• 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.

FS2004 Solved: Taxi lines for custom ground polys

Messages
1,201
Country
us-texas
Hi,

I have created a decent size airport using photoreal tiles that are 1024x1024, and each covers an covers an area of approximately 1000x1000 ft.
I try to draw taxi lines directly into the texture, but they come out crappy because of the low image resolution.

Can I use the new ADE to add the lines to my texture and how? Would the resulting texture be an overlay?
Im pretty good with the previou ADE version (non gp poly featured). Some simple pointers would would help a lot!

Thanks,
David
 
Hi David,

Ground polygons are a method of projecting flat or two dimensional models onto the ground above any other surfaces. You would not be changing your photoreal tiles. The lines you create in the gp poly editor are projected on top of your photoreal tiles as well as any other surface textures. This means landclass, apron or runway textures, and effects that are placed at ground level such as runway or taxiway lights. A ground polygon is the last item to be drawn by the drawing engine. Hope this helps explain gp polys to you.

Ed
 
cool thanks. Now I have to find a way to map ADE to my ground scenery so I can route the taxiway lines. Does ADE have the ability to bring a very large iamge as a background?

Thanks for your reply Ed!
 
There is a practical limit to the size of background images. This is due mainly to the amount of memory used to display an image that covers a large area. Irrespective of the size of the image file, when it gets into ADE the memory it uses is the width of the image on screen in pixels multiplied by the height in pixels multiplied by the number of bytes needed to render the color for a single pixel. What is more the memory for it must be in one chunk. There is a practical limit of 2Gb assigned to an application. OK why am I going into this? Well ADE will take a look at the size of image as it will be displayed and if it does not think it can accomodate it in contiguous memory then it will stop loading it.

So try your image and see if it loads. If it does then great. If not then consider loading smaller sections. ADE has a way to turn off image displays which helps also.
 
Thank you so much. I downloaded ADE 1.60 last night and got to work and I'm impressed on how easy it was to create taxi lines, curves, and other features. Was a bit confused about the gp_line interface panel and what it does, but for the time being I didnt have to mess with that other than selecting the taxi line parameters. Locating the background image was a bit tedius, but none-issue. It is easier to draw a couple of lines directly off of an FS connected session, and then use those as guidelines to place the background image correctly, locate it and size it.
During compilation I saw some messages regarding "gp_line coordinates are outside boundaries and need updating", something to that effect. Then I notice that the gp_line user panel opens up and you only need to hit ok and that fixes it, followed by succesfull scenery compilations.

Overall this is great and will bring my sceneries to another level!

Thanks Jon for such a wonderful update!

BTW, not a single issue to report other than the taxi_line textures could not be found message. No biggie, I created my own from a single_yellow_line over dark background.
 
Thanks but Don (gadgets) deserves the credit for the custom GP function. He wrote it and I just integrated it into ADE :)
 
Back
Top