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ADE Texture

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Does anyone know what texture file is used for the "water" apron in ADE? I want to edit this texture to look a little more "realistic" instead of the "cartoonish" look the water has. I don't use the water apron a lot, but I do use it for smaller bodies of water such as ponds or small lakes. I just don't like the look of the water. I only found one "water-like" texture in the main texture folder of FSX, but that one didn't change anything. Does anyone know what file is used for that texture and where it is located?
 
Hi Tom:

Technically there is a way to make RWYs transparent in FSX Acceleration and P3Dv2.x, but in water I would try not to use a RWY.

https://www.fsdeveloper.com/forum/threads/fsx-invisible-runways.431556/page-2

https://scruffyduck.screenstepslive.com/s/help_docs/m/20268/l/259855

https://scruffyduck.screenstepslive...-how-do-i-make-a-runway-transparent-in-p3d-v2


IIRC, one 'can' replace the textures used for Aprons by ADE, but in doing so, one would change them in all FS water airports.

I suggest for a best match of local water class already being displayed, do not use a RWY or a water Apron.

Just add RWY Start Locations at each end of the RWY ...on the water surface. ;)


GaryGB
 
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As with the "world" water textures (Igave the water a pinkish tint), I'm not concerned with the affect it has everywhere. I can always change it back to the original. I use the water aprons for creating small bodies of water such as small ponds or lakes, instead of using water type class polys. I just don't like the texture appearance of water aprons as they are just too "fake" looking. I just want to edit and replace that texture, I just don't know what file(s) are used for the water aprons. I also don't like the dark blue color, I want to make it a more realistic color. As I stated in another thread, I am pretty much creating my own world, so I don't care if things change all over the world. I make backups of all the files I change, so If I want to go back to "normal" I just replace all of the new files back with the originals.
 
Not sure if you were even replying to the right message. I didn't mention anything about RWYs or local water classes, I only am concerned with the water apron appearance. I already know how to edit textures and I just needed to know what texture file(s) are used for water aprons, I already know which ones are used for water classes (about 100 of em') and I already edited and replaced them. It's the ADE water aprons ONLY that I am concerned with. (PS:Why would you want to make a RWY surface invisible anyway, how the heck would you land on it if you can't see it? I'm sure there must be a reason why you would do that, may you want to replace the original RWY in a "stock" airport with one of your own and you need to hide the original. Don't know about that one.)
 
Having flown an amphibious aircraft for years IRL, I am naturally accustomed to landing without any markings on water. ;)

Also, having done bush flying IRL, my FS scenery often involves sloped RWYs, and does not use RWY objects (they are 'level').


Certainly you had not yet mentioned making a water RWY in your project, but if you had intended to make one, it would not be seen and listed as an airport by FSX unless it had at least Start Locations.

If AI Traffic was to be used ...on water as cited elsewhere, that would not work, AFAIK, without a RWY (even a transparent one):

https://www.fsdeveloper.com/forum/threads/boats-and-water-vehicles.459685/


I assumed you were making a BGLComp type water RWY with adjacent water Aprons, rather than terrain type water polygons.

It is innovative, but rarely seen in FS, due to the realism and color matching issues with other water scenery textures you cited.


IIRC, most if not all BGLComp airport object type textures still use *.R8 textures, and are very obscure file formats.

BGLComp type objects have a greater likelihood of performance burden on the FSX rendering engine compared to CVX vectors.


I will not open up Pandora's Box by suggesting you begin tinkering with creation of custom texture entries in Terrain.Cfg.


Instead, I would suggest making color or photo-real textures which SBuilderX can map onto a VTPP or LWM type polygon.


PS: While you do seem to be comfortable with the process of manipulating the default FS "system" files and do keep backups, I must warn you that this is likely to prove a practice that may lead to extreme complications.

Before you get "too far down the road" with that approach to FS scenery innovation, I must state that the "Best Practice" is to:

Exclude and Replace default and other 3rd party scenery using SDK methods and custom layering techniques in Scenery.Cfg.


GaryGB
 
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Yeah, I think I will leave that alone and just keep what I have. I did find the texture file for the water apron texture and as you just said, it is an .R8 format with which I am not familiar with and don't even know how the heck to open the darn thing to even edit it. So, now I need to know, is there some way of maybe replacing the water texture with like you said some sort of color or photo-real texture using SBuilderX? And how would I do that, Do I use vectors or what? Can I make a water polygon over the already made apron, if so, how do you go about getting my new poly into the KWR1 project. I know you can't just compile a BGL of the poly in SBX, so how do I get new polys into the project?
 
I just got to playing around with the water poly in SBX and actually figured out how to do what I wanted to do. (Man SBX is a powerful tool!) I wish someone would have mentioned this a long time ago when I wanted to change the color of the water instead of going in and editing all 100 of those textures. I think I can go back now and replace all the main textures back with their originals now that I know an easier way to do it. WOW! I'm starting to like SBX, I want to learn how to do more with it. I especially want to learn how to make custom land polys.
 
I have an important question:

When you installed SBuilderX, did it offer to install the "Modified Terrain.Cfg" file for you ?

If so, did you say "YES"; that will add numerous retro-compatible, corrected, and new CVX vector object types.

IIRC, at added a number of CVX vector "Meta-Objects", otherwise called "Vector Autogen", which are lines of multiple objects.

That may include Utility poles, light poles, etc..


If you did not install the "Modified Terrain.Cfg" file, let me know, and there is a way to still install it for use by SBuilderX.


BTW: I was mistaken when I stated elsewhere Flight1 had discontinued Instant Scenery ("IS3") and Airport Facilitator X ("AFX"):


Instant Scenery is a stand-alone scenery object 'placement' utility comparable to ADE, that can preview and edit inside FS:

https://www.flight1.com/products.asp?product=iscen3


Check out a demo version of Instant Scenery for (1) month free and it works within 50 Miles of Seattle; watch the video too.


Note especially in the latter part of the video showing the CVX vector features, how easily IS3 can place in (1) operation:

* Water polygons with shorelines

* Roads with Freeway Traffic



Airport Facilitator X (aka "AFX") is a stand-alone airport 'design' utility comparable to ADE, that can preview and edit inside FS:

https://www.flight1.com/products.asp?product=afxv1

http://www.flight1.com/updates.asp?pid=afx&version=1.08


NOTE: Jon Masterson, author of ADE offers some observations of distinctions between how ADE and AFX compare:

https://www.fsdeveloper.com/forum/threads/airport-studio-vs-afx.441171/

GaryGB
 
I'll have to check those out. And no I don't remember SBX ever asking anything about installing any .cfg files or anything. It just installed and did its thing.
 
Later Thursday, I'll explain "Modified Terrain.Cfg" file's potential benefits if working with CVX vectors in SBuilderX and ADE etc.

GaryGB
 
Yeah, I gotta get some rest from this right now, been working on those darn water texture thingys, too tired to do anymore. Plus I have Covid so I'm not feeling too well and can't think straight.
 
It would be a first priority to rest as part of your recovery; let the project rest, too, as it will still be there when you are better.

You may have less endurance and perhaps other side effect for weeks or months, depending on the Covid variant you picked up.

I'll check back during the day to see if / when you are feeling up to linking a new *.AD4.


Take care of your health ...first. ;)

GaryGB
 
Thanks I will. I'm not sure which variant I have, I only did the home test to see if I had it or not and it came back positive.
 
could you tell me step-by-step how to create a new water class in SBuilderx and add it to the KWR1 project?
this is what I tried...
1. New SBP project
2. Append my .SHP file(s)
3. Select Water Class
4. Choose the Water class I want to add
5. find the location where I want it on KWR1
6. Place the water tiles over the area where I want the new water class
7. Save everything
8. select "all water tiles"
9. Compile BGL (Something flashes quickly on the screen but cannot pause it to read it) The BGL file is created.
10. Copy the BGL file to my Addon/scenery folder
11. start FSX wait for it to update and load
12. start my flight and fly over the area where I supposedly put the new water class
Nothing shows up, the new water class isn't there. So what am I doing wrong. Do I need to create a poly first or do I need some sort of exclusion to remove everything from the area I am placing the new water class..What did I do wrong or what did I leave out? I just can't figure it out. I tried loading the BGL into MCX to see if there was anything there, it just shows it as a blank BGL, unless MCX just can't display what is there. I'm stumped, seems like a simple and straight forward way to create new water classes, but guess not.
 
Hi Tom:

IIUC, you want to create a new CVX vector "Hydro" Polygon textured with a particular FS default "Water" Class color ?

If so, use SBuilderX Polygon tool to draw a Polygon by adding vertex points to the workspace; right-click to stop the 'add vertex' process.

Left click to select the Polygon so its vertices show Green in the workspace.

Right click on the poly-line part of the Polygon, then choose Properties.

In SBuilderX Polygon Properties {Vector Polys} tab GUID pick-list, choose the "Hydro_" type you wish to assign to the Polygon; click [OK].

Select the Polygon(s) you wish to compile so their vertices show Green in the workspace.

SBuilderX Menu > File > BGL Compile ... > SBuilderX BGL Compilation dialog shows "Terrain Vector" checked > click [Compile]

Let me know how that works for you.


PS: FSX / P3Dv1.4x SDK TMFViewer is the utility used to inspect CVX vector BGLs, as well as a number of other Resample SDK BGLs.

GaryGB
 
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Nope, still no change. Just for "test" let's say I want to change the water in that specific area to , let's say "red". Ok, it's a lake with a shoreline and all. I did exactly as you stated above, selected lake pereniel , I selected red as the color, it changed to red in the workspace. Ok, I compiled the bgl, put that bgl in the scenery folder, loaded FSX, flew over, still the water is its original color and the texture did not change. Now what the heck am I doing wrong, I changed the color so I could tell if it changed or not, I obviously don't want red water, that is just to see if the change takes affect, it didn't. Do I have to remove the original water class from the ADE project for it to work? Is it even possible to change the water's color? I want to change it to a more darker color than it is, it's a light blue right now, I want to change that to a deeper blue color. I also want the texture to look a bit better than the FSX stock texture. Of course right now all my stock textures have the pinkish tint I added earlier on, but that I can live with, but I need lakes to be a different color and texture. Can I even do that with SBX?
 
Nope, still no change.

Just for "test" let's say I want to change the water in that specific area to , let's say "red".

Ok, it's a lake with a shoreline and all. I did exactly as you stated above, selected lake perennial , I selected red as the color, it changed to red in the workspace. Ok, I compiled the bgl, put that bgl in the scenery folder, loaded FSX, flew over, still the water is its original color and the texture did not change.

Now what the heck am I doing wrong, I changed the color so I could tell if it changed or not, I obviously don't want red water, that is just to see if the change takes affect, it didn't.

Here is an edited and updated workflow derived from my post above, for the process of using custom colored CVX vector Polygons:


IIUC, you want to create a new CVX vector "Hydro" Polygon textured NOT with a particular FS default "Water" Class color, but ...RED ?


If so, use SBuilderX Polygon tool to draw a Polygon by adding vertex points to the workspace; right-click to stop the 'add vertex' process.

Left click to select the Polygon so its vertices show Green in the workspace.

Right click on the poly-line part of the Polygon, then choose Properties.

In SBuilderX Polygon Properties {Textured Polys} tab click [Color]

In SBuilderX Color and Transparency dialog, click a "RED" color, then click [OK]

In SBuilderX Polygon Properties {Textured Polys} tab click in Texture Name field and type the name RED


FYI: You can make a RED texture image file as a BMP in MS Windows Paint: (256x256 pixels; save as 256 color / 8-Bit BMP) ...into:

[SBuilderX_install_path]\Texture

...click [ ... ] 'triple dot' button to Browse / Select your newly created BMP with a RED image ...from: [SBuilderX_install_path]\Texture


NOTE: Configure as explained in SBuilderX Help > {Contents} tab > Making Scenery with SBuilderX > Make Polygons > Textured Polygons


However, SBuilderX throws this error: :banghead:

"There is a problem with the display of this image".

As I do not use this feature, I have not yet found an answer as to what causes / resolves this error.

I have a hunch it is may involve Pixel dimensions, Bit depth, or BMP file type (ex: DXT BMP type etc.)

Perhaps rhumbaflappy or Arno remember what the BMP file format requirements are for this type of VTPP object ?

https://www.fsdeveloper.com/forum/t...l-vtp-texture-issue-with-alpha-channel.13457/

https://www.fsdeveloper.com/forum/threads/vtp-polygons-over-photoscenery.2112/


Possibly viewing another VTPP made via SBuilder in SDK ImageTool or one of Martin Wright's graphics utilities might help ? :scratchch


If one has resolved the cause of this error, one continues as follows:

Select the Polygon(s) you wish to compile so their vertices show Green in the workspace.

SBuilderX Menu > File > BGL Compile ... > SBuilderX BGL Compilation dialog shows "Terrain Vector" checked > click [Compile]

Let me know how that works for you.

Do I have to remove the original water class from the ADE project for it to work?

Exclude and Replace is our mandate when dealing with substituting custom content for default content.

One must assign a proper CVX vector water class exclude for a default or 3rd party CVX vector water class texture Polygon being replaced.

Typically one need only make a tiny triangular Polygon that overlaps / intersects the Poly-line edge portion of the Polygon to be excluded.


Is it even possible to change the water's color?

I want to change it to a more darker color than it is, it's a light blue right now, I want to change that to a deeper blue color. I also want the texture to look a bit better than the FSX stock texture.

Of course right now all my stock textures have the pinkish tint I added earlier on, but that I can live with, but I need lakes to be a different color and texture.

Can I even do that with SBX?

Yes; the workflow involves basically the same SDK processes in SBuilderX, ADE and other FS scenery utilities that work with CVX vectors.

GaryGB
 
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I tried compiling the textured poly, but I get an error saying something about something being out of range or something like that. So I went back to the first thing you said to try, I'll experiment with that.
 
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