• 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:

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    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.

ADE Texture

I pretty much answered it for myself, I hid an object, compiled and yes hidden objects do get compiled. As for the water texture thing, I'm not going to fool with it anymore. I tried everything you said, did it word-for-word, and I either get some kind of error, or it just simply don't work. The first time I did get it to work, I used the water class tool, compiled it and it worked, that no longer works either. So either there is something seriously wrong with my SBX program (going to uninstall and re-install later to see what happens) or there is something wrong with my SDK compiler (wouldn't surprise me). So I'm just going to place it on hold and leave things as is. Too much headache trying to figure out what has made things stop working, I'm going to concentrate on the "mountain" thing for now, the rest I can work with later when I get replacement programs in place. I'm thinking the viruses I had earlier in the month, may have done some damage to my registry and/or some of my programs. I've scanned and cleaned the system, and now I have to go back and replace those programs that don't seem to be working anymore. So as for now, my SBX is NOT working correctly, I will let you know what happens when I remove it and re-install it. I also have to remove my SDK and re-install it from the original disc. I think my compiler may also be messed up, specifically the BGL compiler, because even MCX won't compile BGLs anymore without errors popping up.
 
If this doesn't answer for some or all of the current scenario issues leading to your question, you should ask this question in the ADE forum

https://www.fsdeveloper.com/forum/forums/airport-design-editor.95/

GaryGB

I pretty much answered it for myself, I hid an object, compiled and yes hidden objects do get compiled.

Oops... I forgot to insert the link to the FSDEV thread I had found which addressed that sub-topic. Too much going on ATM. :oops:

I also have to remove my SDK and re-install it from the original disc. I think my compiler may also be messed up, specifically the BGL compiler, because even MCX won't compile BGLs anymore without errors popping up.

That is quite a lot of challenges. :yikes:

Rather than use FSX SDK from DVDs, use this one from P3D version 1.4x, as it is FSX SP2 compatible, and easier to install. :idea:

https://www.fsdeveloper.com/forum/resources/prepar3d-v1-sdk.227/

GaryGB
 
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Thanks, I'm downloading it now. I'll let you know how things go after I get everything re-installed.
 
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 wills how 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, 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 sudgestions, 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 sugestions?
 
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. :alert:

My first impulse was urgently wanting to eliminate as much of the superimposed content as possible. :banghead:


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. :pushpin:


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
 
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Yeah, I'm gonna take a "break" from designing for a while, I'm going to concentrate more on the "game" for now. I have all I need for the time being, most of what I was trying to do is just "cosmetic" in nature and really has no bearing on the game itself. I'll link the newest AD4 file and the two SBX and SBP files later today. I'll also include the compiled BGL as well. But as I siad, I'm putting designing on the "back burner" for a while, at least until more progress is made on the "mountain". That has to become top most right now as we are getting closer and closer to time to impliment the "search and rescue" scenario. We've already gone into the first phase of the new game chapter which is where that scenario takes place, somewhere around phase 3 of the chapter. Each phase is roughly 1 month long (real-time not game time,). I want to thank you for all the help you have given me, I have saved all the links you posted and will from time-to-time go through and study them. Plus there are many YT videos on SBX that I can sit and watch as well. Again thanks for all the help and I will be patiently waiting for an update on the mountain.
 
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