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P3D native groundpoly

Been testing it for a little over a month, though I only just got it to work right a few days ago (it took me six weeks to figure out z-write needed to be turned off).
 
I have been testing it recently as well, since I updated the ground polygon wizard to support it.
 
Hey, late to the thread but I helped test it (I'm a LM dev) and use it on internal scenery quite a few times with multiple layers of taximarks, and ground polygon materials. I'm happy to help. I'm looking for other people to use it too! Right now I'm trying to figure out how to use an additive source:one dest: one light like material to not get filtered behind them!
 
You can place it like any scenery object. But keep in mind that the GPW does the earth curve correction as well and that is based on the location where it's placed. So you can't place it just anywhere.
 
Hi Arno,
I was wondering if the GP for P3Dv4 has priority over the buildings or other things made by 3dsmax, Gmax.
 
Ok this isn't working as I thought it might...


If i use the GPW with positive 4,8,12 etc and export as a p3d v4 ground poly, it looks fine in the sim, but there is a duplicated version of it at a rotation of 21 degrees.

27164576_1985609071652410_2143240520829840331_o.jpg


And it appears wrong in MCX:

27624962_1985609074985743_963746655232432293_o.jpg


Now using negative values in MCX GPW (the same thing happens setting the z-bias to negative)

the bgl appears wrong in the simulator:

27024135_1985609114985739_664385012760912643_o.jpg


But correct in MCX

27164917_1985609101652407_6718149898879717340_o.jpg


But both times a duplicate is placed there which doesn't exist in the .bgl.


Any suggestions?
 
Additionally, if I place it as a normal object after correcting for the curvature of the earth, I get bad flickering.

And yes, my buildings have disappeared also!



I tried using MCX GPW with my amarillo GPs also:

27337172_1985631341650183_769791095262141598_n.jpg


I got this same result three times in a row.

I use GMAX, but the values are the same, bar the z bias, which the GPW sets.

I checked other devs GPs and the material settings are the same.

Can anyone suggest what I am doing wrong?
 
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Hi Arno,
I was wondering if the GP for P3Dv4 has priority over the buildings or other things made by 3dsmax, Gmax.

No, there is nothing set for priority. I'm not even sure if that is possible. All MDL object should show up.
 
So, native ground poly in P3D should be the same as other things in the field. That is a good news for me. In some airports, there are a lot of tunnels and underway pass. When they are closed to the taxiway, the old ground poly cause so many problems. Since it has lower priority over those tunnels made by Gmax/3dsmax. Sometimes the tunnels are visible under the taxiway.
 
I have seen ground poly in P3DV4 and I found the the aircraft does not cas shadow on the ground but it does cast shadow on photoscnery. Is this a problem of GP or the setting in the game?
IMG_20180209_203828.png
 
There is a setting that must be turned on, I think it was named something like objects receive shadow or so.
 
Just for your info, I noticed that some groundpoly did not show up when I checked the optimize reference point of the airport when converting to P3Dv4 in the GPW. When not checking it, everything showed up as it should.
 
Thanks Daniel. I thought it was the setting as well.
However, does it hurt fps a lot by setting that?
 
Thanks Daniel. I thought it was the setting as well.
However, does it hurt fps a lot by setting that?

Hi Tic,
I actually didn't test if it hurts performance.
If you are planning a beta test, you can ask your testers to test it :)
P.S good job on the ZBAA scenery. Really like your screen shots!
 
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