Forgive me posting an old question if it has long been answered. "Search" reveals thousands of results and that is all to confusing for one such as I.
When CBris opens a post on the topic of "
What Shores" (...to use), a number of informative (and jovial) replies come to (my) mind!
But perhaps the following might prove interesting to you (...and others ?)
Also - I apologize most sincerely in advance if I upset the original artist for wanting to break his payware coastlines. Actually this is probably aimed at FTX or UTX.
Practically all FS scenery objects are referenced by a GUID.
[
EDITED]
If an object is installed and set active in the FS scenery library (or listed / 'defined' in Terrain.Cfg), when "called" by a XML (or CVX vector) placement BGL, the object will be found by FS and rendered.
[
END_EDIT]
The display priority system utilized by the FS rendering engine is based primarily on the physical "Area" layer position in the FS scenery library 'stack of layers' (stored in the
active copy of the "
Scenery.CFG" file).
Scenery object placement instructions in BGL’s in higher layers of the FS scenery library have greater priority over other scenery object placement instructions in BGL’s that are located in lower layers of the FS scenery library.
Thus when one sets out to modify an existing scenery mileu at a particular location in the FS world, one commonly will create an "exclude" BGL which instructs the FS rendering engine to suppress display of a specific type of scenery object located in lower layers of the FS scenery library.
One may also opt to “replace” the excluded scenery object with a new scenery object which may be from either the default FS scenery object BGL files,
or 3rd-party add-on BGL files.
Consequently one need never alter most, if not all, original scenery object source file BGL's when creating or modifying a FS scenery area.
However, when one excludes certain CVX vector scenery object types, the "clip" attributes for that scenery object as defined in the FSX SDK may result in eradication of the entire object within a particular LOD / QMID-sized area.
For most FS CVX vector scenery objects the "clip" area size is LOD 9 (aka QMID 11).
Vector-based freeway traffic clip size is LOD 13 (aka QMID 15).
So, in some cases one must replace the excluded content for the
entire clip area
in addition to adding in one's new/edited content.
I am creating a new add-in airfield for misty moorings. I am using a combination (in any order - whatever
works) of ADE, AFX and Instant Scenery (v1.4)
In the real world maps, Vallenar Creek (just to the west of Ketchikan PAKT) is tidal, and there is a small inlet, which is also detailed quite well on Plan G maps.
That looks like an excellent area to build some scenery; I’m surprised that more detail was not originally allocated to that area in Ultimate Terrain X Alaska and/or Misty Fjords/Tongass Fjords X.
What I don't know is which shoreline element to use. The obvious "ocean" one looks awful - as you can see. Is there a way to access the "official" vector objects from the add-on payware?
Although the vector shoreline type you're using in your screenie looks okay to me, one can apparently make use of 3rd-party CVX vector objects with a little bit of work (which need only be performed
once if all 3rd party add-on content is already installed and configured 'correctly').
AFAIK, the following might be a way to make such 3rd-party content accessible via ADE:
3rd-Party XML place-able FS scenery library objects are accessible in ADE via:
ADE Menu > Tools > Library Object Manager > "Add Objects" > (Browse / Select / Click 'Open' on FS scenery library BGL file)
IIUC, accessing
custom 3rd-party CVX vector scenery object content in ADE requires a different process:
1.) Make a local ZIP backup of [FSX install Path]\Terrain.Cfg
2.) Make a local ZIP backup of both [ADE install Path]\shapeVectorList.dat and [ADE install Path]\shapePolyList.dat
3.) In a plain ASCII text editor (
ex: Windows Notepad), examine the Field structure in a COPY of both [ADE install Path]\shapeVectorList.dat and [ADE install Path]\shapePolyList.dat.
NOTE: The ADE *.DAT Field delimiter in the above files is a "
|" ('vertical bar') character generated by pressing { Shift + \ } (
...meaning hold down the Shift key + tap the 'backslash' key)
4.) In a plain ASCII text editor (
ex: Windows Notepad), examine the structure in a COPY of [FSX install Path]\Terrain.Cfg.
NOTE: Custom 3rd party add-on content definitions commonly begin with those for Ultimate Terrain products at the "[Texture.389]" position.
5.) In a plain ASCII text editor (
ex: Windows Notepad), edit the structure in a COPY of [FSX install Path]\Terrain.Cfg to derive new Records to 'edit in' at the
end of both [ADE install Path]\shapeVectorList.dat and [ADE install Path]\shapePolyList.dat.
6.) Save the above 2 edited files as plain ASCII text into the [ADE install Path] main root folder, allowing permission to overwrite both [ADE install Path]\shapeVectorList.dat and [ADE install Path]\shapePolyList.dat.
Thorough testing may reveal whether this works (and/or 'continues' to work) OK in FSX SP2 / Acceleration with a current / future version of ADE.
BTW: If the above process doesn't work satisfactorily after reasonable efforts, make a local ZIP backup of both "
edited" [ADE install Path]\shapeVectorList.dat and [ADE install Path]\shapePolyList.dat into a single file named
ex: '
ADE_Shape_Lists_Edited.zip'
Then restore the original [ADE install Path]\shapeVectorList.dat and [ADE install Path]\shapePolyList.dat by un-ZIP-ing them from their ZIP backups, allowing permission to overwrite both the "
edited" copies of those files.
Is there a list with images that actually shows what choices are there when making new sceneries?
IIRC, thumbnails of FS 'default' scenery objects are either included with a full installation of ADE, or are available for download via the Scruffyduck ADE website.
Thumbnails of FS 3rd-party "
EZ-Scenery"-type library objects are available on FS download sites, and can be manually added to an installation of ADE via:
ADE Menu > Tools > Library Object Manager > "Find Thumbnail" > (Browse / Select / Click 'Open' on image files)
Alternatively, one may create new thumbnails for FS 3rd-party "
EZ-Scenery"-type library objects not yet available on FS download sites via:
ADE Menu > Tools > Library Object Manager > "Capture New Thumbnail" > (Click-Drag / Space Bar to 'Select' on FS image area).
Thumbnails of 3rd-Party CVX vector-type scenery objects must be created manually as above... using '
Capture New Thumbnail' as described in the ADE Manual.
I hope this information helps provide a comprehensible initial "orientation" to accessing default and 3rd-party FSX scenery object content in ADE.
Obviously, some of the latter procedures involving editing FSX 'Terrain.Cfg' and ADE *.DAT files... is more likely to be of interest to advanced users of those 3 files; but hopefully this may stimulate further inquiry and discussion on how to further extend the existing functionality of ADE for use with custom 3rd party scenery object content.
PS: I'd welcome feedback here by "Scruffyduck" as to feasibility / workability of the proposed modifications, if used in the current version of ADE.
FYI: Part of this subject has been discussed previously here:
http://www.fsdeveloper.com/forum/showthread.php?t=11391&highlight="shapePolyList.dat"
Regards,
GaryGB