• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

PV4.4 - Ground Polys Not Displaying

gadgets

Resource contributor
Messages
9,388
Country
ca-britishcolumbia
Several posts over the past few weeks have reported ground polys not displaying in PV4.4. I am experiencing such issues with one of my own airports (CYBL). Yet, at my flagship airport (CYYJ) and one other (CYXX), both much more complex than CYBL, the GPs display just fine in PV4.4.

At CYBL, a specific single GP poly is always displayed (not the first GP in the file) at startup; the rest of the GPs may be missing. But, I have confirmed that PV4.4 will sometimes display all the GPs at startup following rebuilding of its databases, e.g., when it encounters a freshly-saved scenery file. If the other GPs are not displayed at startup, they sometimes will display following World/Scenery Library/OK - even if the Scenery Library is not altered. I have eliminated conflicts with other scenery files as the cause by deleting every other file in the scenery folder.

However, the same airport_GP.bgl file when used with PV3 always displays properly. I no longer have PV4.1-4.3 installed, so can't confirm the problem was introduced with PV4.4)

On the hunch that the single GP that always displayed at CYBL was the culprit, I tried eliminating it. Didn't make any difference, othen that it was not displayed. I then tried systematically eliminating each class (i.e., using the same texture) of lines, then polys and finally both at the same time. Nothing changed (i.e., the symptoms above were repeated, albeit without the lines/polys that had been deleted).

I then took a closer look at the poly that always displayed. The only thing unique about it was that it was the only GP in the file that used a certain texture. So, I chose another texture and deleted all but one of the GPs that used it. Sure enough, that GP as well as the original one were displayed at startup, but nothing else. A World/Scenery Library/OK brought the remainder of the GPs into view. In each case, after updating the airport_GP.bgl file in the scenery folder, PV4.4 gave the "building scenery database" message at startup. However, following World/Scenery Library/OK, another "building scenery database" message was issued (seems unusual if the databases had already been rebuilt) and then the balance of the GPs were displayed. On subsequent startup, the GPs again were not displayed. But World/Scenery Library/OK fixed that. (In neither of the latter cases was the "building scenery database" message issued.)

So, the issue seems related to PV4.4's handling of textures which, according to the release notes, has undergone extensive enhancement

If these symptoms are meaningful to any of you, I'd appreciate some help. At the moment it's not clear what I could do inside ADE-GP to avoid the problem.

Happy New Year, All,
Don

PS: Everyone should be aware that FS-8 style GPs do not appear to be affected and should provide an alternative for anyone whose GPs do not use custom materials.
 
Last edited:
I do think that this is the same issue as I reported on the Prepar3d.com website. I didn't mention it in that post, but my problem with objects sometimes not displaying extends to ground polys as well. I am beginning to think that this is a Prepar3d bug, and there isn't much I can do to 'fix' it until we get an update.
I do think it has something to do with the Scenery Complexity setting, with the setting up high I get a more consistent display, but it doesn't prevent it from happening sometimes. I am hoping that when Prepar3d developers get back to work they'll take a look at this.
 
I've just tried experimenting with scenery complexity. Doesn't help. While a change in scenery complexity (up or down) causes the missing GPs to appear, the problem returns once PV4 is shut down. I suspect the change in scenery complexity causes similar internal processing as World/Scenery Library/OK which also generally causes the missing GPs to appear.

Don
 
You are right, it doesn't fix it at all, but I do find that it improves things having a higher setting. This would only help if you didn't use a high setting to start with, though. When I initially installed P3D4.4, I eventually moved to my 4.3 settings, but overlooked the Scenery Complexity -- it was on 'normal', so I was getting this issue all the time. Now, my problem scenery displays ok 95% of the time, whereas with a 'normal' setting maybe 10%...
Anyway, if this seems to apply to your situation, maybe a post on Prepar3d.com would help, I'm trying to get a definitive answer, but since everyone's on holiday, it isn't moving quick!

EDIT: although, of course, I'm not sure how scenery complexity would affect ground polys, certainly not the same as 3D objects, I suspect.
 
I'm not sure how scenery complexity would affect ground polys, certainly not the same as 3D objects, I suspect
Scenery complexity serves the same purpose in ground polys as it does for scenery objects.

Don
 
I did say on the Prepar3d.com forum that this seemed to be related to scenery complexity, but I've now changed my mind. I did think that because of what appeared to be a 'culling' process, based on the scenery complexity flag of each object. In particular, the vehicles in the carpark, which have flags set a bit lower than the rest of the airport, in that they are the first to go when you lower the scenery complexity setting. But checking today, it doesn't relate at all to the actual object flags. The only other difference between the airport buildings and the vehicles is that they are in separate placement files.
I can still get better behaviour with my Scenery Complexity set high rather than normal, though. There's just no real pattern to what disappears based on each object's scenery complexity flag.
 
Back
Top