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FSX Tools for taxiline

kevintampa5 said:
where can I find a decent tutorial to sharpen and expand the basic skills?

other than the basic tutorials on making house, and such, the wiki section has some nice information on how to do some specific things you would do for most common things like taxiways, ground polys (even though Arno has done some great things with MCX for doing ALOT of the guesswork out of ground poly goodies, so the ground polys should be done with MCX process imho.)

I would go through some of the wiki how-to's and it may even give you some ideas to try and incorporate.
 
Can we export the xml/ asm file from ade/afcad then tweak it the layer whether can be on top position so we can get the default taxiline right? :D just analyze.


Hi EdGeneer,
Still dont understand why do we need a circular template. :rolleyes:
 
I think Arno and Scruffy should just joins heads on this and create a little plug-in inside ADE to export taxilines into Max. There... problem solved, :D.
 
xbuddy said:
Hi EdGeneer,
Still dont understand why do we need a circular template.

A circular template just lets you use the template without having to rotate it but a little each time (thats if your even going to use snap... a template with many sides could serve fine with no rotation, if your only placing by hand). It seems more flexible that a square or rectangular template... I suppose you could make it rectangular, and just rotate it exact each time...
 
Guys I'm developing my base airport and I agree with you that Loft method is a bit tedious, but think it's most used approach or am I wrong?
But when I made my taxilines how to I match them with those on ADE stock airport?

Again what I have not understand is the approach method for parkings and other ground signs (hold short, runway ahead etc etc). Have I to do a specific poligons for them all?
 
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