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P3D v5 Some library objects disappears when ever I turn on the photoreal scenery in the scenery library

Md Alavi

Resource contributor
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192
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bangladesh
In the photos below you can some Ramp lights when the satelite image is off, but after tunring it on all of this ramp light and other small objects disappears
Disclaimer- Those objects were placed using sim director

SATELITE SCENERY OFF

SATELITE SCENERY OFF

2020-11-30_16-29-49-320.png

SATELITE SCENERY ON

Here is the INF text of the that photoreal scenery-
1606732793315.png



[Source]
Type = MultiSource
NumberOfSources = 3

[Source1]
Type = BMP
Layer = Imagery
SourceDir = "."
SourceFile = "Dhakacity.bmp"
Variation = January, February, March, April, May, June, July, August, September, October, November, December
Channel_BlendMask = 2.0
Channel_LandWaterMask = 3.0
NumOfCellsPerLine = 11569 ;Pixel is not used in FSX
NumOfLines = 21667 ;Pixel is not used in FSX
Lon = 90.327000617981 ;for top left and bottom right is: 90.4924964904785
Lat = 23.9160346984863 ;for top left and bottom right is: 23.6835730075836
CellXdimensionDeg = 1.43051147460938E-05
CellYdimensionDeg = 1.07288360595703E-05

[Source2]
Type = BMP
Layer = None
SourceDir = "."
SourceFile = "Dhakacity Blendmask.bmp"
SamplingMethod = Gaussian
NumOfCellsPerLine = 11569 ;Pixel is not used in FSX
NumOfLines = 21667 ;Pixel is not used in FSX
Lon = 90.327000617981 ;for top left and bottom right is: 90.4924964904785
Lat = 23.9160346984863 ;for top left and bottom right is: 23.6835730075836
CellXdimensionDeg = 1.43051147460938E-05
CellYdimensionDeg = 1.07288360595703E-05

[Source3]
Type = BMP
Layer = None
SourceDir = "."
SourceFile = "Dhakacity Watermask.bmp"
SamplingMethod = Gaussian
NumOfCellsPerLine = 11569 ;Pixel is not used in FSX
NumOfLines = 21667 ;Pixel is not used in FSX
Lon = 90.327000617981 ;for top left and bottom right is: 90.4924964904785
Lat = 23.9160346984863 ;for top left and bottom right is: 23.6835730075836
CellXdimensionDeg = 1.43051147460938E-05
CellYdimensionDeg = 1.07288360595703E-05

[Destination]
DestDir = "."
DestBaseFileName = "DHAKA_SATELITE_IMAGE"
DestFileType = BGL
LOD = Auto
UseSourceDimensions = 1
CompressionQuality = 100


@GaryGB @arno Can you please help me about this matter
 
Hello:

Just a quick thought until I have time to look at this in greater detail; if the lines of lights were placed via SDK SHP2VEC as "Vector Autogen" poly-line objects, that is treated as a type of 'land class' object, and may be prevented from display by superimposed custom photo-real imagery terrain textures.

If the lines of lights are instead placed as normal 3D scenery library objects via SDK BGLComp, their display should not be affected by superimposed custom photo-real imagery terrain textures. :idea:

GaryGB
 
Hello:

Just a quick thought until I have time to look at this in greater detail; if the lines of lights were placed via SDK SHP2VEC as "Vector Autogen" poly-line objects, that is treated as a type of 'land class' object, and may be prevented from display by superimposed custom photo-real imagery terrain textures.

If the lines of lights are instead placed as normal 3D scenery library objects via SDK BGLComp, their display should not be affected by superimposed custom photo-real imagery terrain textures. :idea:

GaryGB
So you mean I need to manually compile those xml files created by SD through the SDK'S bgl comp?
 
Hi again:

I have not allocated my limited available time to testing the seriously under-documented P3D SimDirector utility functionality, and instead use Instant Scenery in FSX.

While it appears that SimDirector may have started as an updated version of the FSX / ESP SDK Object Placement Tool (aka "OPT"), IMHO, it now appears to be evolving into a yet-to-be-defined scenery design tool, and AFAIK, is currently a Frankenstein's Monster still on the operating table. :alert:


Depending on what 'mode' one originally used SimDirector in, I would not think it likely one could very quickly discern what portion of it's XML output code places normal 3D scenery library objects via SDK BGLComp, which is the primary- if not exclusive- SDK compiler used to process its output.


You 'may' be able to extract just the normal SDK BGLComp XML scenery library objects placement code from a de-compiled SimDirector BGL to save some work.

I am not certain as to whether Scruffyduck has 'finally' posted his latest version of BGL2XML that is able to de-compile P3Dv5 SDK BGLComp BGLs. :banghead:

If a P3Dv5 SDK BGLComp BGL version of BGL2XML is not yet- or will (purposely ?) not be- made available by Scruffyduck, I recommend not using P3Dv5 SDK BGLComp BGLs.

FS XML code if properly structured, 'should' be compatible with any FSX or P3D SDK BGLComp compiler to create a placement BGL ...compatible with FSX through P3Dv5.


I recommend instead using Instant Scenery in FSX or P3D versions 1.x through 3.x, WhisPlacer, ADE, or another utility, to output "normal" SDK BGLComp XML output code. :pushpin:


The central issue is how a line of light objects was placed:

* As a Vector Autogen (Land Class) poly-line that has linked light meta-objects alongside ex: a road object

...or:

* As normal scenery library objects Geogrpahically 'positioned' as individual 3D models ...in a line relative to each other.

GaryGB
 
Last edited:
Hi again:

I have not allocated my limited available time to testing the seriously under-documented P3D SimDirector utility functionality, and instead use Instant Scenery in FSX.

While it appears that SimDirector may have started as an updated version of the FSX / ESP SDK Object Placement Tool (aka "OPT"), IMHO, it now appears to be evolving into a yet-to-be-defined scenery design tool, and AFAIK, is currently a Frankenstein's Monster still on the operating table. :alert:


Depending on what 'mode' one originally used SimDirector in, I would not think it likely one could very quickly discern what portion of it's XML output code places normal 3D scenery library objects via SDK BGLComp, which is the primary- if not exclusive- SDK compiler used to process its output.


You 'may' be able to extract just the normal SDK BGLComp XML scenery library objects placement code from a de-compiled SimDirector BGL to save some work.

I am not certain as to whether Scruffyduck has 'finally' posted his latest version of BGL2XML that is able to de-compile P3Dv5 SDK BGLComp BGLs. :banghead:

If a P3Dv5 SDK BGLComp BGL version of BGL2XML is not yet- or will (purposely ?) not be- made available by Scruffyduck, I recommend not using P3Dv5 SDK BGLComp BGLs.

FS XML code if properly structured, 'should' be compatible with any of the FSX or in P3D SDK BGLComp compilers to create a placement BGL ...compatible through P3Dv5.


I recommend instead using Instant Scenery in FSX or P3D versions 1.x through 3.x, WhisPlacer, ADE, or another utility to output "normal" SDK BGLComp XML output code. :pushpin:


The central issue is how a line of light objects was placed:

* As a Vector Autogen (Land Class) poly-line that has linked light meta-objects alongside ex: a road object

...or:

* As normal scenery library objects Geogrpahically 'positioned' as individual 3D models ...in a line relative to each other.

GaryGB
After checking the Library objects SXML data I found out that the objects indeed is flagged as Scenery objects, Also about the satellite imagery, I think it has to do something terrain data of the satellite image, Cuz I noticed that not all library objects placed with sim director are disappearing, some are complete disappeared, and some half sunken, or some is visible after few minutes loading the sim. Not to mention I also tried a satellite scenery of that place created by @Shafat Hasan and strangely everything shows without any issues.
1606803528432.png
 
Hi again:

Considering the info you posted above, one might now wonder whether you have terrain issues involving a mis-match between your assigned Altitude for the ARP and Airport Facilities Data objects such as RWYs / Taxiways / Aprons and the Altitude assigned to a "stub" airport BGL in [FS install path]\Scenery\World\Scenery sub-folder.

Have you created / loaded an Airport Boundary / Airport Background FLX-type CVX vector flatten at an assigned Altitude in Meters AMSL for the airport in question ? :scratchch

If not, I recommend doing that at this time. :pushpin:

Once a flatten is loaded, the custom photo-real imagery textures 'should' drape onto the terrain surface at the Altitude of that CVX vector flatten at the airport in question.


FYI: ARP, Airport Boundary / Airport Background FLX-type CVX vector flatten, RWYs / Taxiways / Aprons must all match at an assigned Altitude in Meters AMSL to use AI.

Also, if there is a hardened "platform" surface at the airport in question, that will become the higher AGL surface onto which custom photo-real imagery textures drape. :alert:

GaryGB
 
Last edited:
Hi again:

Considering the info you posted above, one might now wonder whether you have terrain issues involving a mis-match between your assigned Altitude for the ARP and Airport Facilities Data objects such as RWYs / Taxiways / Aprons and the Altitude assigned to a "stub" airport BGL in ]FS install path]\Scenery\World\Scenery sub-folder.

Have you created / loaded an Airport Boundary / Airport Background FLX-type CVX vector flatten at an assigned Altitude in Meters AMSL for the airport in question ? :scratchch

If not, I recommend doing that at this time. :pushpin:

Once a flatten is loaded, the custom photo-real imagery textures 'should' drape onto the terrain surface at the Altitude of that CVX vector flatten at the airport in question.


FYI: ARP, Airport Boundary / Airport Background FLX-type CVX vector flatten, RWYs / Taxiways / Aprons must all match at an assigned Altitude in Meters AMSL to use AI.

Also, if there is a hardened "platform" surface at the airport in question, that will become the higher AGL surface onto which custom photo-real imagery textures drape. :alert:

GaryGB
Yes Idid flatten the airport background using ADE
1606828228494.png
 
So, did you by any chance, apply a hardened "platform" surface to a G-Poly 3D object or a bridge-type object placed above the base ground level (AGL) ...at the airport in question ? :scratchch

GaryGB
 
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