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Airport bgl rotates when exclude is used P3D V5.4

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unitedstates
When I open a P3d5 scenery bgl in ADE and rotate the airport to a east west with the longest runway and then select the yellow exclude button. the whole airport will move or rotate in a 45 degree
angle. I tried to position the airport in such a way so that when I draw the exclusion box, I can draw it in the areas as show in red outline.
If were to position the so the the area outlined below were rotated to the left and then click on exclude button, the whole airport will move to position
as show below, so I make as many smaller exclusions so as to include areas I want excluded.
Is this normal SOP with ADE or is there an easier way to position and then draw out the exclusion?



ADE.jpg
 
Hi Butch:

AFAIK, throughout the history of MS' Flight Simulator SDK, the 3D world is based on a terrain grid system oriented on N-S-E-W Axes.

Exclusion Rectangles are always "Rectangular" or square, and always have only 4 sides / corners at 90 degree angles ...oriented on FS' N-S-E-W Axes.

They are compiled using SDK BGLComp as airport-related content, are distinct entirely from Terrain Polygons of the CVX type compiled by SDK SHP2VEC.


IIUC, FS SDK Grid Exclusion Rectangles may vary in size from 0.00029296875 Meters (0.29296875 mm) to 156,544.8 Meters =(84.52743 Nautical Miles)

https://www.fsdeveloper.com/forum/threads/flattens.425495/post-633002


If we exclude Scenery Library Objects, we use small Rectangles to intercept a ReferencePoint (aka "RefPoint") on a 3D model base (usually at its center).

Jon Masterson (aka "scruffyduck") - author of ADE calls these "micro-excludes"; the RefPoint on a 3D model base is used to 'Place' scenery objects.


ADE creates these "micro-excludes" for many non-default objects as airports are copied when we open a default (aka "stock") airport to replace it.

While ADE "micro-excludes" get created for many non-default objects (and are usually 'hidden'), some objects still need "micro-excludes" created for them too.


So when it comes time to "exclude" a scenery library object or another airport-related object, we use an Exclusion Rectangle to intercept a small RefPoint.

Thus you do not need to use large Exclusion Rectangles; but to exclude multiple objects, you may need to use multiple small Exclusion Rectangles.


We may sometimes get lucky and find areas where we can use one- or only a few- Exclusion Rectangles to exclude unwanted objects in a airport project.

But we should not attempt to rotate airports with the ADE "Move Airport" feature, as this rotates the entire airport and most- if not all- associated objects.


The airport would be Geographically rotated out of alignment to the world in FS and IRL; not a good idea unless simulating Flight-19 at ICAO KFLL. o_O

https://en.wikipedia.org/wiki/Flight_19

https://en.wikipedia.org/wiki/Naval_Air_Station_Fort_Lauderdale


So, yep, to avoid "Franken-Scenery", FS design calls for patience- and pacing oneself- to do the many tasks that need to be done.

To avoid conflicting overlaps of Exclusion Rectangles on a crowded airport scenery, we sometimes have to place quite a few "micro-excludes". :banghead:


PS: I had asked you previously elsewhere at FSDEV forum- but did not see where you replied- as to whether you have FSX installed.

I asked this to make you aware of a FS utility to simplify some of your airport / scenery design tasks in FSX before ADE opens its BGL for P3D.

Instant Scenery (IS3) which is not available for use directly within P3D, creates in FSX, SDK BGLComp compiled content that ADE can open / 'import'.

https://www.flight1.com/products.asp?product=iscen3

IS3 simplifies making "micro-excludes" as an alternative to methods available in ADE and other FS utilities, in addition to having many other options. :idea:


GaryGB
 
Last edited:
Gary,
I don't have nor use FSX any more when P3D and its v3/4/5 came out. I stumbled across this nugget of news and it is a lot for me to soak in but I guess it I keep

re reading it will. I guess when it comes to adding manual excludes in ADE, the position of the scenery is not locked as I had it positioned. It likes to change or

rotate slightly in a counter clock position (it want's an exclusion drawn from a upper left to lower right rule). If there is an area that I wanted to draw the exclusion

and manually rotate the scenery to where the object I want to exclude is in a east-west (left right) parallel to the bottom edge of my monitor, and then click on the

little yellow box (exclusion) then the whole shebang will auto rotate to approx 45 degree from where I had it set. I guess there was never an auto lock or lock baked

into ADE so as to preclude this "auto rotate" issue.

On another non related issue (as long as you may be reading this) I addressed on another forum here about converting AI aircraft to static. I use google AI instructions

and used MDX and was able to produce a static aircraft, I removed all the animation and created a BGL and added it to my scenery, it showed up but with the landing

gear up. When I loaded the bgl, there was no animation so I don't understand why the static plane was sitting on the ground (gear up).

Thanks.
 
Jon’s code base he used for “rectangles” only allowed vertical and horizontal lines to be drawn, thus he had to rotate the airport display to match. Not a choice of his.
 
Jon’s code base he used for “rectangles” only allowed vertical and horizontal lines to be drawn, thus he had to rotate the airport display to match. Not a choice of his.
Thanks for the clarification on that. :)
 
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