AFAIK, a "Platform" must be utilized via a "AttachPoint" on a 3D model in a
non-legacy "
MDL" format, so that would not be applicable to the
legacy SCASM Ground Polygon texturing scenario you describe as your goal.
The method of converting a 3D model to sloped flatten via MCX to be draped in FS at run time with high resolution custom textures (as custom photo-real land class synthetic and/or aerial imagery) using FS SDK Resample ...is likely to be easier to achieve, as recently discussed here:
http://www.fsdeveloper.com/forum/threads/sloped-terrain.436134/#post-732211.
However, it may be possible to utilize a type of legacy format Ground Polygon method with an accompanying
shape-matched and underlying terrain flatten shape which is '
sloped' rather than '
flat' (basically a Vector Textured Polygon draped on top of a sloped flatten).
IIUC, the legacy SCASM methods may allow assigning varying elevation values to all vertices of a textured Ground Polygon object, while still properly maintaining the texture "drape" in FS at run time.
http://www.scasm.de/doc/sca_tply.htm#tpoly
https://www.google.com/#safe=strict&q=SCASM+"TexPoly"
IIRC, Arno stated that a "sloped Ground Polygon" option may be possible in a future release of MCX.
http://www.fsdeveloper.com/forum/threads/ground-poly-wizard-terrain-issues.432939/
I think it is likely that Arno may be able to successfully implement such a method in MCX.
FYI: There have been some prior experiments in doing this via
SBuilder for FS9 as a SCASM-coded "photomesh" in which a HeightMap / HeightField terrain mesh is 'draped' with a custom photoreal texture image.
http://www.ptsim.com/forum/viewtopic.php?p=2446
BTW: Implementing this method with
sloped terrain to create a "photomesh" beyond the rather low-resolution of LOD-8 was apparently not further pursued by SBuilder author Luis Sa' before he began developing SBuilder for FSX (aka "SBuilderX").
Perhaps the most successful implementation of this legacy "High Resolution" Photoreal VTP scenery method (on 'flat' terrain) may have been achieved by the renowned Gottfried Razek of the
Blue Sky scenery project in the
Tucson, AZ scenery package:
Tucson, Arizona, High-Resolution Scenery - Part 1: Tucson Intl. Airport (KTUS) =
tus2008_hr.zip
http://library.avsim.net/esearch.php?CatID=fs2004scen&DLID=127560
He recommends using this in a Scenery Library layer 'above' his
lower-resolution photo scenery:
FSX/FS2004 Tucson Arizona Photo-Scenery (AZ) = TUS2008_LR
http://simviation.com/1/search?submit=1&keywords=TUS2008_LR&categoryId=&filename=Y
PS: One might wonder whether de-compilation of "
TUS_S4_SHR.BGL" into SCASM source code with
BGLAnalyze version 3.1 may prove particularly informative ?
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IIUC, to attempt display of the GPs placed by the above file in FSX et seq., one would have to convert Area16N flatten code for the 64 TexPoly GP tiles into equivalent LWM2 / LWM3 or CVX vector flattens.
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END_EDIT]
Also, info by Gottfried Razek on
toggling Ground Polygon display via user aircraft altitude:
http://www.avsim.com/topic/80241-problem-using-fs2002-ground-texure-scenery-with-fs2004/
Hope this information helps with the learning process !
GaryGB