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P3D v4 Basic Question; Ground Polygon (Photo Scenery) and Scenery Objects

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10,088
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us-arizona
Hey all,

Quick question.

If I make an Airport, and it uses an S-Builder-X ground polygon system for the ground (terrain), how would someone place buildings on it? All the various objects like parked planes, trees, etc.

Would you have two folders, and stack them in order in the activation? Does the SBX terrain tiles 'over-ride' the objects and cancel them out? Would I need to create my own version of Bitmap Polygon for the airport scenery area or can I still use SBuilderX type scenery terrain 'and' have objects (from 3ds Max) sitting on top of the scenery?

I am interested in doing an airport but it needs to have about a 1+ mile radius around it. It could be huge...


Bill
LHC
 
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10,088
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us-arizona
This is the scenery area I am looking at in the sim.



2019-6-27_9-49-3-225 - Copy.jpg
 

arno

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32,883
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netherlands
I would put everything from your project in one scenery folder. You don't have to make a folder per tool you use. They can all go in the same scenery.
 
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10,088
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us-arizona
Hey Arno,

So if I create some addon scenery objects like buildings and put those in there, the SBX terrain will not cancel them out?
 

arno

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Nope, objects are a different type of scenery and they show on top of photo scenery. Only landclass is hidden by the photo, not custom objects.
 
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7,450
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us-illinois
Hi Bill:

Indeed, 3D scenery library objects placed via SDK BGLComp-XML methods are not excluded by custom photo-real imagery BGL textures.

However, if there numerous 3D scenery objects that need to be placed, using SDK Autogen Annotator methods, will result in their being rendered at run time in a more FPS-efficient way.


BTW: If you use MCX "Ground Polygon Wizard", ADE "GP Editor", or SBuilderX "Textured Polygons" methods of making a flat 3D scenery object textured with ground imagery (aka a "G-Poly"), you may be able use Material Properties / Functions, night / seasonal textures, and conditional display, depending on whether it is impemented as a SCASM / ASM or MDL type of object.

But... you might also need to do some tweaking of how such "G-Poly" objects are configured to minimize or eliminate exclusion of other 3D scenery library objects placed via SDK BGLComp-XML methods and/or SDK Autogen Annotator methods. :)

GaryGB
 
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