Hi Tom:
Since we have initially been discussing related issues on this topic in your thread here:
Code:
https://www.fsdeveloper.com/forum/threads/making-a-landable-mountain-using-ade-for-fsx.459364/
...this project and subsequent related discussion has covered a lot of ground (literally and otherwise), as you have learned about options using various production tools, and as you have explored various possibilities for scenery to be displayed in FSX.
At this point I have to make decisions on how to further proceed with making a prototype "Hill" via CVX vectors.
I need to establish a base from which to work with regards to the Altitude for the scenery objects and the airports.
IIUC, you have expressed an interest in using airport type BGLComp compiled objects, possibly for the potential conveniences of detecting gaps in paved surfaces using Taxiway Paths via ADE Fault Finder, adding lines and lights to the center and edges of the paved surfaces etc.
You also mentioned wanting to use street lights, which IIUC, are intended to project light splashes from above the Road.
If this is done using 3D light poles and emissive 3D cones, the FPS hit is one of the most notorious in FSX.
If this is done using lines of group-placed light point "orbs", FPS is OK in FSX.
FPS is OK in FSX if these are also made as lines of group-placed 2D 1-sided omni-directional rotating Sprite Fx.
In addition, you have expressed an interest in having curves in Roads, and perhaps may envision curves on hillsides as well.
These latter things can all be done best in Sketchup as a 3D model, which when Geo-located, can be imported to MCX.
If MCX outputs a 3D MDL, and that MDL is imported, it can be placed at the imported Geo-location at an
assigned Altitude.
That Altitude must be manually specified relative to the CVX vectors it is intended to interface with in the local terrain render.
You may wish to test display of this scenery without a flatten under any airport objects to see if it renders OK on default terrain.
You do not require a flatten if you do not intend to use A.I. Aircraft and/or Airport Ground Vehicle Traffic (this yields better FPS).
My point here is: some "airport" type BGLComp compiled objects may be terrain mesh clinging with no airport flatten.
A core issue here is the rendering burden in FSX on your current computer build while frame-grabbing / compiling / streaming.
I have suggested using CVX vector Roads and Freeway Traffic (dialed back on speed and density), to un-burden FSX rendering.
IMHO, it is not necessary for this scenery to be a "arena" sunk in the ground in a region with 6,000+ Foot elevations IRL.
While it is true some aircraft and user ground vehicles may begin having issues with engine power at that elevation, if you will use a specific aircraft and ground vehicle to transport passengers on a streamed basis, they can be tweaked to work OK in FSX.
I recall you had considered the pros and cons of changing the assigned Altitude for this scenery, and decided to leave it as is.
I believe this may hinder some aspects of making the scenery visually interesting to your passengers, even though you have stated a greater proportion of the intended activity may be at night.
The possibilities of the FSX scenery engine (even though limited to only 'baked' PBR and shadowing if compared to MSFS) are rather extensive and somewhat less challenging to implement considering the still early stage of MSFS SDK DevMode features.
I shall await your further discussion of this with me prior to proceeding with a prototype "Hill" based on ARP Altitude +100 Ft.
Again, I remind you that the ARP Altitude can be matched to a IRL local terrain mesh surface, and centered on a sloped RWY.
GaryGB