OK, I got SBX compiling again, it appears my BGLComp was corrupted.
But, I can compile the polygon with the new texture colored red.
I loaded up the SHP file from ADE to see where to place the poly.
I created the poly and did all the editing and such, defined the texture, compiled the textured poly, everything seems to have gone OK with no errors. The BGL file was created. I copied that BGL file to my FSX Addon/scenery folder.
I loaded up FSX, it did its library update then I loaded the flight and flew over the area where I created the textured poly, but, the only thing I see is the original water texture, not the one I created in SBX.
Now, what did I do wrong or what did I not do?
Why can't I see the new texture poly in FSX?
How do I get the new Texture Poly into the KWR1 project where it will show up in FSX?
I must be missing something. I even went as far as put the actual texture BMP file in the Addon/Texture folder, but still no show.
Will the textured poly show over a already created water class poly?
Also under the water class poly is a land class poly, would that be causing a problem (?),
...if so how can I remove that section of the land class poly ( ...as) I can easily delete the water class poly with no problem.
Also there is a Flatten background poly under the entire KWR1 project, would that too have any effect on the textured poly?
I want to take one last shot at this, if it don't work with any other suggestions, then I will just give up on it and just use the stock water class poly and live with it. It's just taking too much of my time to get this to work, so this will be the last attempt at it.
Any suggestions?
These are all valid questions, and working through them would best be done in a step-by-step manner.
In theory, one can create multiple layers of CVX vector content the way one could create multiple layers of BGLComp content.
But there are 'gotchas', and basic considerations for "Order-of-Precedence" and display priority that must be sorted out here.
I would not approach this as a challenge requiring a marathon of effort that must work 'immediately' ...or you will just drop it.
You are attempting to move forward with certain aspects of scenery creation without yet being familiar with certain SDK quirks; it takes time to learn those by self study of SDK docs / tutorials / forum threads; you must commit that time to gain insight.
I do see your willingness to learn through testing and asking questions in FSDEV forum; that is a helpful start, but it must be balanced with a more comprehensive review of other info sources through (extensive) reading.
Each FSDEV forum participant that worked with any of the FS utilities you are wanting to use, may ...like me, 'forget' over time.
AFAIK, a majority of FSDEV community is attempting to move into increased understanding of how to use MSFS SDK methods.
Thus, FSX info may already be 'swapped out' of working memory back to archival storage in their biological computers.
So, you may elicit very few- if any- replies to questions you pose regarding FSX (and perhaps even P3D) development here.
Also, it is evident that you have more insight yet to be acquired through extensive review of info on FSX development.
I suggest it would be best to
pace yourself; otherwise one can become "burnt out" on one's endeavors for quite some time.
Although I have personally learned quite a bit about SBuilderX and have posted many mini-tutorials here at FSDEV, I do not use all of its features, which is why the Beta for SBuilderX v3.15 invited multiple SBuilderX users from FSDEV to be on the Beta team.
That team purposely included SBuilderX users that each had a history of using different aspects of its existing feature set.
I may not be able to answer all your questions without having to commit more of my own limited personal free time to do so.
My approach to learning how to do something in SBuilderX that I have not done before, is
RTFM; the 'Manual' is the Help file.
Additionally, I review the several tutorial web pages / PDFs by Luis Feliz-Tirado, which I have linked you to previously.
I also Google search FSDEV, as SBuilderX' author Luis is busy with retirement activities and has now taken PTSIM forum offline.
The format of my queries is self-evident in the search field of all the Google web pages that load when you follow links I post.
I assure you that success is within your reach; with more patient self-study and testing, you will be able to achieve your goal.
Please remind yourself that this is an ongoing design process, and as a W.I.P., it may take some time to learn new methods.
My approach to sorting out this current challenge. would be to test while
NOT working with multiple scenery content layers.
Early on while inspecting your current test of concept project from ADE, I saw multiple scenery content layers in use.
My first impulse was urgently wanting to eliminate as much of the superimposed content as possible.
While some airport scenery requires complex layered Aprons / Markings etc., thus far yours does not (yet ?) utilize that milieu.
That helps reduce the number of confounding variables in the BGLComp portion of your scenery content.
But, as I have intimated previously, you need to... "
Clean Up 'Yer Vectors".
I would do that ASAP, if not sooner.
If you link me to a
*.AD4 from ADE 1.79x and a
*.SBX (
not just a
*.SBP) from SBuilderX) of your current 'build', I'll be in a better position to offer more meaningful feedback and suggestions for troubleshooting and potential performance optimization.
In the meantime, it may be to your benefit to get some more rest, and to ease up for a while on ...'striving' with this 24/7.
GaryGB