• 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.

Some clarification needed

Messages
217
Country
azerbaijan
I just recently discovered this wonderful tool and read the accompanying wiki tutorial which says in particular:

Unlike land class tiles, land class POLYGONS can be any shape and size.

I know that it's possible to create landclass tiles and polygons in SBX too, so my question refers to both of these programs anyway. So, here it goes:

1. If I make a polygon of arbitrary size in FSX_KML (or SBX), do I also need to take care of the size of custom textures in pixels to eg. avoid distortion caused by stretching of bitmap to fit polygon size? Cause for me, making custom-sized landclass polygons and texturing them sounds like making ground polys in Gmax (plus UV mapping to tailor image bitmap) where the only difference maybe that Gmax polys are flat.

2. Do landclass polygons follow the terrain mesh unlike ground polys made in Gmax?

3. Do I need to follow the FSX naming convention for such custom textures, as described by Holger here?: http://www.fsdeveloper.com/forum/posts/130226

Thanks in advance!
 

rhumbaflappy

Administrator
Staff member
Resource contributor
Messages
5,945
Country
us-wisconsin
Hi Rustam.

1. The polygons are not custom textures. If you wish to do that, you can make a 'fake' photoreal custom texture. Polygons are landclass textures.
2. Both landclass polys and photoreal polys hug the ground.
3. naming conventions don't apply.

Dick
 
Top