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[Sbuilder] Texture polygon under afcad, how?

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180
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belgium
AS the title says, how to place a poly with a photo underneath the afcad layer?
 
Hello,

Are you referring to FSX? If yes the photo scenery will show under the afcad layer.

If you refer to FS9, the normal 5 meter/pixel photo scenery, made with resample or placed as VTP quad polygons (the last one being the SBuilder way) will also go under the afcad layer.

Best Regards,

Luis

ps: if you make "high resolution photo scenery" for FS9 with gmax, SBuilder, ...., it goes on top of the afcad layer.
 
Hi,

I am referring to FS9.

What I did is create a VTP for the grass to exclude autogen, next I created a poly with in the general tab Text selected. I loaded my texture, aligned it and exported them. No texture was shown ...

I have placed the texture in DXT3 in the main fs9 texture folder as well as the texture folder of my scenery. But nothing shows, even played with layer priority but nothing ...
 
Hello,

The Textured Polygon will be a flat polygon. Could you try to make a flatten just to see if it shows up?

I do not remember if you can set the altitude of the polygon. That will be the thing to look up if it happens to be buried. There is also a SCASM file generated and left at the Tools/Work folder. You could "play" with that file and compile and check if it shows.

Regards,

Luis

ps: I have no access to SBuilder at the moment. Later on, I can try it and be more specific.
 
Okay, the texture shows now, but the afcad is hidden beneath it ...

Hi,

I think there is no simple workaround to what you describe. These ground textured polygons are used to place extra paintings on top of the afcad layer. If you are trying to use them as a background, the only thing that occurs to me is to cut a hole on the texture. The hole will be a transparent region on the texture.

Regards,

Luis
 
I see,

but I have seen sceneries like the one from blueprint where the ground has the airport layout. Like the standard scenery of TNCM, the ground is actually a photo of the airport ...
How can that be done?
 
I believe fs9 takes all the 4.8m terrain elements, and renders a terrain texture from them. then, it creates and places scenery objects on the terrain. When scenery objects are intended to lie flat on the ground, fs9 can at times get confused about what is visible to the user.

In terrain, there is the method of phototerrain, which requires a photo (optionally with night and seasons) which covers one or more LOD13 squares. this is passed to resample which then creates the bgl file and also cuts up the input photo into LOD13 tiles. A single bit (black/white) of transparency can be applied to these tiles to control where they actually show (by default, over all the LOD13 they cover). You can also create autogen annotation files for these tiles. the other option is to create VTP polygons with custom textures, using your photo as the custom texture. In this method the texture is "burned into" the underlying terrain, and also obeys the drawing order so you can get roads to draw over them for example.

The alternative to using terrain methods is to create flat scenery, which is placed at ground level. Here you have the problem of multiple objects such as runways and taxiline textures all trying to sit in the same the place, and having fs9 figure out which should be on top. FS9 has a feature of turning off visual airport data such as runways when other scenery is present. So you are kind of forced to model the whole airport surface if you want to go this route.

scott s.
.
 
So the terrain course seems the best one.
Are there any specific difficult things I need to know that can pop up?
 
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