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FSX A strange observation with the Airport background

  • Thread starter Thread starter F70
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F70

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A strange observation with the Airport background.(for me):rolleyes:

I want a nice green grass and not the standard Airport background,so here we go.

I start with a rectangle about a quart of the airport in the middle,i use Exclude General >>> Airport Background.
When i take a look in FSX the Airport Background is gone and houses and tree's al over the airport,no problem i have a tool for this Airport Background >>> Flatten Excude AutoGen.
When i take a look in FSX,all the houses and tree's are gone,but now i have the,what i call the original Land Class.
I want a nice grass so i take Land Class >>> Airfield 1.
When i look in FSX i have this,some big rectangles in the "old" Airport Background.



I have read many topic's about Airport Backgrounds.

This one by Golf-HotelDelta :

http://fsdeveloper.com/forum/showpost.php?p=67086&postcount=2

The exclusion needs to intersect the bounding box of the default flatten in all of the QMID11 rectangles. Note the positions of the sw and ne corners of the required exclusion by reading the cursor position in the TmfViewer status bar and create two position indicators in ADE at these points. Draw a polygon in ADE roughly through these points and tag it with "Exclude General/Airport Backgrounds":

This one by rumbaflappy :

In FSX vector excludes now exclude whatever they touch... so a very tiny flatten exclude in the center of the runway probably would exclude the flatten, as long as it was contained within the QMID11 boundary. TMFViewer can show the QMID11 ( LOD9 ) bounds, as well as give you the lat-long of a tiny, central area, as well as showing the type of AirportBackground to exclude.

But after many day's of experiment i have this,I take Land Class >>> Grass instead of Land Class >>> Airfield 1and i have a nice green Airport.:D

Why don't work Airfield 1 not and why works Grass well??:whiteflag

Jan.
 
Just a feeling...

Try "Grass skirting 1" or "Grass Skirting 2" instead; if this does not work, try Flatten Mask Class Map Exclude Autogen. I use this one. If I use only Flatten Exclude Autogen, GEX will plant trees all over the bluddy airport :mad:

Cheers,
:stirthepo
 
I take Land Class >>> Grass instead of Land Class >>> Airfield 1and i have a nice green Airport.:D

Why don't work Airfield 1 not and why works Grass well?? :whiteflag

Jan.

I have Grass,see above ;)
The question is why don't work Airfield 1 and why works Grass well?

Jan
 
Well, I think "Grass" uses texture 128b2 while "Airfield1" uses texture 139b2 w/ 5 variants so maybe it is a texture issue?

scott s.
.
 
Well, I think "Grass" uses texture 128b2 while "Airfield1" uses texture 139b2 w/ 5 variants so maybe it is a texture issue?

scott s.
.

Maybe can someone explain what this mean.

This going to heavy for me,i trying to make some simple airports.:rolleyes:
I am take a other look in the SDK. ;)

Jan
 
FS uses a "landclass" system to select ground textures, which then are blended and tiled to create the image that gets displayed. When you create a landclass polygon, the same texture is used within the boundaries of polygon. Unless you supply your own texture, the actual textures are all in the folder scenery\world\texture. The actual landclass is an integer in the range 0-255, but not every value is used. These values can be found in the file terrain.cfg. The textures have a naming system, which also includes numbering, but the numbers don't directly correspond to the landclass values. There are tables available (I like the one Holger Sandmann did) which show what texture file names are used for different landclass values.

If you search in scenery\world\scenery for texture filenames beginning with 128b2* you can see all the available textures for landclass "grass", and likewise 139b2* for "airfield1". I don't know why you see what you do in the sim, but I think the first step would be to look at the textures in a bmp viewer (the bitmaps use DXT compression so you need a viewer that can handle that). I use the GEX addon texture replacements so can't easily go further. Note also that the airfield1 texture has variants for region G (Australia) as well as b, while grass uses the same set world-wide so that is also a consideration.

But for FSX, I think just using the airport background with "mask class map" property set works well.

scott s.
.
 
I want a nice grass so i take Land Class >>> Airfield 1.
When i look in FSX i have this,some big rectangles in the "old" Airport Background.

F70

Airfield1 is not for airport backgrounds. You must use Mask Class Map where there are Runways, Taxiways and Aprons since this type texture requires a flatten.

Airfield1 does not work well with a flatten under it and is used between runways when the airport grass does not require a flatten.

In my picture looking from the top down I have both the MaskClass Map texture where the runways and taxiways are. Between the runways I have the Airfield1 texture.



The Airfield1 texture is the same as the Mask Class Map airport background texture except it is used without the flatten. In the following picture it shows that the Airfield1 texture is used to allow the swells and the ditches of the ground to stay in place between the runways.



The following link has a 4 step tutorial. In one of my pictures I say the following so look for it.

Between the runways on the left I want a poly that looks like the Mask Class Map but I want to keep the swells and ditches in place. To do this I used a Airfield1 poly

http://www.fsdeveloper.com/forum/showthread.php?t=15173
 
We learn every day.

Thanks Scott and Jim for the clear explanation. :D

Jan.
 
But for FSX, I think just using the airport background with "mask class map" property set works well.

In Norway, the default flatten gets ugly "dead grass spots" at many airports. That's the reason I have to use a grass texture completely covering the flatten.

Thx for the insight, guys.

Cheers,
:stirthepo
 
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