Hi Jerry:
Is this for use with project(s) in FS2004 (aka "FS9") ?
If so, you would be referring to "
SBuilder for FS9" ...which is not to be confused with SBuilder for FSX (aka "SBuilderX")/
Your custom
ex: grass could be made as custom photo-real land class textures if you don't care for the ones available from default FS9 land class texture sets after viewing all those available using SBuilder with
PolyB installed and its path configured in the
SBuilder.ini file:
http://library.avsim.net/search.php?SearchTerm=PolyB&CatID=root&Go=Search
SBuilderX Menu > Help > Search Tab > Search String: "PolyB" > click 'List Topics' > SBuilder ini file > PolyViewPath
However, you may wish to
first explore what options exist for use of 3rd party land class texture sets for FS9 prior to undertaking creation of custom photo-real land class texture sets (with or without autogen annotation).
If you have only smaller polygon areas of grass which you'd like to cover at
ex: an airport and the ground under / between its buildings, you may find it easier to use Vector Textured Polygons (aka "VTP") which map and display a
ex: grass texture of your choice.
BTW: VTP Lines can also be utilized which map and display a
ex: grass texture of your choice in FS9.
In FS9, VTP's might be easier to implement (
and with more fine control) compared to to use of custom photo-real land class texture tiles.
SBuilderX Menu > Help > Search Tab > Search String: "VTP" > click 'List Topics' > VTP Scenery
Custom photo-real land class texture tiles otherwise would require use of a minimum array of of 4 adjacent rectangular land class textured ground tiles of 4.8 Meter longitude spans each (LOD-13 Area Points aka LOD-21 "mini-quads"), and which then have to be blended / masked into the underlying terrain textures and airport textures.
http://www.fsdeveloper.com/forum/showthread.php?t=424686&highlight=SBuilder
Alternatively, you may consider using Scruffyduck's
Airport Design Editor (aka "ADE")
in FS9 mode with the new
Ground Poly Tool (aka "GP") developed by Don Grovestine ...for use with ADE versions 1.6x.xxxx and later (
look for the latest "GP" release number):
http://www.fsdeveloper.com/forum/forumdisplay.php?f=95
CAVEAT: Be sure to review the ADE - GP Manual - page 22 (May 2013 13 version) regarding "Ground Poly Layers"
http://www.fsdeveloper.com/forum/showthread.php?t=425609
NOTE:
Regarding the variety of legacy "layer number" schemes used for VTP / GP content in FS8 / FS9 / FSX:
To mention a few of the more widely used legacy layer numbering schemes, in addition to the
FS "default" and
Ultimate Terrain schemes by Scenery Solutions / Flight1, there is also the expanded / extended layer numbering scheme implemented and used by
Holger Sandmann (
this may need to be considered when modifying scenery in the Glacier Bay area if you use Holgers' FS9 scenery add-ons in that area):
http://forum.avsim.net/topic/79970-sbuilder-201-blns-and-missing-airport-masksvtp-layer/#entry551328
"
Just wanted to say that I find the default layering levels way too restrictive and use my own system, which includes multiple layers for most elements. For example, I have up to four different layers for roads, which gives much better results at intersections.
Similarly, I use two different layers for shorelines in areas where I have to work with overlapping water polygons.
The common argument against this approach is that it makes it more difficult for other developers to exclude parts of my landscape add-ons.
However, I provide full documentation for layering in my read-me files.
As an example, here's the layer numbers I used for my new Columbia River Gorge files:
(http://simviation.com/1/search?submit=1&keywords=cr_gorge.zip&x=17&y=10)
VTP2 lines
16 - utility corridors
17 - shorelines I
20 - shorelines II
21 - streams
22 - railroads, minor roads, and piers
23 - minor roads
24 - primary roads
25 - highways
26 - road bridges
27 - railroad bridges
VTP2 polygons
5 - various natural and man-made texture types that overlap water bodies
10 - Mt Hood ski area grassy base
11 - Mt Hood ski area forest patches
12 - settlements
13 - airport aprons
14 - gravel pits
15 - hydro dams concrete textures
16 - lava flows
17 - islands in rivers and lakes
18 - golf courses
Cheers, Holger "
http://forum.avsim.net/topic/79970-sbuilder-201-blns-and-missing-airport-masksvtp-layer/
FYI: AVSIM
Glacier Bay version-2 downloads
not appear to contain Holger's documentation for layering used in that 2-part package:
http://library.avsim.net/download.php?DLID=148846
http://library.avsim.net/download.php?DLID=148847
Perhaps Holger might be so kind as to share those details with us here in this thread and/or elsewhere via a posted link ?
PS: You may also wish to review "
Ground2K for Beginners" by Luis Feliz-Tirado for additional pertinent info on VTP and related methods including how to exclude various layers when creating / modifying default and custom scenery:
http://library.avsim.net/search.php?SearchTerm=Ground2K+for+Beginners&CatID=root&Go=Search
Hope this helps !
GaryGB