This works, but on a really big airport I would like to use the grouping still.
Is there any way to "force" the wizard to place everything at the same height, regardless of the terrain undulations with grouping on?
Not at the moment, but I could recode it for such behaviour.
Hi Arno:
When you get a chance to do this, that would IMHO be a helpful "option" to have in MCX for some development scenarios.
Also, would you consider implementing further enhancement of the
ModelConverterX Ground Polygon Wizard texturing by ASM and/or SCASM legacy methods, so that G-Polys as a type of legacy 2D or "flat 3D object" ...can use
multiple faces / polygon segments (
ex: in a TIN mesh) in order to be "fitted" to
non-flat surfaces
ex: terrain skirts on 3D models, or "fitted" to custom terrain shapes implemented using legacy vector
or FSX CVX sloped flattens that modify underlying terrain mesh ?
The goal would be to implement
very high resolution terrain texturing on "
small" areas
without having to utilize multiple tiles of
ex: high resolution custom photo-real land class textures on terrain mesh which use 'blend mask' methods, and to instead use G-Polys textured with a gradient blend via Alpha channel ...rather than high-resolution textured 3D SimObjects to avoid "Z-Buffer Fighting" associated with MDLs.
FYI: Richard Goldstein once stated that SCASM TexPoly methods had no limit as to terrain texture resolution displayable in FS8 / FS9
http://www.scasm.de/doc/sca_tply.htm
IIRC, in one of your previous posts, you had implemented creation of non-flat 3D surface vector objects from MCX; could this be adapted to allow additional output in other
ex: "legacy" BGL formats?
http://www.scenerydesign.org/2013/04/flattens-from-3d-objects/
Many thanks for your amazing FS utility innovations, and for your generosity in making them available to FS Developers !
GaryGB