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MSFS20 Can't draw above a PaintedLine

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119
Country
spain
So im wondering if it is possible to draw above a PaintedLine, i cant get it, using an apron and an own texture on it.


1601650427166.png
 
After doing some research, Im' still unable to put an Apron texture above a PaintedLine so i think that maybe there is no way by the moment by the SDK.
noentry.PNG
 
I have the same problem, in spite of the apron has the property force draw above runway the lines are always drawn above aprons.
Try using projected mesh to add those textures above the lines.

Regards
Alfredo
 
I have reported this to asobo through Zendesk, I hope they fix it in the next SDK update.

Try using projected mesh to add those textures above the lines.
I tried this with a default ProjectedMesh just to test it, tried all possible "Draw before" configurations and i was unable to Draw it above in-game PaintedLine.

The solution would be to draw the lines and the marks all in the same ProjectedMesh buut...

I have been thinking a lot about using ProjectedMesh versus custom Apron Textures and custom PaintedLines and... I'm not sure at all about what to choose.

Custom Apron and PaintedLines gives me lot of chances for merge between aprons, use decals and opacity in-game, in adittion i can control better PBR textures. And i have more control to make changes but it have the limitation that im talking about in this post.

In the other hand, using ProjectedMesh could be a good option to pack all together into a mesh and could work very well on big airports since you have "all in one" but all the work has to be done previously on that mesh, as far as i know, we arent able to use decals above a projectedmesh or blend an apron above it (tell me if im wrong). Of course all this could be achieved using a combination of software like blender, illsutrator and substance painter but i should think about the exact workflow.

For example, if i use vertices over the mesh to draw the lines and marks of the taxiway/apron, im using a bunch of Vertices doing the airport less FPS friendly than if I simply use textures. Other option is paint directly on the mesh in Substance Painter but i have to figure out how to know where exactly to paint above that mesh since i can't see the aerial image under the mesh like in blender.

Well these are my thoughts, let me know what you think about it.

By the moment I'm sticking with Custom Apron and PaintedLines since i have all my ground textures almost done, but maybe on my next project i will change my workflow, I hope i will have a better idea in the future to choose the correct decision.

PD. Sorry about my english, Spanish guy here.
 
I have reported this to asobo through Zendesk, I hope they fix it in the next SDK update.


I tried this with a default ProjectedMesh just to test it, tried all possible "Draw before" configurations and i was unable to Draw it above in-game PaintedLine.

The solution would be to draw the lines and the marks all in the same ProjectedMesh buut...

I have been thinking a lot about using ProjectedMesh versus custom Apron Textures and custom PaintedLines and... I'm not sure at all about what to choose.

Custom Apron and PaintedLines gives me lot of chances for merge between aprons, use decals and opacity in-game, in adittion i can control better PBR textures. And i have more control to make changes but it have the limitation that im talking about in this post.

In the other hand, using ProjectedMesh could be a good option to pack all together into a mesh and could work very well on big airports since you have "all in one" but all the work has to be done previously on that mesh, as far as i know, we arent able to use decals above a projectedmesh or blend an apron above it (tell me if im wrong). Of course all this could be achieved using a combination of software like blender, illsutrator and substance painter but i should think about the exact workflow.

For example, if i use vertices over the mesh to draw the lines and marks of the taxiway/apron, im using a bunch of Vertices doing the airport less FPS friendly than if I simply use textures. Other option is paint directly on the mesh in Substance Painter but i have to figure out how to know where exactly to paint above that mesh since i can't see the aerial image under the mesh like in blender.

Well these are my thoughts, let me know what you think about it.

By the moment I'm sticking with Custom Apron and PaintedLines since i have all my ground textures almost done, but maybe on my next project i will change my workflow, I hope i will have a better idea in the future to choose the correct decision.

PD. Sorry about my english, Spanish guy here.
Yo can create all the aiport polygons and Lines using 3ds Max to create your Projected Mesh since SDK v0.6

Regards
Alfredo
 
In my opinion, this is the expected -- and desired -- behavior. It looks to me that the Asobo developers have tried to make the SDK better represent the real-world, where aprons are surfaces upon which paint (including taxi lines) are drawn. It can also be said the an apron area consists of a type of surface -- which is why it takes a certain finesse (the custom texture a square, desired paint at the bottom of the texture sheet, flipped L<-->R) to get these custom visual element to appear correctly.

But still, with no alternative, I use the same method. When my custom element must interact with a taxi line, I make a small section of the taxi line without the center line drawn.

We should consider the use of "aprons" in this manner to be a work-around for a feature that is lacking in the SDK. I would suggest the problem is better expressed that there is a need for an SDK feature that is a PaintedArea, which allows for "signage" or other custom appearance/texture to be drawn "on top of" aprons, and possibly "stacked" (draw priority) in relation to taxi lines.
example.jpg
 
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