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Texture issues SBX

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us-michigan
I've been having issues with textures on General Buildings. I size them up and adjust the textures, but when I compile and see them on FSX they're off.
Examples:
 

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Are you placing the 'Generic' Buildings using SBuilderX and default mapped textures,following the instructions in the SBuilderX Help document: ?

SBuilderX Menu > Help > {Search Tab} > query string "Generic" > List Topics > Objects > Generic Buildings


Are you also following the instructions in "Generic Buildings for FS9 and FSX" by Helli Hauck ...previously cited in this thread ?

http://www.fsdeveloper.com/forum/threads/adding-textures-for-general-buildings.441128/


What exactly do you mean by "they're off" when you "adjust the textures" ? :scratchch

GaryGB
 
Just as the pictures show. Doors and windows aren't in the right place on the Simulator as they are in SBX.
 
Hi Chris:

See Section 8.2 The Mapping of Textures on the Sides of a Building on Pages 31 and 32 in:

"Generic Buildings for FS9 and FSX" by Helli Hauck

http://www.fsdeveloper.com/downloads/generic_buildings_for_FS9_and_FSX.pdf


"(Page 31)

8.2 The Mapping of Textures on the Sides of a Building

Luis Sà, the author of SBuilderX pointed this out.
We use a high WINDOW texture number 147. In Fig. 33 it is shown in layer 7

upload_2017-10-16_13-14-51.png


Fig 33

Fig. 34 shows a "standard" building, with sizeX = sizeY , all indices = 256,

upload_2017-10-16_13-15-18.png


Fig 34

It is remarkable, that only the display in the y-axis follows properly the texture.


(Page 32)

In the x-axis the direction is reversed.

Next we extend sizeX from 60 to 100

upload_2017-10-16_13-18-9.png


Fig. 35: Result of a longer X-axis

The display in the Y-axis stays the same.
But the mapping of the texture in the X-axis does not start at the corner but is shifted.

The last Figure shows a potential influence of a changed texture index X (from 256 to 512)

upload_2017-10-16_13-18-34.png


Fig 36: Result of a larger texture index

As can be seen, the texture index does not influence the mapping of the texture.

Doug Matthews (of ACES), when asked by Luis Sà (author of SBuilderX) about this, merely shrugged his shoulders with this comment:

"The code for figuring out the horizontal "starting point" (for the texture mapping) attempts to get doors on the front and back faces. It also involves a pseudo-random mechanism, which is probably why you're having a tough time.""


If you are encountering these issues when otherwise following all procedures that you ('should have' ;)) read in the SBuilderX Help file and in the above document by Helli Hauck, for the buildings which are a persistent problem, you may need to use the default FS Generic textures and manually map those textures onto 3D MDLs made in Sketchup.


Alternatively, have you tried to simply 'place' Buildings already available in FSX default scenery object libraries: ?

http://lc0277.gratisim.fr/sceneobjects/airport_objects/index.html

http://lc0277.gratisim.fr/sceneobjects/autogen/index.html

http://lc0277.gratisim.fr/sceneobjects/


Otherwise, you may need to build 3D models entirely "from the ground up" in Sketchup. :duck:


You could first try using Morten's "One Click Hangar" plugin for Sketchup""

http://www.fsdeveloper.com/forum/threads/one-click-hangar.424466/



I have not tested this capability yet, but have you tried using the option to save a screenshot from ADE which shows the footprints of generic objects along with other objects such as (most) scenery library objects, and use that as a background in Sketchup to create faces on the ground to be extruded into 3D models ?


And of course, by now you are familiar with how to utilize the usual procedure of importing an aerial imagery background from Google Earth, or an aerial imagery BMP output from SBuilder ...to create faces in the ground to be extruded into 3D models.

How many such buildings are you trying to create ? :scratchch

If you are trying to create quite a large number, you could consider using Arno's ScenProc with the aerial imagery building detection feature, or use the Building creation feature for autogen Generic Buildings that reads vector data from ex: Open Street Map (or other source) ESRI SHP building location / footprint data files.


Hope this helps with exploring your options. :)

GaryGB
 
Yeah, that's confusing to me. I'll have to take a closer look at it. In keeping my ridge roof on the right side I turn the object around 90° parallel to the actual satellite image building. Maybe this is wrong? At the moment I'm designing my own in SketchUp.
 
Is this for one of the hangars at: ? :scratchch

Park Township Airport
From Wikipedia, the free encyclopedia
Park Township Airport
Summary
Airport type
Public
Operator Ottawa Aviation
Location Holland, Michigan
Elevation AMSL 603 ft / 183.8 m
Coordinates
17px-WMA_button2b.png
42°47′45″N 86°09′43″WCoordinates:
17px-WMA_button2b.png
42°47′45″N 86°09′43″W
Runways
Direction
Length Surface
ft
m
5/23 2,999 Ft. 914 M. Asphalt
12/30 2,245 Ft. 684 M. Grass

Park Township Airport
(IATA: HLM, ICAO: KHLM, FAA LID: HLM) is a public airport located 3 mi (5 km) northwest of Holland, Michigan.

https://en.wikipedia.org/wiki/Park_Township_Airport


If so, there are only a few such airport buildings to be created in Sketchup, and they would look OK, IMHO, even if they were textured with default FS textures that are otherwise used on Generic Buildings.


BTW: I would COPY and CONVERT to TIFF files (with LZW Compression if desired), or to PNG files, then Import into Sketchup, all textures you intend to use from FS default and/or Google Street View (via RhumbaMaps etc.) to perform 3D modeling.

Be sure to keep separate from walls, any Faces and textures used for transparent windows ...in Sketchup. ;)

GaryGB
 
Last edited:
I was designing that airport. I jump from one project to another. Right now I'm designing Osborne private strip in Victorville, Ca.
 
That location would certainly cut down on the number of buildings to be modeled ! :p

GaryGB
 
Still not really understanding that a whole lot. Do the buildings have to be a certain size in order to work right? For future reference it'd be great if someone would upload a video explaining all of this.
 
Hi Chris:

What Doug Matthews (formerly of ACES) apparently was referring to in the quote above was, the mapping of textures onto Generic Buildings via the default display methods, is intended to be randomized in some way, thus positioning of where doors and windows end up on such objects will not be consistent between re-starts and/or flight sessions in FS because the run time scenery rendering engine will randomly determine where such textures will appear on the building.

So, instead you may need to use the default FS Generic textures and manually map those textures onto 3D MDLs made in Sketchup. :pushpin:

GaryGB
 
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