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ADE Version 1.60.4836 Beta Released

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At the moment ADE does not have any mechanism to change the color setting for GP objects. We will add that once the editor and compiler have passed beta testing. I can see the problem when placing one above another :o
 
Sorry Don, I have another two problems.

I created a very short line and in the editor it is wider than main texture band:



Is there any way I can increase the size of texture picture?

Secondly, I created a series of lines but they do not display in FSX.





These types of lines displayed correctly in my test AFD.
 
Nothing to be sorry about. You are using a texture that has no size reference (by intent). To increase the size of the texture relative to the object, make the object smaller and zoom.

As for lines not displaying in FSX, I need the AFD file to be able to diagnose.

Message to all beta testers. If you report problems such as this, please attach your AD3 file. Otherwise I'm just going to ask for it and wait.

Don
 
To make the texture appear larger on the screen, you just press the + zoom button, then recenter the image.

To make the polygon use more of the texture, you just move the vertices closer to the texture edges. Then it will stretch the texture to the edges of the polygon. The polygon will NOT change size or proportions in ADE, it will only affect how the texture is mapped on the polygon.

Hope this helps,
 
Guys

When y'all are happy the editor is working as it should would someone be kind enough to make a video tutorial showing the basics of adjusting a texture to a poly???
 
Sorry Don, it was a stupid question. My mind had flipped back into separate object mode :o

However, it begs another.

In my test example I hadn't bothered about the line length and the display in FSX looked reasonable.

This:



produced:



In the editor I can 'stretch' the object as it were by moving pairs of vertices.

How can I ensure that different length (real world) lines will have the same size (repeated) pattern?
 
On another tack ;)

I tried the "Import Ground Poly" function.

After import, the lines appear in two different colours, the shorter are purple and the longer red :confused:



I have attached the pertinent files for the situation where the lines do not appear in FSX. Note, you won't have any of the objects but that shouldn't affect the ground polys.
 
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The longer one has been turned into a poly I think
 
They were all created as lines (see attachment to previous post).

BTW. It would be useful to have the option to save the .asm, I needed to import it from the main ADE folder, which has only the most recent compilation.
 
BTW. It would be useful to have the option to save the .asm, I needed to import it from the main ADE folder, which has only the most recent compilation.

I am sure we have that planned :) However I cannot recall if it was me or Don that is to implement it. I have a nasty feeling it is me :o
 
Guys

Can I ask that new issues and suggestions are posted in the thread for the new beta?

Thanks
 
Guys

Can I ask that new issues and suggestions are posted in the thread for the new beta?

Thanks

Does that mean that I need to install the new beta (twice) and repeat my tests :eek:

I'll stick with this thread until I hear about my probems.
 
How can I ensure that different length (real world) lines will have the same size (repeated) pattern?

There is a way, but you're not going to like the answer... In the image you post above, you can see that the texture is covering only part of your polygon. The rest of the polygon gets the texture repeated over its surface. So the important number is the length of line that is currently being covered by the texture (not the repeats). This determines the spacing of the cross hatch lines in the texture.

This actual distance (in Meters or feet, depending on the setting in the lower right) can be calculated from the distance value listed at the bottom of that screen (use a ruler on the screen).

1. Measure the total distance. On your image it's 20 cm.
2. Measure the width of the texture itself. On your image it's 5.5 cm.
3. Since we know the total distance is 2946 M, we can calculate the width of the texture: 2946 x 5.5 / 20 = 810 M. So the distance covered is 810 M.

For any other line, you want to stretch/shrink the polygon in the horizontal direction until the calculation above also comes out to 810 M for the width of the texture. Then it should have the same appearance as this line.

Hope this helps,
 
It's nice to wake up to suggestions for improvement and queries about "how to" instead of a barrage of issues. Maybe we're getting close.

How can I ensure that different length (real world) lines will have the same size (repeated) pattern?
Make a texture that covers a fixed distance. When you create a poly or line, it is displayed as occupying about 70% of the width or height of the display - depending on the poly's aspect ration. When you assign the texture, if the texture is specified to cover a specific distance horizontally and/or vertically, the texture is displayed appropiately sized relative to the poly. If the texture does not have an assigned coverage (the one you are using doesen't), then it is displayed at a size such that it just covers the poly. You must scale the texture by resizing the poly and zooming the display. As a future enhancement, I may be able to implement independent texture resizing based on user input - in much the same way as the Gmax UVW Map modifier.

After import, the lines appear in two different colours, the shorter are purple and the longer red
The screenshot you attached looks suspiciously familiar to the one you sent yesterday. But yesterday, you didn't mention Import.

Re your question, the reason for the two colors is that once the file is compiled into a .bgl, everything becomes triangles to be displayed. The importer attempts to reconstruct the object, but has no way of knowing which triangles originated in polys and which in lines. So it runs a series of tests (parallelism of edges, aspect ratio, etc) in an attempt to determine which. In your case, some of the previous lines got imported as polys. But, this shouldn't matter because if you recompile, you should get the same "picture" in FS. (I know, some are not displaying and I'll find out why)

The import function was intened to allow you to import earlier implementations of Gmax-generated ground polys (where everything started life as a poly) so they could be added to your airport file. There should be no need to import a file prepared from ADE since you already have the full source in the ADE file (and, if you lose that, you've got a lot more to worry about that whether a shape got imported as a line or poly),

Don
 
Since we know the total distance is 2946 M,
I don't know where you get that figure from, it is about the length of the runway :eek:

The length of the longest line is about 131 metres, the lengths of the shorter lines are about 17 metres. The widths of all lines are 2.5 metres.
 
The screenshot you attached looks suspiciously familiar to the one you sent yesterday. But yesterday, you didn't mention Import.

What I said was "On another tack, I tried the "Import Ground Poly" function".

The only asm file I had was that produced by the last compilation, so I deleted the lines from the project and re-imported them.

I was just trying to see what it did.

However, apart from the fact that the texturing is completely wrong (and I probably can't afford the time to fix it for the seven lines shown) why doesn't the compiled project file attached to my previous post not display in FSX?
 
Does that mean that I need to install the new beta (twice) and repeat my tests :eek:

I'll stick with this thread until I hear about my probems.

No. The installer will update the current 1.60 version and should use the latest version of Don's library.

And I did say new issues in the new thread ;)
 
why doesn't the compiled project file attached to my previous post not display in FSX?
George, it's only been five minutes since I said
But, this shouldn't matter because if you recompile, you should get the same "picture" in FS. (I know, some are not displaying and I'll find out why)
Don
 
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