• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

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FS2004 A beginner with cruel doubts fotoscenery

I'm sorry for using google translator, my english is bad.

We know that :

(AD) are Aeródromo.

File (AB) are airport backgrounds ( VTP poly files )
File (AP) are your airport 'afcads'
File (FL) are flattens ( LWM files that flatten the ground... usually for airports )
File (HL) are shorelines ( VTP )
File (HP) are land/water masks ( LWM )
File (RD) are roads ( VTP )
File (RR) are roads ( VTP )
File (ST) are streams & rivers ( VTP )
File (UT) are utlity line paths ( VTP high tension wire paths ).

Question 1:

The (AD) in real life had track changes from 36/18 to 01/19 and track increase (L or R), ok.
In FS9.1 the same (AD) is only with track 36/18.

What is better to edit the AP xxxxxx.bgl or simply create an afcad, if that is what AFX or ADE170 advise me?

Question 2:

How to have a photoreal without being square? See the pictures below.

This is what I have:

This is what I want:

In this case how to do and which application to use?

I have Sbuilder9, SbuilderX, Ground2k, LWMViewer2, ADE170, AFX, SketchUp and all fsdeveloper programs .

Remember that I'm designing for Flight Simulator 9 (V9.1)

I know we are in 2018 (21st century), that ha new simulators but for the sake of taste, financial and hardware I am happy with FS9.

I thank you all for your attention.
DO NOT edit AP xxxxxxx.bgl. Use ADE to create a modified version of the stock airport. Start by opening the stock airport in ADE. Then modify it as you want. Now compile it to an active scenery folder that's above the stock airport in your scenery library. It will load after the stock airport and replace it.
For the photoreal you will need an image editor to apply an alpha channel (black=transparent; White=opaque), FwTools to keeps the coordinates of the image and sabe them, and add them once you have edited the image. The image will lost his georrefence when edited so you need to apply it with FWTools.
sorry if misnamed the georeferencing tool, too long since I was involved in these tasks. Don't know if exist some tutorial about the matter look in the Wiki
Edit: Talking about Fsx here not sure if it work the same in Fs9
Hi Rudolf:

You may wish to review the following tutorials by Luis Feliz-Tirado:

Ground2K for Beginners

File Description:

Newly revised for Ground2K version 4

Ground2K version 4 by Christian Fumey is a very easy to use design tool for Flight Simulator terrain scenery. With it, you can create and modify coasts, roads, rivers, lakes, islands, land and water class, altitude mesh, and textured ground polygons.

This short user guide is meant for beginners, and presents some basic concepts concerning Flight Simulator terrain, and a step-by-step explanation of some of the principal functions of Ground2K.

No technical terms are used here, for ease of comprehension.

An HTML document for universal compatibility.

New sections include:
- expanded coverage of basic concepts and functions;
- common problems and errors with solutions;
- glossary of terms

Very sorry - no support is offered for this guide. For any questions, please consult the AvSim forum dedicated to Flight Simulator scenery design.

Filename: ground2k_for_beginners_121649.zip
License: Freeware
Added: 24th July 2003, 15:24:13
Downloads: 5468
Author: Luis, Scenery Design Forum
Size: 1329kb


Make photo-real ground textures


File Description:
It is very easy to create your very own high-resolution, custom (photo-real) ground textures. This document explains the concepts and techniques and illustrates the use of SBuilderX with which you can quickly and easily download aerial images and make this type of scenery. So, why hesitate? Make Flight Simulator scenery as real as it gets! Very sorry - no support of any kind is offered. Please do not write. For any questions, please post in the Avsim Scenery Design Forum.

Filename: make_photo-real_ground_textures_in_fs_x.zip
License: Freeware
Added: 21st November 2009, 23:20:06
Downloads: 17714
Author: Luis Feliz-Tirado
Size: 2143kb


NOTE: The methods for use of an Alpha channel within the aerial imagery texture image source file(s) are comparable between FSX and legacy FS2004 (aka "FS9") to achieve transparency.

However, FS9 does not allow blending or gradient transparency via SDK Resample for custom photo-real land class due to use of DXT1 ("on-or-off" transparency type only) 256x256 pixel size BMPs

One must otherwise create a custom VTP legacy format 3D vector object mapped with a DXT3 BMP to achieve blending.

The above cited 'custom VTP legacy format 3D vector object mapped with a DXT3 BMP' is also called a "Ground Polygon" (aka "G-Poly"), and these flat non-MDL-based 3D terrain scenery objects are compiled using SCASM / ASM source code.

You may wish to study the methods to create a blended legacy format SCASM / ASM G-Poly via ex: Arno's ModelConverterX (aka "MCX") for output and use in FS9.

Terrain Design


File Description:
Terrain Design for Flight Simulator X

This simple illustrated document explains the basic concepts in Flight Simulator X terrain, and how to change them using SBuilder for FS X. Make new water bodies, roads, vehicle traffic, airport flattens, remove autogen, add more detail - anybody can do it easily and quickly.

My most sincere apologies - I am unable, for lack of free time, to offer support of any kind. For questions or problems, please post in the Avsim scenery design forum.

Filename: terrain_design_for_flight_simulator_x.zip
License: Freeware
Added: 14th December 2009, 13:29:15
Downloads: 16648
Author: Luis Feliz-Tirado
Size: 3991kb


NOTE: Again, many of the concepts for FSX scenery design explained in this latter tutorial 'may' prove helpful in understanding the somewhat different work-flow required for output to FS9 via different utilities and the FS9 SDK compilers.

Last edited:

Thank you all for your attention.

1 - I will try to make AFCAD on the ADE170.

2 - I will see the mentioned tutorials and work on the project.

I hope to give you an opinion soon.