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FSX polygon wizard layman's confusion

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Hi,

In another thread (scenery design-airport design> airport design general> hi res texturing heliport ground) I wanted to move a hi-res ground polygon to better coincide with the photoreal background using MCX.
And that was easier said than done:confused:!
I do not seem to be able to move the ground polygon without loosing the texture positioning.
On top of that, I am getting confused as well regarding the use of the MCX polygon wizard and/or the convert and place object wizard.
What do I do wrong when I open the ground polygon bgl with the ground polygon wizard (in the background MCX shows me the model with the texure correctly positioned), I go to the model screen, move the object a couple of inches, export, reopen MCX, go back to the polygon wizard, reload the mdl and the coordinates and convert once more to a ground polygon bgl.
And the texure positioning is off.
Somewhere I make a huge mistake because it seems to me what I am doing is too complicated and that there must be an easier way to do it and, and that, without loosing the original texture positioning.
I would like to know how others do it because I am a bit stuck here and do not trust my IQ rating any longer:).
 
Hi,

Why don't you just change the latitude and longitude of the ground polygons if you want to make them? Moving with the normal tool will move where the reference point is compared to your polygons, but I think it would be easier to just change the position in the world where the reference point is placed.

Neither of these actions should alter the texture mapping though.
 
Hi Arno,

I tried it your way.
I loaded the ground polygon bgl again in the Ground Polygon wizard and the lat and lon are still OK but where I had heading 359 and alt 2.328 it now shows 0 for both and the MCX screen shows a texture that is no longer positioned or better said the texture does not coincide any longer with the polygon surface because the polygon is not positioned any longer the same way (ref point should have been the left upper edge).
I can make heads nor tails of it because the unaltered bgl is OK in FSX but shows wrong in MCX.
 
Hi,

Your rotation is taken into acocunt, but it moves the polygons. So that's why it is 0 on import again. Same for the reference point. The tool picks the most optimal reference point (which is in the middle).
 
Yep, that explains it pretty well what is happening.
Only, I wish it wouldn't because that makes it rather difficult to once more adjust the placement.
 
You could always import your MDL again, instead of the BGL, and start the process from there.
 
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