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FSXA A Question About CVX Vectors

Messages
1,267
Hi,
I was trying to make changes to the width and altitude of my vector roads in my KBHM 1970 project using the SbuilderX but these changes would never take place in the simulator. I first de-compiled my CVX.BGL file created in ADE using the CVX Extractor. Then I append the RDXKBHM_1970_ADEX_KM_CVX.shp file into SbuilderX. This is where I've made the width and altitude changes but that's never reflected in FSX. Based on what I've read on this, I've learned that making these changes does not make those changes in the simulator.

https://www.fsdeveloper.com/forum/threads/width-of-roads-in-fsx.427279/


I've always thought that this was the purpose for the SbuilderX > Append > ESRI SHP and it was possible to make changes to the width and altitude vectors in ShuilderX and that be reflected in the sim. I don't understand why having these edits in SbuilderX if you cannot make those changes in the sim, unless I'm not doing something right. The width vectors can be changed in FSX but only by editing the Terrain.CFG. But I have to agree with Scott when he stated that he did not recommend editing the default Terrain.CFG because that will change that vector for the entire world for that road Guid.

https://www.fsdeveloper.com/forum/threads/width-of-roads-in-fsx.427279/#post-648310


He did say that we can define a new terrain.cfg entry for it, but does that mean we create a new Terrain.CFG with that entry or does he mean that we create our own entry for a certain road, generate a new Guid, and then add it to the default Terrain.CFG?

I've noticed that in the Terrain.CFG, there no entry to make altitude changes. Is that because the vectors always follow the elevation of the flatten mask map, or the ground?

Let me explain what I want to do. First, take a look at this image:


Ground Image.jpg


The road marked in red is about 25 feet wide, but in the sim, it's 42 feet wide, and it sits about 42 feet above the airport surface. But as you drive along on this road, it eventually levels off with the surounding airport. The area marked off in green is a sloping terrain, and starts off near that taxiway up to the road, and rises 42 feet. It slopes in different areas and the rest is level with the surrounding airport. So, what I want to do is place the sloping ground at areas where it slopes with this area of the road being about 42 feet above the airport surface. I'm trying to determine what would be the best way to accomplish this.

Ken.
 
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Hi Ken:

Did you first Exclude the original CVX Vector objects that you wish to Replace ?

Remember: We must always Exclude original scenery objects first ..then we can Replace them. :pushpin:

GaryGB
 
Hi Ken:

Did you first Exclude the original CVX Vector objects that you wish to Replace ?

Remember: We must always Exclude original scenery objects first ..then we can Replace them. :pushpin:

GaryGB

Yes, I did exclude the original CVX scenery. At least the original CVX vector doesn't show up in the sim. I believe I excluded the CVX in SbuilderX and I selected Exclude All Roads. But I only drew my exclusion poly around the airport. So I'm not sure if that excludes ALL the roads in the original CVX or just those around my exclusion poly.

Ken.
 
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Hi Ken:

I just realized that you are likely using a custom imagery BGL to display satellite terrain textures draped onto the ground at KBHM.


FYI: Any default or custom land class vectors will render underneath custom photo-real imagery terrain textures, because that 'special' form of land class displays with highest priority; consequently custom photo-real imagery 'covers up' CVX vector land class content. :pushpin:

But, if the CVX vector objects have an assigned altitude (ex: flattens / water polys), that does still modify underlying ground shapes.

However, CVX vector land class roads cling to the ground surface, so if you wish to have accurate roads and road slopes / embankments / encasements, you must use custom sloped CVX vector flattens and/or custom terrain mesh at KBHM.


BTW: You may also open CvxExtractor output *.SHP files from FSX' KBHM into Google Earth Desktop Edition for reference. ;)


PS: If you plan extensive edits to KBHM CVX vector scenery, this can be very labor-intensive; it may be easier to buy / use UTX: :idea:

Ultimate Terrain X - USA:


GaryGB
 
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Hi Ken:

I just realized that you are likely using a custom imagery BGL to display satellite terrain textures draped onto the ground at KBHM.

FYI: Any default or custom land class vectors will render underneath custom photo-real imagery terrain textures, because that 'special' form of land class displays with highest priority; consequently custom photo-real imagery 'covers up' CVX vector land class content. :pushpin:

I'm not sure if this is what you're referring to but I did at one time had the KBHM 1970 B/W image placed in FSX as a photo real image. But I removed that because it was way too large and did not line up perfectly with my ADE project. But in order to get my hills, slopes, and vectors in my project, I would have removed the image if I found that it was covering my vectors.


However, CVX vector land class roads cling to the ground surface, so if you wish to have accurate roads and road slopes / embankments / encasements, you must use custom sloped CVX vector flattens and/or custom terrain mesh at KBHM.

Is this what you're referring to that's in the ADE manual in Fig. 9-15 on page 139?

Sloping Polygons.jpg



This is what I'm working on. I've tried to create this sloping terrain in my project but it would never slope. I wasn't thinking but I realized that I never removed or deleted my CVX road vectors in my project and the terrain, or ground, was always flat, even though I've sloped it in ADE using the vertices.

Flat Terrain.jpg




After removing the CVX road vectors, the terrain now slopes, and apparently the CVX vector kept the ground poly flat.

Sloping Ground.jpg



Since road vectors always cling to the ground, which I hope I understand correctly is the Mesh, vectors will have to wait later. You may noticed a sudden drop-off about half way down the sloped terrain and I don't know what's causing that. It drops off almost in the middle and then rises again. I can understand the sudden drop off on the back side but not along the sloping terrain. I think for now, keeping the sloping project within the airport surrounding is all I need. Is this the correct flow, or procedure I need to use to accomplish what I'm trying to do? If there's anything you need to add that I need to be aware of, please do so.


BTW: You may also open CvxExtractor output *.SHP files from FSX' KBHM into Google Earth Desktop Edition for reference. ;)

Yes, I like that. This tells me if I placed my objects and roads correctly. It's off by a very small margin but I can tighten them up by using a later image with high resolution, since some of the roads are in the exact same spot as they were in the 1970s. The roads on the north side of runway 36, and 37th avenue on the south side of the runway, do not exist in any of the google images and I can only go by the B/W 1970 image to place those.


PS: If you plan extensive edits to KBHM CVX vector scenery, this can be very labor-intensive; it may be easier to buy / use UTX: :idea:

Ultimate Terrain X - USA:


GaryGB

I've seen that addon, but I wasn't for sure if it was a software for placing CVX files or if it's just an addon to the simulator. I think it's an addon, and the roads in this addon will not represent most of what they were in 1970. But I think it would be a good addon. I figure this will probably take some time but if I can, I prefer to do this so I can learn how to do these projects effectively. It doesn't seem it should take long, as long as I keep it within the surrounding airport. But, that's provided that everything goes well.

Ken.
 
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Is this what you're referring to that's in the ADE manual in Fig. 9-15 on page 139?

View attachment 75732

Yes, that is (1) of the ADE references on sloped CVX vector scenery content.

I think for now, keeping the sloping project within the airport surrounding is all I need. Is this the correct flow, or procedure I need to use to accomplish what I'm trying to do?

That may cut down on the amount of work you may need to do.

PS: If you plan extensive edits to KBHM CVX vector scenery, this can be very labor-intensive; it may be easier to buy / use UTX: :idea:

Ultimate Terrain X - USA:


GaryGB

I've seen that addon, but I wasn't for sure if it was a software for placing CVX files or if it's just an addon to the simulator. I think it's an addon, and the roads in this addon will not represent most of what they were in 1970. But I think it would be a good addon. I figure this will probably take some time but if I can, I prefer to do this so I can learn how to do these projects effectively. It doesn't seem it should take long, as long as I keep it within the surrounding airport. But, that's provided that everything goes well.

Ken.

IIRC, when UTX is installed and set "active", you can access / display numerous additional types of custom CVX vector Roads etc. you can use for your project.

That would assume, of course, that the project is for your own personal use on your own computer, and not for release to the public.


Again, if you plan extensive edits to KBHM CVX vector scenery, this can be very labor-intensive; you will need to manually edit EVERY slope vertex point. :alert:

I would still recommend that you acquire and use UTX for this- and your other- airport projects ...as well as for enhancing FSX / P3D in the USA. :pushpin:

And, I would still recommend that you acquire- or make- and use, a custom high resolution terrain mesh for this- and your other- airport projects.


What you are attempting with this KBHM project is already going to burden you with a massive workload for the AFD / airport infrastructure work alone.

KBHM is in very hilly area, and you will save a huge amount of work if you use UTX and custom terrain mesh ...rather than trying to make sloped CVX BGLs.

GaryGB
 
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Hi,

I have most of the sloping terrain looking fairly good but on the opposite side, the road and terrain is really Jagged and not smooth at all. What things could cause this, because I don't see any problems in ADE at all? The road and terrain just suddenly drops off as it's shown in the image below:

Sloping Hill.jpg



My question is do I need to do a flatten, or is there something I'm supposed to do before adding the sloping hill? I could not find any other information other than what's in the ADE manual.

I've attached my AD4 file. Do you see anything in my AD4 file that would cause this? One thing I'm curious about is that there's a bgl file with the name cvxwork.bgl. Is that the vcx bgl file for the sloping polygon?

By the way, does the Ultimate Terrain X include elevation data that would make these areas slope, just like in the real world? I tried to download the elevation data from Earth Explorer but the image was always black every time. Apparently, there's something wrong with their file because there's nothing on it.

Ken.
 

Attachments

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Hi Ken:

Somehow I missed your latest post within this thread.

Please refer to my replies in your topically-related thread here:


GaryGB
 
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