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Use ADE-GP 2.2.09 for FSX airports developed with ADE 1.75

gadgets

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While updating one of my own airports I noticed an undesirable effect when editing undimensioned lines. That is, when opening the line for editing, the four vertices were back in their original (automatically-generated) positions, negating any prior editing of vertex positions. This no longer happens.

As well, when the displayed length of an undimensioned line or wide/tall poly exceeded the width/height of the texture, accurate placement of the object vertices that were outside the texture was a matter of trial and error. So, I added a Tile checkbox near the bottom of the GP Editor which, when checked, fills the entire display area with adjoining copies of the texture.

Finally, with undimensioned lines, texture size display is not useful, open to interpretation - and difficult to calculate. So, when undimensioned lines are being edited, the Texture Size textboxes are now disabled (to avoid complaints that the reported size is incorrect) and the lines indicating the size of the display area (which is based on texture size) are suppressed.

ADE-GP Development Release 2.1.17 is now available at http://stuff4fs.com. Navigate to ADE Ground Polys (in the USER APPLICATIONS menu) and click the Development Release button. Once downloaded, copy the file ADE_GroundPolys.dll into your ADE folder - after backing up or renaming the existing ADE_GroundPolys.dll to something like ADE_GroundPolys.dll.old (just in case). The archive includes an updated user manual and an additional LinesDef specification you may fund useful when drawing parking lot lines.

Please give the new release a good workout - particularly to ensure that the changes for undimensioned lines have not adversely affected other areas, and report any issues in this thread.

Don

PS: Jon, perhaps this thread should be made sticky for a while, please.
 
62 days left to get you going crazy again, Don.
But at the moment I cannot give you any help in finding your bugs in the GP-poly editor as I am without any means to check it.
Can't you make a deal with Arno to get this whole stuff in one program or make it more compatible?
For the moment, you/we rely on MCX to still do the job and you are trying to invent the wheel again.
What I mean is that once you have made all groiund poly in ADE-GP, you have to go to MCX to merge all layers, assign the layers again to get a new model and then convert this to a ground poly that works both in FSX an P3D.
Unless (of course) my absence from FS left me out of some of your newest ( still buggy?) improvements?
So much for my two cents.
I wonder why Arno has not responded to any of your endeavors but maybe he does not know either how to marry the two programs either :).
Will send a link to this thread to Arno to see what he says.
 
Can't you make a deal with Arno to get this whole stuff in one program or make it more compatible?
For the moment, you/we rely on MCX to still do the job and you are trying to invent the wheel again.
What I mean is that once you have made all groiund poly in ADE-GP, you have to go to MCX to merge all layers, assign the layers again to get a new model and then convert this to a ground poly that works both in FSX an P3D.
Roby, I have no idea what you are talking about. For several months, ADE-GP has had a full-fledged FSX material editor and generates P3Dv3-compatible ground polys on a stand-alone basis.

I cannot give you any help in finding your bugs in the GP-poly editor
Color me relieved!

Thanks for your "two-cents".

Don
 
Don,

As I explained, I do not have access to FSX/P3D, MCX, ADE, etc, (62 days left to get back to my FS computer and get you cray again) but I do read everything that is new on FSDeveloper and I noticed that your ADE-GP program still has some bugs.
Hence my asking you to try and merge ADE/ADE-GP and Arno's MCX into one program. But for that you would have to have maybe more contact with Arno?
Wish I could talk to you live so as to get rid of this crazy (the z being an ALT 122) idea of yours that I am trying to demean the things you are doing.
On the contrary!!!
I have to prepare my spaghetti that I for once made myself:D.
' Buon apetito' all of you.
In this time zone I have to break it up because it has to be ' al diente' !!

Cheers, Don
 
Thanks, Jon

Back to Roby:
so as to get rid of this crazy (the z being an ALT 122) idea of yours that I am trying to demean the things you are doing.
On the contrary!!!
It's difficult to interpret many of your comments as gratitude. In your initial post above, you:
  • declared ADE_GP as inadequate and incomplete,
  • stated that "bugs" have been reported but not fixed,
  • questioned my motives in making a new release,
  • suggested without evidence that the "newest improvements" were "buggy", and
  • impugned Arno.
I'm still looking for the praise.

I do read everything that is new on FSDeveloper and I noticed that your ADE-GP program still has some bugs.
I am aware of only one significant issue and one minor issue reported in over past three months, both fixed and development releases made. What thread(s) are you looking at?

Hence my asking you to try and merge ADE/ADE-GP and Arno's MCX into one program.
Why would I do that? As far as I am aware, ADE-GP is fully compatible with P3Dv3 and operates standalone - to the extent of its intended capabilities. Other users seem to be satisfied. You are the only one saying a merge of ADE-GP and MCX is necessary or even desirable.

You state:
once you have made all ground poly in ADE-GP, you have to go to MCX to merge all layers, assign the layers again to get a new model and then convert this to a ground poly that works both in FSX an P3D.
This was the case before I added P3Dv3 compatibility last summer - but it is no longer. What do you believe are ADE-GPs current deficiencies that require use of MCX to alleviate.

Don
 
I will answer to that once I am back home.
I was just relying on the comments of others that did try out your ADE-GP newest plus its updates and still found it buggy.
 
Hi Don

At the moment I am using separate ADE_GroundPolys.dll's for latest P3D and for FSX.
Can you clarify what your latest development release handles, please.

Iain
 
At the moment I am using separate ADE_GroundPolys.dll's for latest P3D and for FSX.
It does no harm, but for the past couple releases of ADE-GP, the .dll handles all FS versions. That is also the case with the new development release.

Can you clarify what your latest development release handles, please.
The first post in this thread describes the changes. As well, the archive contains an updated user manual. For what aspect of the new release do you still need clarification?

Don
 
Don

Many thanks for the quick response.
I think the first line of your reply gives me the clarification I was seeking.
My apologies, obviously despite monitoring this forum on a very regular basis I have missed your advices on updates which would have confirmed to me that the dll you released specifically to be used, with ADE, when designing for the latest version of P3D was no longer needed.

Iain
 
Hi Don, I found this thread whilst looking for a solution to something I've just discovered with GP Lines. Please can you tell me if I am just trying to do something that wasn't intended. Having drawn a line using gp_patterned lines, I wanted to put in the precise vertex coordinates. However, the vertex shot off into the far distance, and on locating it, I found the Minutes Real Number had been rounded to an integer. i.e. 53.52 had become 53.00.

Many thanks
Martin
 
Martin, first of all, you haven't said whether or not these conditions arise while using Release 17. There was a problem in an earlier release when entering vertex coordinates via the text boxes. That problem does not appear to exist in Release 17 - at least not in me experiment a minute ago. As for the rounding of the geographic position, that was probably a result of the condition which does not appear to still exist.

Don
 
Hi, sorry if I ask this, but I cannot find this indication anymore around the forum (and in the stuff4fs web site). Is this release (and the current stable one 2.1.02) still only working with dev ADE 1.71 or can I use it also with stable version 1.70.6042?
Thanks
 
Don,

One thing I have noticed on the GP feature of ADE (I'm at v1.71) is that whenever I edit a GP Line (such as a taxiway edge), whenever I reposition a vertex of the line the texture defaults back to the original orientation (which is solved by using the taxture flip button). Of course, this does not affect "symmetrical" lines which are not affected by texture position.
Hold Short lines are another good example (which require texture orientation).

Thanks,
David
 
One thing I have noticed on the GP feature of ADE (I'm at v1.71) is that whenever I edit a GP Line (such as a taxiway edge), whenever I reposition a vertex of the line the texture defaults back to the original orientation (which is solved by using the taxture flip button). Of course, this does not affect "symmetrical" lines which are not affected by texture position.
David, I'm not sure I understand your issue. You state that the texture orientation is wrong. In ADE-GP, the texture is always oriented "north". The editor allows you to move the vertices over the texture. Further, I don't understand why this is an issue with taxiway edge lines.

Secondly, there are two types of lines; dimensioned and undimensioned. To which are you referring. If the latter, are you sure you are actually USING 2.1.17? It should say so in the title bar of the GP Editor.) That is the problem I fixed in 2.1.17 (and I placed over 100 undimensioned lines yesterday without difficulty.

Don
 
Hi Don,

Let's say I create a custom textured taxiway edge line, which fades into the base taxiway texture using alpha. After I lay out the line and I fire up the sim I noticed the texture is reversed, so I go back to ADE and simply invert the texture sideways. Next I fire up the sim and confirm it looks perfect.

I assume by dimensioned line you mean that it was dimensioned on the GP texture declaration file? If so yes. I only specify width on the GP editor.

If I later reposition any of the line vertices of the line within the working model (not inside the GP editor!), say to add more vertices or to conform to a taxiway edge radius, the position of the texture reverts back to the original (reversed) position and it must be manually reversed inside the GP editor as previously done (by selecting all vertices and using the lateral reverse button at the top). Not a show stopper.....it just requires careful management. This is not a V1.71 issue, it's happened since I started several versions ago. I'll go verify I have 2.1.17 when i get home tonight, but I think I do because it has the new P3D material settings.

David
 
I wasn't clear on what you meant by texture orientation. Lines must be drawn from right to left or bottom to top on the texture, i.e., vertex 0 must be left of or below vertex 1 (and 2 and 3 ...). It appears you drew the line in the opposite direction and, unfortunately, ADE-GP doesn't "remember" flips.

I'm travelling at the moment and will be away from my development system for a few more days. When I get home, I'll check to see if the flipped vertices can be made permanent.

Don
 
Don I had no idea about that. So if I draw an eliptical shape, start from right to left, then bottom to top? does one have priority over the other? (i.e. if vertex 1 is to the right of 0, does it matter if it is a little below it?)
So many years doing this and I was not aware. I'm glad I posted.
 
I'm confused. What does an elliptical shape have to do with lines?

When I referred to top-to-bottom, right-to-left, I was referring to their location on the texture, not of the ADE display. With a line that is to use a line texture, i.e., straightened, ADE-GP will place vertex 0 below or to the left of vertex 1. So, to avoid having to flip it, you should consider how it will be placed on the texture and draw it accordingly. If the line is to be drawn using a uniform texture (i.e., and not straightened), it doesn't matter; the line will retain the shape from the ADE display.

None of this applies to polys, which are always drawn in accord with their geographic positions (as may be edited on the texture).

Don
 
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