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:
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.
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:
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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