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FSXA Problem With Terrain Elevation

Messages
1,267
Hi,

I'm about to complete a tutorial called "How To Create Photo Real Scenery For FSX" by Tiberius K. I got to say that this is an excellent tutorial. After compiling all of my bgls, the photo real image and the cvx files, into FSX, I've noticed there seems to be a problem with how the runway is above the ground near the center and below ground at the ends. See my images below to see what I'm talking about:


This is a view from the cockpit:

image_1.jpg




This is the outside view and it looks like a rock or something is protruding up out from the runway. I think the image apparently follows the real world elevation data and is not flat with the runway in ADE:

image_2.jpg




In the image below, you can see that the runway along the center is above the runway image:

Image_3.jpg





In this image below, the ends of the runway is below the runway that's in the image. You can also see that the road going around the airport runway is not flat at all, and is very rocky.

Image_4.jpg



I've checked all my polygon vertices in SbuilderX and they're all at the same altitude = 0. Nothing was ever mentioned regarding the elevation data of the photo real bgl in the tutorial. It seems to me that since all my vertices are 0 feet, the entire image should be flat and not be at different altitude at different positions. Does the photo real bgl image have elevation information and should it be flattened and have the same altitude to match the runway altitude in ADE? In other words, do I need to flatten this photo real image before I compile it? Nothing was mentioned that I needed to flatten this photo real image so I'm confused here. Did I do something wrong here?

Ken.
 
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It would seem the underlying flatten is possibly a little bit small for your scenery and a little bit higher than the surrounding area, hence you're seeing FSX doing it's best to merge the two.
Could be that the quoted altitude for your airfield is in disagreement with the mesh in this area, one of those instances where a compromise has to be made between being visually acceptable and geographically accurate.
Unless mentioned otherwise, I'd assume the tutorial you're following is based on the default scenery. If you've got any third-party mesh installed I'd start by disabling that and see if things improve.
 
It would seem the underlying flatten is possibly a little bit small for your scenery and a little bit higher than the surrounding area, hence you're seeing FSX doing it's best to merge the two.
Could be that the quoted altitude for your airfield is in disagreement with the mesh in this area, one of those instances where a compromise has to be made between being visually acceptable and geographically accurate.
Unless mentioned otherwise, I'd assume the tutorial you're following is based on the default scenery. If you've got any third-party mesh installed I'd start by disabling that and see if things improve.

Hi Chris:

Your observations "align" precisely with the statements by the author of the tutorial cited above. ;)


Tiberius et al tutorial c/o flightsim.com: "How to create photoreal scenery for FSX" (...archive with images):

http://web.archive.org/web/20131008...50762-How-to-create-photoreal-scenery-for-FSX


In this case, the author assigns the Altitude at 21 Ft. relative to the default FSX terrain mesh.

If Ken uses a 3rd party Nauru terrain mesh, he may create a ABP flatten with sloped side triangles to blend into nearby mesh.

Nauru_TMFViewer_DEM1104_cvx92324.jpg


Hi Ken:

I am assuming you are using the default FSX terrain mesh for Nauru, which is the assumption of the above tutorial's author.

If you are instead using FreeMeshX, for example, please let us know so we can modify this info accordingly, if needed.

Nauru_TMFViewer_FreeMeshX_S10E160_FSX_1104_cvx92324.jpg


Custom photo-real aerial imagery Land Class textures drape onto whatever the underlying terrain Altitude is assigned to.


A custom photo-real aerial imagery Land Class texture BGL made via SDK Resample does not contain any terrain Altitude info.


At Nauru in Google Earth Desktop Edition, RWY end Altitude is 4 Ft.-SE to 18 Ft.-NW, with a peak of 19 Ft. at the ARP.


The above cited tutorial Page 3, Steps 25 / 26, shows use of ADE to create a Airport Background Polygon - Flatten only, at 21 Ft..

This will create a flat / level terrain surface on which the aerial imagery will "drape".


The above tutorial Page 3, Steps 29 / 29, shows use of ADE to "Change Airport Altitude" - to match the ABP Flatten at 21 Ft..

This will correct the RWY to align with the flat / level terrain surface on which the aerial imagery will "drape" (it clings to mesh).

GaryGB
 
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Hi,

I meant to attach a copy of my SbuilderX project file and my bgl files from FSX. I wasn't able to attach my Nauru image because it was way too large, even after being zipped:
 

Attachments

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Hi Chris:

Your observations "align" precisely with the statements by the author of the tutorial cited above. ;)


Tiberius et al tutorial c/o flightsim.com: "How to create photoreal scenery for FSX" (...archive with images):

http://web.archive.org/web/20131008...50762-How-to-create-photoreal-scenery-for-FSX


In this case, the author assigns the Altitude at 21 Ft. relative to the default FSX terrain mesh.

If Ken uses a 3rd party Nauru terrain mesh, he may create a ABP flatten with sloped side triangles to blend into nearby mesh.

View attachment 97287

Hi Ken:

I am assuming you are using the default FSX terrain mesh for Nauru, which is the assumption of the above tutorial's author.

When you say default FSX terrain mesh, are you referring to the cvx9232.bgl? If so, I don't think I used that original file. I just opened SBuilderX and downloaded the image from there, as outlined in the tutorial. Then I created a watermask and a blendmask and compiled it. This created my new tmf map and that's the one I used. I was under the impression that this file - cvx9232.bgl was not correct anyway but if I remember correctly, I never used this orginal file. I do recall that this file includes the airport flatten poly and the shoreline. This may be where I messed up.

If you are instead using FreeMeshX, for example, please let us know so we can modify this info accordingly, if needed.

No, I did not use FeeMeshX.



A custom photo-real aerial imagery Land Class texture BGL made via SDK Resample does not contain any terrain Altitude info.

Okay, I need to remember that.


At Nauru in Google Earth Desktop Edition, RWY end Altitude is 4 Ft.-SE to 18 Ft.-NW, with a peak of 19 Ft. at the ARP.

Yes, I got about the same results.
The above cited tutorial Page 3, Steps 25 / 26, shows use of ADE to create a Airport Background Polygon - Flatten only, at 21 Ft..

Yes, I did that but it still had the same problem.

The above tutorial Page 3, Steps 29 / 29, shows use of ADE to "Change Airport Altitude" - to match the ABP Flatten at 21 Ft..

Yes, I did that too in ADE. I think it says "Change Airport Reference," now and I assume this is the same tool

This will correct the RWY to align with the flat / level terrain surface on which the aerial imagery will "drape" (it clings to mesh).

I thought that was what it's suposed to do. I'm beginning to think that I've used the compiled Photo1.bgl. file rather than the cvx9232.bgl and I think that was what you were referring to when you said "default terrain mesh." I think this is where I messed up.

Ken.
 
When you say default FSX terrain mesh, are you referring to the cvx9232.bgl? If so, I don't think I used that original file. I just opened SBuilderX and downloaded the image from there, as outlined in the tutorial. Then I created a watermask and a blendmask and compiled it. This created my new tmf map and that's the one I used. I was under the impression that this file - cvx9232.bgl was not correct anyway but if I remember correctly, I never used this orginal file. I do recall that this file includes the airport flatten poly and the shoreline. This may be where I messed up.



No, I did not use FeeMeshX.

The default mesh is the underlying contours of the landscape upon which everything else, landclass and photo-imagery etc., is laid.
A replacement mesh will (usually) supercede the default contours and provide a more accurate representation of "real life".
This can mean that any scenery designed to "fit into" the default landscape can look slightly out of place if a more accurate landscape (mesh) is in use.
I'm sure FreeMesh was just an example and there may be others, FSTerrain for instance.

Good luck with your endeavours. FS Scenery can be a continual learning curve ... particularly steep at the beginning ... but ultimately very satisfying :)
 
When you say default FSX terrain mesh, are you referring to the cvx9232.bgl?

If so, I don't think I used that original file. I just opened SBuilderX and downloaded the image from there, as outlined in the tutorial. Then I created a watermask and a blendmask and compiled it. This created my new TMF map and that's the one I used. I was under the impression that this file - cvx9232.bgl was not correct anyway but if I remember correctly, I never used this original file. I do recall that this file includes the airport flatten poly and the shoreline. This may be where I messed up.

Hi Ken:

Cvx9232.bgl is the FSX default local Nauru CVX vector file which contains an ABP flatten and a number of other objects such as
the Water Class texture color, Hydro Polygon TMF Quad Grid Tiles, Shoreline, Shoreline Texture, and Airport Bounds Polygon.

Typically we call the Airport Bounds Polygon a 'Airport Background Polygon' (aka "ABP"), but that technically is a Texture attribute that is associated with most ABP's along with a Flatten attribute; these are all specified by the GUID's used for them.

So, although a Triangulated Irregular Network (aka "TIN") of Polygons that are welded to each other to form a contiguous ground surface with Altitudes assigned for each vertex, could be referred to categorically as "mesh", with FS we tend to reserve that term for Terrain Mesh to avoid confusion.

A CVX vector TIN can 'modify' an underlying Terrain Mesh by imposing new "re-meshing" (aka "topology") instructions to it.

But we would normally not attempt to create a ground surface over a large area using a CVX vector TIN; only local '"mods'.

When you state:

"cvx9232.bgl was not correct anyway but if I remember correctly, I never used this original file. I do recall that this file includes the airport flatten poly and the shoreline. This may be where I messed up."

...are you indicating you did not create an exclude for that default cvx9232.bgl file (since you would want not to have edited that FSX default cvx9232.bgl file) ?

If so, are you indicating you instead created a new local CVX vector BGL to serve as the ABP flatten ?

If that is so, you 'may' still have a leftover cvx9232.bgl assigned to the default Nauru airport RWY Altitude ...yet to be excluded.


Yes, I did that but it still had the same problem.

Yes, I did that too in ADE. I think it says "Change Airport Reference," now and I assume this is the same tool

I will take a look at the files you attached above; note that anything too large to attach at FSDEV can be "linked" via MediaFIre.


I thought that was what it's supposed to do. I'm beginning to think that I've used the compiled Photo1.bgl. file rather than the cvx9232.bgl and I think that was what you were referring to when you said "default terrain mesh." I think this is where I messed up.

At this point I am not certain what you are referring to.

Your custom "Photo1.bgl" will drape over the local terrain mesh (modified by any TIN's in a local CVX vector BGL).

We may know more about what is going on after I look at your files attached above.

GaryGB
 
Hi again, Ken:

It would be best that you save and attach an ADE *.AD4 file rather than the compiled "Airport" BGL file.

The ADE *.AD4 file retains the entire set of project instructions, including CVX vectors; the "Airport" BGL is missing CVX vectors.


The CVX vector "Terrain"-type exclude for the default Nauru airport would not be contained within the "Airport" BGL.

If you did a "Split" compile from a ADE *.AD4 file, you would also get a separate BGL containing any CVX "Terrain" vectors.


Once I have the ADE project *.AD4 file, I can compile the project into BGLs as needed on my end.


It would also be best that you Export and attach a SBuilderX '*.SBX' (exchange) file in addition to a SBuilderX project "*.SBP" file.

For the comparable reasons as in ADE, CVX vectors are not retained in a SBuilderX project "*.SBP" file.


Once I have the SBuilderX '*.SBX' (exchange) file, I can compile the project into BGLs as needed on my end ...with CVX vectors.


I shall check back later to see if you have had an opportunity to attach the needed file formats for this project analysis.

GaryGB
 
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It would seem the underlying flatten is possibly a little bit small for your scenery and a little bit higher than the surrounding area, hence you're seeing FSX doing it's best to merge the two.
Could be that the quoted altitude for your airfield is in disagreement with the mesh in this area, one of those instances where a compromise has to be made between being visually acceptable and geographically accurate.
Unless mentioned otherwise, I'd assume the tutorial you're following is based on the default scenery. If you've got any third-party mesh installed I'd start by disabling that and see if things improve.

Hi Chris,

No, I have no 3rd party mesh installed around the Nauru area. The tutorial does use the default ADE Nauru airport but it uses the SbuilderX satellite image for the terrain.

Ken.
 
Hi Ken:

I have examined, compiled, and loaded the latter files into FSX and tested them.

It appears you resolved the issue with the missing 22 Ft. ABP Flatten by making one in ADE that was stored within the *.AD4 file.

Although the tutorial used 21 Ft., your 22 Ft. AMSL ABP flatten works also.


The was a discontinuity in part of the shoreline CVX vector(s) in SBuilderX which may have resulted in part of it not compiling.


Additionally, there may have been some unresolved aerial imagery tiles in your source data that resulted in a few blurred areas.


You successfully cut a hole with SBuilderX which allows the island to display the underlying terrain ...congratulations on that. :)


Many folks have found that layered CVX vector "hole" technique challenging to achieve, but you got it right. :wizard:


I suggest you further fine tune your file set using the attached local 38.2 Meter 1/3 Arc-Second FreeMeshX terrain mesh BGL.
Let us know how things go with modifications to accommodate the higher resolution terrain mesh. ;)


FSX continues to provide an excellent platform for learning / testing FS development with familiar (not yet 'legacy') methods. :pushpin:


You might also wish to share your finished project with FSDEV Community to use as an additional reference for the tutorial. :cool:

It might make for an interesting diversion project in the tropics for a virtual vacation away from your usual USA location.

If you opt to do that with custom 3D models, I'll show you how to use SBuilderX to generate a non-warped background image.


Zooming in on your custom imagery BGL sourced at LOD-17 shows the great job Dick did tweaking SBuilderX' tile downloader.

You could probably edit some Virtual Earth or World Imagery tiles into the Google satellite imagery to replace the blurred areas.

Have fun.

GaryGB
 

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Hi Ken:

I have examined, compiled, and loaded the latter files into FSX and tested them.

It appears you resolved the issue with the missing 22 Ft. ABP Flatten by making one in ADE that was stored within the *.AD4 file.


I'm not sure what you mean that I've resolved the issue with the 22 ft ABP Flatten. But I'm still having issues with the variable altitudes in the photo real image:

Image_4.jpg



Do you see how the runway in the image is warped? Even if my airport project is flattened and everything is set at 21 feet in ADE, it's not going to align with the real world photo due to the differences in the altitude at different locations along the runway. I knew about the ADE altitude and setting it to 21 ft. I've checked my runway, airport background polygon, as well as the Change Airport Altitude, and they all say 21.998 ft. When I look at this image in FSX, I can see that it's not flat and is very warped with changing altitudes. It seems to me that the image should have been flat when it was compiled.


The was a discontinuity in part of the shoreline CVX vector(s) in SBuilderX which may have resulted in part of it not compiling.

I did that on purpose because the author said that it wasn't necessary to do the entire island. I wasn't crazy about the waves that much anyway but I did add it to give it more realism.


Additionally, there may have been some unresolved aerial imagery tiles in your source data that resulted in a few blurred areas.

Yes, I've noticed that too.


I suggest you further fine tune your file set using the attached local 38.2 Meter 1/3 Arc-Second FreeMeshX terrain mesh BGL.

I've tried using the FreeMeshXbgl but I'm not sure how to use it. The only file I see in your zip is S10E160.bgl. I've dropped the file into the tmfViewer and the only thing I see is that it's similar to the cvx9232.bgl file. I assume it uses the tmfViewer.


You might also wish to share your finished project with FSDEV Community to use as an additional reference for the tutorial.

I'll be happy to.

If you opt to do that with custom 3D models, I'll show you how to use SBuilderX to generate a non-warped background image.

Thanks. I'm glad you brought this up and I'm wondering if this could be the reason for having this problem. I think you're referring to the Reproject Mercator Files that is found under Edit INF in SbuilderX. If so, mine is set to False. From what I understand, this is one that outputs a non-warpped image, but I could be wrong because it's been a while since I've used it and I have changed it a few times. So, let me know if I have it set correctly. If I have it set correctly, why is my photo real image being compiled and having vairable altitudes on both ends of the runway? The image apparently includes elevation data, similar to that in google earth. If that's the case, it would seem to me that it should be flattened so that it matches the flatness in ADE. But I don't recall seeing any mentioning of flattening the photo real image.

Ken.
 
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I'm not sure what you mean that I've resolved the issue with the 22 ft ABP Flatten. But I'm still having issues with the variable altitudes in the photo real image:

Do you see how the runway in the image is warped?

Even if my airport project is flattened and everything is set at 21 feet in ADE, it's not going to align with the real world photo due to the differences in the altitude at different locations along the runway. I knew about the ADE altitude and setting it to 21 ft. I've checked my runway, airport background polygon, as well as the Change Airport Altitude, and they all say 21.998 ft. When I look at this image in FSX, I can see that it's not flat and is very warped with changing altitudes. It seems to me that the image should have been flat when it was compiled.

Hi Ken:

I do not show the RWY anomalies that you are seeing:

nauru_fsx_freemeshx_s10e160_fsx_1104_cvx92324_rwy_flat-jpg.97307



I've tried using the FreeMeshXbgl but I'm not sure how to use it. The only file I see in your zip is S10E160.bgl. I've dropped the file into the tmfViewer and the only thing I see is that it's similar to the cvx9232.bgl file. I assume it uses the tmfViewer.

The BGLs should be in a \Scenery sub-folder under a top folder as is normal for a scenery added to FSX via Scenery Library GUI.

The FreeMeshX BGL I attached above, should be included in the same \Scenery sub-folder with your project BGLs for Nauru.


Thanks. I'm glad you brought this up and I'm wondering if this could be the reason for having this problem. I think you're referring to the 'ReprojectMercatorTiles' that is found under Edit SBuilderX.Ini file. If so, mine is set to False. From what I understand, this is one that outputs a non-warped image, but I could be wrong because it's been a while since I've used it and I have changed it a few times. So, let me know if I have it set correctly.

Edit SBuilderX.ini according to the current task being performed:

Custom photo-real aerial imagery Land Class BGLs: ReprojectMercatorTiles=True

Background photo-real aerial imagery for 3D modeling: ReprojectMercatorTiles=False


If I have it set correctly, why is my photo real image being compiled and having variable altitudes on both ends of the runway?

PS: Do you have any 3rd party scenery installed that covers this area on the Earth's globe ?


The image apparently includes elevation data, similar to that in google earth.

If that's the case, it would seem to me that it should be flattened so that it matches the flatness in ADE. But I don't recall seeing any mentioning of flattening the photo real image.

As I stated, Custom photo-real aerial imagery Land Class textures 'drape' as a terrain mesh-clinging object onto the ground.

That type of BGL does not contain elevation data.

A Ground Polygon (aka "G-Poly) made as a flat / level textured 3D model is only 'placed' at an Altitude AMSL.


GaryGB
 

Attachments

  • Nauru_FSX_FreeMeshX_S10E160_FSX_1104_cvx92324_RWY_Flat.jpg
    Nauru_FSX_FreeMeshX_S10E160_FSX_1104_cvx92324_RWY_Flat.jpg
    165.9 KB · Views: 258
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Hi Ken:

I do not show the RWY anomalies that you are seeing:

nauru_fsx_freemeshx_s10e160_fsx_1104_cvx92324_rwy_flat-jpg.97307

Now yours looks great. Your photo real image is flat as it should be, but I'm not getting that.


The BGLs should be in a \Scenery sub-folder under a top folder as is normal for a scenery added to FSX via Scenery Library GUI.

What I did is created a folder in FSX and named it Nauru International Airport. Inside that folder, I created a folder name Scenery.


Edit SBuilderX.ini according to the current task being performed:


Custom photo-real aerial imagery Land Class BGLs: ReprojectMercatorTiles=True

Background photo-real aerial imagery for 3D modeling: ReprojectMercatorTiles=False

Okay, it looks like I had it set incorrectly. Mine was set to ReprojectMercatorTiles=False. So, since I'm doing a custom photo real scenery, it should be set to ReprojectMercatorTiles=True, correct?


PS: Do you have any 3rd party scenery installed that covers this area on the Earth's globe ?

No. I do recall doing this tutorial several years ago and as far as I know, I do not have any of those installed. I do know that I don't have any 3rd party sceneries that cover this area.


As I stated, Custom photo-real aerial imagery Land Class textures 'drape' as a terrain mesh-clinging object onto the ground.

That type of BGL does not contain elevation data.

A Ground Polygon (aka "G-Poly) made as a flat / level textured 3D model is only 'placed' at an Altitude AMSL.

Okay. I just don't understand why my photo real image appears as it does in FSX, not being flat like yours.


Ken.
 
Now yours looks great. Your photo real image is flat as it should be, but I'm not getting that.

Keep reading; there is a 'possible' explanation below.

Okay, it looks like I had it set incorrectly. Mine was set to ReprojectMercatorTiles=False. So, since I'm doing a custom photo real scenery, it should be set to ReprojectMercatorTiles=True, correct?

Correct; as stated above:

"Edit SBuilderX.ini according to the current task being performed:

Custom photo-real aerial imagery Land Class BGLs: ReprojectMercatorTiles=True

Background photo-real aerial imagery for 3D modeling: ReprojectMercatorTiles=False"


No. I do recall doing this tutorial several years ago and as far as I know, I do not have any of those installed. I do know that I don't have any 3rd party sceneries that cover this area.

Okay. I just don't understand why my photo real image appears as it does in FSX, not being flat like yours.

Please check your SBuilderX.ini file for an incorrect setting, that has caused a CVX vector terrain exclude anomaly elsewhere:

[Shapes]

AddToCells=False


If you had this setting in place at the time you worked on the Nauru tutorial, please let me know promptly in this thread.


If you do have this setting in your SBuilderX.ini file, change it to:

[Shapes]

AddToCells=True

Then re-compile the project in SBuilderX, and re-test it.


Example scenarios:

https://www.fsdeveloper.com/forum/t...-add-roads-or-other-things.433283/post-702757

https://www.fsdeveloper.com/forum/threads/cvx-files.434746/post-718705

https://www.fsdeveloper.com/forum/threads/blend-water-masks.435509/post-726633


Consistent findings from the above linked scenario and a few others is:

* Use (not always proven-) of OrbX FTX Global Terrain.Cfg CVX objects with custom Park Polygons and/or high RenderPriority

* Use of above cited custom- or default- CVX objects with very large Geographic extents, instead of ex: small Triangle excludes


The 'take-away' from the above linked scenario and a few others is a "Best Practice" when creating modifying FS scenery:

* Instead of using implicated CVX objects, use small(-er) objects

* Exclude CVX objects locally with (1) small triangle each that intersects / overlaps CVX Poly edges, and not (1) 'big' exclude

* Always put excludes in Area layers of Scenery.Cfg / Scenery Library GUI, higher in display priority than scenery to be excluded

* Never put excludes in the same folders as default scenery Area layers ...within Scenery.Cfg / Scenery Library GUI

* Never put excludes in separate Area layers lower than- default scenery ...within Scenery.Cfg / Scenery Library GUI

GaryGB
 
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Please check your SBuilderX.ini file for an incorrect setting, that has caused a CVX vector terrain exclude anomaly elsewhere:

[Shapes]

AddToCells=False


If you had this setting in place at the time you worked on the Nauru tutorial, please let me know promptly in this thread.

Hi Gary,

I have the problem fixed now. But I'm going to do more tests and to make notes of what may have went wrong. I will post them here later. I've checked my INI settings in SbuilderX and it was set to:

AddToCells=True.

I've changed it to AddToCells=False.


Ken.
 
Hi Ken:

Just to clarify again, you use .
AddToCells=False when you wish to exclude and replace objects.


The custom photo-real aerial imagery land class BGL for Nauru that was created when SBuilderX had ReprojectMercatorTiles=False should be re-compiled with ReprojectMercatorTiles=True.

GaryGB
 
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Hi,

Here's what I found, but I'm not saying this was the primary cause, since 2 of the settings in SbuilderX were set incorrectly and may have contributed to what I've found. I don't know why I didn't noticed it from the beginning but I've noticed that there were no cvx vector file that is normally generated in ADE, and I don't recall seeing that file in the beginning probably because I had not created an airport background polygon at the time and the cvx was never create. I've created the airport background polygon and it exported the cvx file I needed. Remember, the default cvx9232.bgl was moved, but I backed it up in case I needed to put it back. I place the airport file and cvx into my Nauru Scenery folder and loaded FSX. The photo real image is now flat but the runway was still below the photo real image, but at least now the photo real image is flat. The airport background and runway were all set to 21.998 feet, so I left it as it was. I went to my Scenery\World\Scenery folder and sure enough, a file ANYN_ADEX_KM_ALT.bgl was there. I removed this file and that fixed the problem. I've looked over this file using BGLViewer and the airport altitude was 21 feet instead of 21.998. I just decided to remove that file from the Scenery\World\Scenery folder. I've attached the file so anyone can look over it. The only thing I see now is that the water polygon is not flat near the beach, and it drops off as you get farther out. Notice the images below:


Image_5.jpg




Image_6.jpg



I wouldn't think that skipping some of my watershore polygons around the island would cause this problem. After all, the author did say in his tutorial that we can do that, and besides, the waves usually travel in one direction and not 90 degrees, or perpendicular from the other waves. I'll try to edit them and see what happens. Also, would overlapping the polygons create problems?


Ken.
 

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I am still on the road, but will look at the Alt file later this evening.

ADE creates ALT files as a Stub of the Airport when it's Altitude is changed from the default info in its database

That ALT file should be corrected and remain in Scenery\World\Scenery.

GaryGB
 
Hi Ken:

Just to clarify again, you use .
AddToCells=False when you wish to exclude and replace objects.

I must have misunderstood you regarding the settings for the AddToCells in SbuilderX. Changing the INI to AddToCells=True caused the anomalies again. So, I set it back to AddToCells=False. Now it's flat. So, I guess AddToCells=False must be correct. You've mentioned that I would use AddToCells=False when I wish to exclude and replace objects. What is the AddToCells=True is for, or when is that used?


The custom photo-real aerial imagery land class BGL for Nauru that was created when SBuilderX had ReprojectMercatorTiles=False should be re-compiled with ReprojectMercatorTiles=True.

Okay. I'll do that.

Ken.
 
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