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But here's the thing I want to make sure I understand, and I got to thinking about this. You were discussing placement codes, and that got me to thinking that I have not been placing my bgl files correctly. From what I understand now, I should let IS3 place the object and not assign placement code to my bgl, such as coordinates, altitude, ext... What I've been doing is in MCX, I use the Convert and Placement Tool to place my bgl object into FS, and I would enter the coordinates, heading, altitude information and compile it.
So, my question is am I supposed to compile my bgl object without the placement information, such as the coordinates and altitude and allow IS3 to make that placement?
It doesn't seem to make sense to add the placement information in MCX and IS3 do the same thing, which will likely be slightly different.
Another question is that does it matter where I export the bgl from MCX, for example, the Addon Scenery folder or the Addon Scenery/scenery folder?
And I do know not to add any of the IS3 files into any airport files. And many times, my bgl object would never show up in IS3 list of objects. These are the 2 main questions I have.
You should be able to attach a platform to-, or a small CVX vector flatten below- ...a replacement G-Poly MDL there.
PS: As with FSDT KDFW G-Poly MDL SimObjects, multiple texture layers are mapped as Materials onto the MDL surface, and these will flicker when MCX shaders attempt to render them via OpenGL 3D preview mode; this is to be ignored, and it may be best to disable the complex shader while performing other tasks when the MDL is loaded in MCX 3D preview mode (...as you have already done).
In keeping with what I stated above, your solution IMHO, will involve either:
* making a small flatten at the required Altitude for the parking lot area on which the KCLT new terminal is located
...or:
* placing your flat 3D MDL G-Poly as a scenery library object using IS3 at the required Altitude to position it properly on the surface of your G-Poly.
You should be able to map ex: a Sketchup self-tiling 'concrete rectangle pattern' texture onto the replacement flat 3D MDL G-Poly Face at the proper scale.
Hi Ken:
To be more clear, I am recommending that your flatten extent cover at least the area shown inside the Red polygon below:
GaryGB
Hi Ken:
I would use a SBuilderX CVX Vector Polygon Type-148 traced over a satellite imagery background Map in the work-space.
Flatten the area in question, then place your G-Poly 3D model using IS3.
Place the Area layer with your flatten above the FSDT KCLT scenery Area Layer(s).
I shall refer you once again to the section entitled: "Drawing a Hydro Polygon" in Luis Feliz-Tirado's tutorial:
Terrain Design
File Description:
Terrain Design for Flight Simulator X
2.) Browse to ex: "KCLT_G-Poly" top folder containing a \Scenery sub-folder with your custom G-Poly library / placement BGL(s) and mapped \Texture sub-folder
Hi Ken:
I would use a SBuilderX CVX Vector Polygon Type-148 traced over a satellite imagery background Map in the work-space.
Flatten the area in question, then place your G-Poly 3D model using IS3.
[EDITED]
Place the Area layer with your flatten above the FSDT KCLT scenery Area Layer(s) in the FS Scenery Library GUI .
[END_EDIT]
GaryGB
I don't guess it would generate a texture file when I create a flatten.
By the way, my layers are above the FSDT Scenery layer.
Below, are my ramp file(s). When you get a chance, see if you can place it in your Demo FSDT scenery. The texture is inside the zip and is already a dds and all you have to do is place it in the texture folder, or Addon Scenery\texture folder.
Ken.
Property | GUID |
---|
Airport_Backgrounds_Flatten | {47D48287-3ADE-4FC5-8BEC-B6B36901E612} |
Please also attach the Airport Background (aka "Airport Boundary") Flatten CVX Vector Polygon Type-148 BGL you created in SBuilderX for the area in question.
Also see:
http://www.prepar3d.com/SDKv4/sdk/world/terrain/terrain_overview.html#The Shp2Vec Tool
Although I do see a failure to exclude vehicles in the parking area adjacent to your KCLT new terminal, I am not certain I am seeing the terrain anomalies you have reported above.
save a FS Flight *.FLT file for each screenshot, so I can see exactly from the same vantage point ...what you saw in FS.
Package the *.FLT files in a ZIP file, attach it to a reply along with detailed screenshots, and Ill take another look.
Oh, well I sent you the wrong files then. Here are the FLT files.
Hi Ken:
Although I do see a failure to exclude vehicles in the parking area adjacent to your KCLT new terminal, I am not certain I am seeing the terrain anomalies you have reported above.
Please install the FinneyGround Crosshairs_Plus aircraft ...as linked and described in these threads:
https://www.avsim.com/forums/topic/337851-finney-crosshairs-in-fsx/
https://library.avsim.net/search.php?SearchTerm=chplus.zip&CatID=root&Go=Search
https://library.avsim.net/search.php?SearchTerm=Jim+Robinson&CatID=root&Go=Search
https://www.fsdeveloper.com/forum/t...-for-jersey-channel-islands.22634/post-150485
Take screenshots in the FinneyGround Crosshairs_Plus aircraft cockpit (with no gauges showing), and save a FS Flight *.FLT file for each screenshot, so I can see exactly from the same vantage point ...what you saw in FS.
Package the *.FLT files in a ZIP file, attach it to a reply along with detailed screenshots, and Ill take another look.
NOTE: When such saved FS *.FLT files are saved into:
C:\Users\[user profile name]\Documents\Flight Simulator X Files\
...they can reproduce a camera viewpoint similar to that of Placemark *.KMZ files saved to 'My Places' in Google Earth.
GaryGB