>
</AttributeSet>
</FlightSim>
</metadata>
I don't know how it is supposed to look like but i thought maybe you do? I could e-mail the KLM file to some one who would like to try if he gets the same message, just to determine if the error is whithin the file or not.

Marcus
 
Max number of points per polygon

Dear All::confused:

What is the max number of points by polygon or by shape?

Is there a limit in the numbers of points per polygon or path?

Thanks.
Alfredo Mendiola Loyola
Lima Perú
 
Design Island process

Dear Matthew:

What is the process to modify an existing island?

I have to exclude the default water(sea) polygons?

I have to create a new water polygon and place above it a park polygon representing the island?

Are there a layer system to the polygons and paths?

I want to create a city polygon and place the road above it...

Any advice ?

Alfredo Mendiola Loyola
Lima Perú
 
Hi,
I think as was mentioned already in this thread, islands are created by cutting "holes" into water polygons. As I understand you have to exclude the default water polygon, make a new one in its place and cut the island out from it (how this can be done is explained in the manual in the wiki).

Another question to MatthewS: do I understand correctly that any landclass polygon you want to place over the default surface has to be done as a "park", so that it will be coded as a PKX*.shp? So all villages/cities we add to the FS world are "parks" ... indeed a nice idea (not very close to reality in many parts of the world:) ).
 
Dear Matthew:
What is the process to modify an existing island?
I have to exclude the default water(sea) polygons?
I have to create a new water polygon and place above it a park polygon representing the island?
Are there a layer system to the polygons and paths?
I want to create a city polygon and place the road above it...
Any advice ?
Alfredo Mendiola Loyola
Lima Perú

I'm not Matthew, but I can try to answer your questions:
To modify an existing island you will need to exclude the water polygon containing the mentioned island and probably its associated shorelines. There are several types of exclusion polygons, give it a try.
To create a new island, you will need to create a new water polygon for your river or sea. An island is a polygon within a polygon (speaking in terms of shapefiles). I don't know how to do it yet, since I had no success with the methods described in the wiki.
A park polygon drawn over a hydro polygon will simply not display. The drawing priorities are defined globally across the scenery system in the terrain.cfg file. One probably shouldn't modify those to get a specific behaviour in a scenery, for it would affect the rest of the world as well.
In a simplstic look, water has priority over parks (landclass polys are all considered parks). Lines (road, rail, shore...) have priority over water. Therefore, you can create your city using a park polygon with a city landclass definition. Your road and rails will be drawn over it. Just avoid parks over parks (ie, a small poly representing a grassed area over a bigger one representing a city) - as Doug said before, this may have a random order and yield unexpected results.

Rafa
 
Hi,
I think as was mentioned already in this thread, islands are created by cutting "holes" into water polygons. As I understand you have to exclude the default water polygon, make a new one in its place and cut the island out from it (how this can be done is explained in the manual in the wiki).

I can't get this method to work, no matter how I try. There seems to be even a special "PolygonHole" tag in FSXKML to generate holes, but either it does not work here or I didn't get how to use it (more likely). How would FSXKML understand of which polygon the holes are childs of (that was a horrible sentence, excuse me for my English)?

Another question to MatthewS: do I understand correctly that any landclass polygon you want to place over the default surface has to be done as a "park", so that it will be coded as a PKX*.shp? So all villages/cities we add to the FS world are "parks" ... indeed a nice idea (not very close to reality in many parts of the world:) ).
I'm not Matthew, but... Indeed! :)

Rafa
 
Avoid PArk over Parks?

Dear Rafa:

If i must avoid park polygons over park polygons, how can i create grass areas or desert areas inside(over) a city polygon(park).

Have I to create a hole in my city polygons and create another park polygon in the hole area?

Where is or what is the UUID to create holes in water polygons?

Thanks.
Alfredo Mendiola Loyola
Lima Perú
 
Hi,
I think as was mentioned already in this thread, islands are created by cutting "holes" into water polygons. As I understand you have to exclude the default water polygon, make a new one in its place and cut the island out from it (how this can be done is explained in the manual in the wiki).

Another question to MatthewS: do I understand correctly that any landclass polygon you want to place over the default surface has to be done as a "park", so that it will be coded as a PKX*.shp? So all villages/cities we add to the FS world are "parks" ... indeed a nice idea (not very close to reality in many parts of the world:) ).

Sorry, I've been really busy with work lately.

Everyone should understand that I do not know much about scenery design. There are many more people on this forum that know more about it than me. And also I think people are still trying to understand how the new FSX scenery works.

All FSX KML does is take a KML files and create the appropriate Shape files as required by Shp2Vec (which is part of the FSX SDK).

All landclass polys need to be placed in the "parks" shapefile. This is just the way the FSX SDK works. Why? I dont know.

Its as confusing for me as for you! :) Ill try and upload 1.04 soon. It's almost ready but work has got in the way :(
 
Dear Rafa:

If i must avoid park polygons over park polygons, how can i create grass areas or desert areas inside(over) a city polygon(park).

Have I to create a hole in my city polygons and create another park polygon in the hole area?

(Shp2Vec answer) Yes.

Where is or what is the UUID to create holes in water polygons?

Thanks.
Alfredo Mendiola Loyola
Lima Perú

(Shp2Vec answer) Holes in water polygons are holes in water polygons - no UUID needed. If you mean to poke a hole in a default water polygon you must exclude the default water polygon and replace it with a polygon with a hole.

-Doug
 
River Width

Dear All:

Is there a way to define the Streams width?

With roads i can assign the number of lanes but in streams i don't know what will be the width...

Please, advice.

Thanks.
Alfredo Mendiola Loyola
Lima Perú
 
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