• 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:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    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.

P3D v2 X40 (KINF) Inverness, Florida

One more question Jim,how do make sure the textures looks HD. I get my textures from cgtextures but after rescale it in Photoshop,it looks awful.
 
You need to figure out pixels per meter or pixels per foot and stay above a certain level, I'd say 10px/ft is about the minimum if you'll be taxiing around amongst the buildings. Buildings farther out can be less. An easy way to get 10px /ft is to make your UVW map (box or plane) 102.4' x 102.4' x 102.4' (31.2m x 31.2m x 31.2m) - that means that you're covering 102.4 ft with a 1024px texture so 1024/102.4=10px/ft. Don't scale your UVWs in Unwrap UVW and the 10px/ft resolution will be set for all faces (I sometimes scale the roofs, it doesn't matter so much there). I'm guessing the problem you have with cgtextures is that you're trying to go too small?
 
What value of pixels per foot you use for the building in this scenery? Sorry if I'm asking too much because I'm new to this.
 
I have been experimenting myself so I've used as low as 2px/ft and as high as 10px/ft. I'd say 2 px/ft is too low although it looks OK on an outlying building that you don't get close to. If you go to the first post in this thread and look at the 10th screenshot the building on the right is textured at 2.8 px/ft, the building on the left is textured at 6.5 px/ft. The FBO and fuel tanks in these later shots are textured at 10px/ft.

Jim
 
I got some imagery off the nat'l map server and next thing I knew I had a rough photoreal down in the sim.
Can I get an url for this server, please? I don't have anywhere near your skills, but I've been doing some simple ground textures and would like better images than I can get from Google Earth. Thanks. :wave:
 
Hi Sidney, I doubt you'll find anything better than google imagery but the main thing is you can distribute it. If you want the best imagery for your own use you'll probably be able to find some commercial imagery with SBuilderX that you'll like better either from the google server or VirtualEarth.

Here's the national map server URL though:

http://viewer.nationalmap.gov/viewer/
 
Thanks, Jim. I've been making use of Google Earth and Bing Maps, but the quality is hit and miss. The more options I have, the better. Paying for images is not really an option for me.
 
This is amazing. I have KTPA, KBKV, KPIE, KVDF, KSPG and others in the area I am working on. This is a standard i will aim for
 
I appreciate all the nice comments folks! :)

I was having a play with the large hangar on the south end of the field and more or less stumbled upon this phenomenon in P3D2, I was trying to make some windows transparent but check out how they cast light onto the floor - and the airplane! :cool:

x40_34.jpg


x40_35.jpg
 
WOO this is amazing !!
when it gonna be released?
BTW i'm working on my pilot training in Florida, is there any opportunity to make other regional airports in Florida,my school's airport is KFPR
 
I've added some models and done some work on the PR/autogen since my last update but I don't have anything completely finished and ready to show off yet. Release is a ways off yet unfortunately, summer has gotten in the way! Actually I did a little modeling last night so it's not completely dormant. I have a full year's worth of beer drinking/barbequing to get taken care of in a very short North Idaho summer so I really need to make hay while the sun shines :) .

No plans for a next airport just yet, I will say that I'm missing my mountains a bit so I'm leaning towards a mountainous setting. Ground photos would be a big influence :) . I'll take a look at KFPR, I've got quite a bit to do at Inverness yet though.

Jim
 
Hmm, mountains... I hear O22 (Columbia, California, in the Sierra Nevada foothills) is a fun cross country destination from the Bay Area. ;)
 
Back
Top