• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

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MSFS20 [Complete] ENSX - Stavanger EMS helicopter

Glad I was able to help. :)

And I believe all of us here at FSDEV owe a debt of gratitude to Arno for all his work on MCX, that makes so many things easier.

Speaking of Arno's MCX, I read recently he had made some breakthroughs implementing lights for MSFS24, and IIRC, he already had fine-tuned working with lights in MCX for MSFS20.


Since you live local to the ENSX helipad, I imagine you may know which lights now need to be implemented for realism of scenery display at night, and the photos I find on the internet seem to show changes over time from a number of different dates.

I suppose if one used a camera with a telephoto lens or binoculars from surrounding parking lots and buildings it would be a good update on what is actually being used now on the perimeter of the ENSX Helipad.


Here is a photo I saw which seemed to show on corners and midpoints of the Helipad 75 to 80 foot span, quartz-halogen or xenon element light fixtures with a visor to direct light only across the Helipad surface, to prevent blinding the pilot(s), in addition to perimeter edge lights. :pushpin:

IIRC, MCX can assign "emissive" light cone configurations without having to fine tune that within a 3D modeling application. :wizard:

95930_1621712553.jpg



Additionally, this photo shows Red (Hazard ?) lights at the NE corner adjacent to the spiral stair cage.

panoramio-11520126.jpg


This photo, shows flag poles on the Helipad ('Rotor Bait' to test pilot skills after the expensive SAR Queen "Roll over" :yikes: ? )

panoramio-24261030.jpg


The flag poles and the shorter raised light supports seem to emphatically say "Do not fly over St. Svithun Hotell" :rotfl:

55023_1568014411.jpg


In other photos I have seen up to (3) illuminated wind socks, (2) being remote to the Helipad itself.


As you may know by now, there are many resources available to utilize within the MSFS default 3D model libraries. ;)


Have fun with the next phase of development at ENSX... you are certainly off to a good start. :cool:

GaryGB
 
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Summary for today: Managed to implement LODs at 4 levels and the emission textures. I've also started on adapting the terrain with terraforming, and adding community library models and such and all is looking very well. It's been quite the productive day, to say the least, and I am very satisfied with the current progress....

I cannot seem to find a decent looking spotlight for the helipad which is colored in whiteish, so I am planning on making a seperate model of this and import it that way.

I am also happy with the snow effect (although I would prefer slightly less snow on the pads), and the overall texturing.

Screenshot 2024-12-14 001334.png


Screenshot 2024-12-14 001512.png


Screenshot 2024-12-14 001538.png


Screenshot 2024-12-14 001602.png


Screenshot 2024-12-14 001622.png
 
Work continues. I've now encountered and issue with custom photogrammetry in the area. It's not a very big deal, but there is such great photogrammetry in Stavanger by several which I want to make the scenery compatible with. If all fails I will just make it clear that it is not compatible but I hope to be able to exclude the photogrammetry around the immediate custom scenery area - atleast in the meantime until I can get the surrounding hostpital designed as well.

Made a seperate post about it here: https://www.fsdeveloper.com/forum/t...-from-a-3rd-party-photogrammetry-area.459478/

Screenshot 2024-12-14 151327.png
 
Alright....I am very happy with the [so far] final result. The model is in a state where I am ready for release. Further adjustments can be made at a later stage.
The outstanding issues right now:
-Compatibility with the photogrammetry mentioned above
-Lights bleeding through the building walls resulting in areas not in line of sight to the lights get lit up, for example the green lights illuminating the balcony.

But...very happy indeed. Gary, your help has been invaluable! Thank you so so much!

Screenshot 2024-12-14 225341.png


Screenshot 2024-12-14 225413.png


Screenshot 2024-12-14 225430.png



Screenshot 2024-12-14 225501.jpg
 
All issues partly solved. I still see some bouncing of the terrain, but all in all it has calmed to the extent that the project can continue. I unticket the low resolution terrain and also "built all" a more often from the start and the scenery seemed to calm. Might also have something to do with the terraforming added.

Anyways: Please enjoy version 1.0 of ENSX, currently released at flightsim.to : https://flightsim.to/file/86240/ensx-stavanger-university-hospital-universitetssjukehus
 
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Congratulations on your troubleshooting above, and on your first release of this excellent Heliport scenery project at flightsim.to. :cool:

GaryGB
 
West parking building coming along. The building itself is done, and depending on the availability of assets within the SDK I will decide if I am happy with it the way it is now, or not. I still need to populate the surrounding are with bike shelters and such, but if that is available through the SDK then I would rather use those...

And of course texturing!
Screenshot 2024-12-19 224404.png

Screenshot 2024-12-19 224418.png


Screenshot 2024-12-19 224429.png


Screenshot 2024-12-19 224452.png
 
Hi Vetle:

Your W.I.P. 3D models above are already looking great. :)

AFAIK, one might perhaps have some opportunity to substitute 2D planes textured with screenshots of 3D rendered geometry from MSFS, for the railing / guard rail balustrades, to shave some of the FPS hit off ones local detail rendering burden. :idea:

Looking forward to seeing how the other local landmarks shape up too, as your holiday time availability permits. :santahat:

GaryGB
 
Hi Vetle:

Your W.I.P. 3D models above are already looking great. :)

AFAIK, one might perhaps have some opportunity to substitute 2D planes textured with screenshots of 3D rendered geometry from MSFS, for the railing / guard rail balustrades, to shave some of the FPS hit off ones local detail rendering burden. :idea:

Looking forward to seeing how the other local landmarks shape up too, as your holiday time availability permits. :santahat:

GaryGB
Thanks Gary! The christmas holiday is quickly closing in, so the activity has been reduced, but I got some time off to continue in the days following christmas! :) Texturing of the parking building is complete, and I've imported the building to msfs for adaption into the terrain. I replaced the rails on the top levels. They were not properly designed, and the middle vertical-going poles have been replaced with a texture instead of geometry-based models. I am happy with that approach, and it looks alright in the sim.
 
Work continues with the rest of the hospital now somewhat displayed with the relevant heights. How to start texturing soon, and I think my approach will be that the closes faces towards the helipad should be of a higher detail than the rest of the area. This is both due to available reference photos as well as the time spent just figuring out what textures/colors to use, and guesstimating what it should be when I cannot see the actual face.


Screenshot 2024-12-27 133219.png


Screenshot 2024-12-27 212014.png


Screenshot 2024-12-27 212029.png


Screenshot 2024-12-27 212108.png
 
Work continues with the rest of the hospital now somewhat displayed with the relevant heights. How to start texturing soon, and I think my approach will be that the closest faces towards the helipad should be of a higher detail than the rest of the area. This is both due to available reference photos as well as the time spent just figuring out what textures/colors to use, and guesstimating what it should be when I cannot see the actual face.

That seems like a reasonable workflow, as most of us will be approaching the Helipad at low Altitude via a sectional Nav flight plan.

Your extruded building footprints look good. :)


FYI: Before MS' "BING", we had 'MS Virtual Earth'.

Then BING inherited MS Virtual Earth 'Bird's Eye' view mode; that imagery is sometimes better than Google Street View.


Note that the "compass arrow" icon will rotate the Bird's Eye view imagery to see all sides of buildings. ;)

Zooming out to the extent that the entire Hospital campus is on screen results in a better (lower tangent angle) Bird's Eye view.


Un-check "Details" checkbox for views un-occluded by text when making screenshots at the highest resolution your video card supports.

Map Screenshots imported as Textures onto 3D models; position via R,G,B,Y Pins to correct Bird's Eye tangential perspective distortion etc.

One can measure, draw Guide Lines / Faces, analyze color matches etc. ...before mapping PBR textures onto 3D models in their place.: :idea:

https://www.bing.com/maps?q=Stavanger&FORM=HDRSC6&cp=58.952565~5.732807&lvl=18.3&style=g&pi=9


BTW: Theoretically, if one made a non-grouped version of the University Hospital campus buildings all on Layer 'Zero', one could use the "Projection" method (horizontal projection is different than a vertical "Drape": it casts a texture onto the entire 3D model in 1 mapping 'commit').


[EDITED]

Then one can fine tune individual Faces as needed, after initially correcting for any Bird's Eye view perspective tangent distortion.

Once the largest vertical Face in a multi-building scene has a texture Material UVW mapped / positioned to correct display, one can <Alt key> + Left Mouse Click with Paint Bucket to copy the existing 'projected' texture, then Paint it onto adjacent co-planar Faces.

CAVEAT: After a copied 'projected' texture Material is precisely UVW mapped onto a Face and is considered finshed, "Make Unique" will then trim its (very) large texture down to only the portion actually mapped / displayed on that Face.

This will include any updated corrections in positioning needed to correct for tangent distortions ...if you also install and use Aerilius' Make Unique Texture++ or Texture Resizer plugin:

You may wish to utilize texture images in a non-lossy graphic file format such as BMP, PNG, or TIFF rather than JPG which is inherently lossy, and which degrades the original image each time it is saved after any edit (including merging with adjacent co-planar images via the "Combine Textures" feature).


Also, you may wish to ensure that Sketchup is configured to display textures at maximum resolution via:

Sketchup menu > Window > Preferences > {System Preferences} Dialog > OpenGL

In OpenGL > "OpenGL Settings" section, 'Check':

* Use Hardware Acceleration

* Use Maximum Texture Size

* Use Fast Feedback


In OpenGL > "Capabilities" section, choose "#18 - True Color - High - Yes - 0x"


Additionally, you may wish to utilize Sketchup plugin Ruby scripts by Aerilius that substitutes the Sketchup lower quality default internal graphics engine with the higher quality "ImageMagick" external graphics engine ...for a number of graphics operations.

By first using Aerilius' Make Unique Texture++ plugin:

http://sketchucation.com/forums/viewtopic.php?p=367210#p367210

...to make texture image Materials mapped to each face "Unique" via the ImageMagick graphics engine, the resulting "Combined Textures" should maintain original image quality (provided they are in a non-lossy graphic file format).


FYI: The Make Unique Texture++ is reportedly also now consolidated into the "Texture Resizer" plugin

http://sketchucation.com/forums/viewtopic.php?p=360679#p360679


BTW: Generally speaking, it is preferred that one uses identical (or very close to identical) dimensions of texture pixels (aka "Texels") per Meter (aka "Texel density") for all texture Materials mapped onto each side / roof or other "surface" of a texture-mapped 3D model.

This facilitates accurate and fast calculation by the FS rendering engine at run time, of MIPMAP and LOD switching parameters for scenery objects (based on each objects on-screen pixel size at one's user aircraft camera viewing distance from those objects in the 3D world). :pushpin:


One 'partially' configures this via the Sketchup Material dialog {Edit} tab Texture Height and Width to establish what 'real world' 3D model size is to be mapped by specified Texels in the image file.

While this might factor the Texel density 'somewhat', it is ultimately imprecise, and the FS rendering engine may actually still be forced to 'synthesize' a MIPMAP with a required Texel density to more precisely match the displayed LOD at run time, thus adversely affecting performance. ;)

When textures are consolidated onto a 1-piece texture sheet /atlas via ex: Arno's MCX - Draw Call Minimizer, the size at which those individual source images of variable size are mapped onto the 3D model may still result in varying Texel density that is inconsistent with the overall scene LOD rendered at run time relative to nearby scenery objects as a function of distance from camera position in the 3D world, with run time performance issues as described above.


Although certain performance benefits may otherwise be achieved by implementing "Draw Call Batching" via MCX - Draw Call Minimizer, adjusting the mapped texture image size prior to mapping onto faces, and before textures are consolidated onto a 1-piece texture sheet /atlas, may merit consideration to achieve even greater performance. :idea:


A Sketchup plugin Ruby script which may help with this "Texel density" part of a comprehensive 3D model texture Material mapping work-flow is "Goldilocks" by Adam Billyard, author of the commercial "LightUp" photo-realistic rendering utility for Sketchup.

http://sketchucation.com/forums/viewtopic.php?p=281153#p281153


An additional feature of the Goldilocks plugin, is an appraisal of the geometry "Content Density".

If Goldilocks is run on a model, it can identify ex: Groups / Components with higher amounts of geometry per unit of space for that Component ...that is far higher than the rest of the 3D model.

NOTE: This is a separate consideration from that of Texel Density for faces relative to the the rest of the 3D model.

Note as well, that this is a separate consideration from that for:

* MIPMAPS

* Individual 3D model geometry for specific LODs within a MDL

* Effective LOD of a 3D model

...rendered at run time with nearby scenery objects as a function of distance from camera position in the 3D world.


GaryGB


If texture maps get 'botched', one can use the Remove All Materials plugin by Todd Burch for SketchUp on pre-selected Faces

http://web.archive.org/web/20180115153200/http://www.smustard.com/freescripts/RemoveMaterials

Copy / Paste the *.rb file into C:\Users\[user profile name]\AppData\Roaming\SketchUp\SketchUp 2017\SketchUp\Plugins.


You might use 2016's "Combine Textures" to make 1-piece textures for vertical wall exteriors assembled via Arrays, so:

Copy / Paste the *.rb file into C:\Users\[user profile name]\AppData\Roaming\SketchUp\SketchUp 2016\SketchUp\Plugins

Then restart Sketchup. :pushpin:


You may also use Fredo6's FredoTools - free legacy versions for Sketchup 2016 / 2017: ThruPaint (for 'Grouped' 3D)

https://community.sketchucation.com/topic/134396/plugin-fredotools-thrupaint-v1-3a-20-oct-16

https://sketchucation.com/pluginstore?listtype=1&author=0&category=0&search=FredoTools&submit=?

https://sketchucation.com/pluginstore?pln=FredoTools

https://sketchucation.com/plugin/907-fredotools


NOTE: The preceding Sketchup Fredo6 plugin versions require pre-installation of specific libfredo6 versions:

Sketchup 2016:
https://sketchucation.com/plugin/2309-prior_su2017_libfredo6

Sketchup 2017+

https://sketchucation.com/plugin/903-libfredo6



Alternatively, you may wish to use Eneroth Texture Positioning Tools for "Fast texture positioning on multiple faces":

https://sketchucation.com/pluginstore?pln=ene_texturepositioning_v1.0.2_0



PS: To optimize 3D model size, trim (very) large texture image Materials down to only Face extents actually mapped:

After all mapping / trimming is done via Make Unique Texture++ or Texture Resizer plugin, one must "Purge Unused":

Sketchup Menu > Window > Model Info > Statistics > click [ Purge Unused ] button

[END_EDIT]

GaryGB
 
Last edited:
That seems like reasonable approach to use, as most of us will be approaching the Helipad at low Altitude via a sectional Nav flight plan.

Your extruded building footprints look good. :)


FYI: Before "BING", we had 'MS Virtual Earth'.

Then BING inherited MS Virtual Earth 'Bird's Eye' view mode; that imagery is sometimes better than Google Street View.


Note that the "compass arrow" icon will rotate the Bird's Eye view imagery to see all sides of buildings. ;)

Zooming out to the extent that the entire Hospital campus is on screen results in a better (lower tangent angle) Bird's Eye view.


Un-check "Details" checkbox for un-occluded views when making screenshots at the highest resolution your video card supports.

Map Screenshots imported as Textures onto 3D models and position using R,G,B,Y Pins to correct tangential perspective distortion etc.

One can measure, draw Guide Lines / Faces, analyze color matches etc. ...before mapping PBR textures onto 3D models in their place.: :idea:

https://www.bing.com/maps?q=Stavanger&FORM=HDRSC6&cp=58.952565~5.732807&lvl=18.3&style=g&pi=9


PS: Theoretically, if one made a non-grouped version of the University Hospital campus buildings all on Layer 'Zero', one could use the "Projection" method (horizontal projection is different than a "Drape": it casts textures onto the entire 3D model in 1 mapping 'commit').


Then one can fine tune individual Faces as needed.

One can also Alt+LeftMouseClick with Paint Bucket to copy existing projected textures to adjacent co-planar Faces.


If texture maps get botched, one can use the Remove All Materials plugin by Todd Burch for SketchUp

http://web.archive.org/web/20180115153200/http://www.smustard.com/freescripts/RemoveMaterials

Copy / Paste the *.rb file into C:\Users\[user profile name]\AppData\Roaming\SketchUp\SketchUp 2017\SketchUp\Plugins.

Then restart Sketchup. :pushpin:

GaryGB
That "birds eye view" function is right on point, actually! It gives a surprisingly good overview of the location! Thank you so much! :)
 
Slow and steady progress. I figured I need some details on all the buildings, but the ones close to the helipad needs to be more detailed. I am close to finished with that work, but the rest of the buildings remains. Quite...time consuming, to say the least, but the birds-eye view combined with google streetview gives a well enough overview to actually make a decent result. Thanks again for that tip Gary!

Screenshot 2024-12-30 131307.png
 
Hi again:

If you have not yet modeled the many pipes / ducts on top of the University Hospital buildings:

ENSX_BING_BirdsEyeView-1.jpg


...you may find it easier to use "Follow Me And Keep" rather than the Sketchup default "Follow Me": :idea:

https://sketchucation.com/pluginstore?pln=FAK

https://community.sketchucation.com/topic/109810/plugin-followme-and-keep-v0-04-update-20090210/6


As that plugin is challenging to understand when first learning some Sketchup concepts, one may consider also:

https://sketchup.engineeringtoolbox.com/

This plugin is a virtual "Swiss Army Knife" for many tasks in Sketchup 3D modeling. :pushpin:


Incidentally, yet another tool kit with numerous included features- and the required plugins- is showcased here:
https://architizer.com/blog/practice/details/sketchup-guide-plugins/

1492205433327Plugin-3.gif


https://sketchucation.com/pluginstore?pln=JHS_PowerBar_2015



For more complex paths, one might consider these plugins

https://sketchucation.com/pluginstore?pln=lines2tubes

https://sketchucation.com/pluginstore?pln=PipeAlongPath



One can use a 'sides' entry in Value Control Box (aka "VCB") ex: type 64x <Enter> to set 64 sides for a curved object.

IMHO, cylinder / pipe / tube curved objects may look better with "Smoothing" toggled on if 64 or more sides are used.


BTW: TIG has an updated 'version 2' of his PipeAlongPath for other Face shapes here:

https://community.sketchucation.com/assets/uploads/files/1714662270714-extrudealongpath.rb


I hope these plugins help make your Sketchup 3D modeling tasks a bit easier. :)

GaryGB
 
Last edited:
Hi again:

If you have not yet modeled the many pipes / ducts on top of the University Hospital buildings:

View attachment 95093

...you may find it easier to use "Follow Me And Keep" rather than the Sketchup default "Follow Me": :idea:

https://sketchucation.com/pluginstore?pln=FAK

https://community.sketchucation.com/topic/109810/plugin-followme-and-keep-v0-04-update-20090210/6


As that plugin is challenging to understand when first learning some Sketchup concepts, one may consider also:

https://sketchup.engineeringtoolbox.com/

This plugin is a virtual "Swiss Army Knife" for many tasks in Sketchup 3D modeling. :pushpin:


Incidentally, yet another tool kit with numerous included features- and the required plugins- is showcased here:
https://architizer.com/blog/practice/details/sketchup-guide-plugins/

1492205433327Plugin-3.gif


https://sketchucation.com/pluginstore?pln=JHS_PowerBar_2015



For more complex paths, one might consider these plugins

https://sketchucation.com/pluginstore?pln=lines2tubes

https://sketchucation.com/pluginstore?pln=PipeAlongPath



One can use the 'sides' entry in Value Control Box (aka "VCB") ex: 64x <Enter> to set 64 sides with curved objects.

IMHO, cylinder / pipe / tube objects may look even better with "Smoothing" toggled on if 64 or more sides are used.


BTW: TIG has an updated version 2 of his PipeAlongPath for other Face shapes here:

https://community.sketchucation.com/assets/uploads/files/1714662270714-extrudealongpath.rb


I hope these plugins help make your Sketchup 3D modeling tasks a bit easier. :)

GaryGB
Thank you so much Gary. That tool will certainly be useful later. Right now I am detailing the part of the building which are not supposed to be super detailed, but needs textures. I was planning on detailing the airvents and such on top of the roof by using the msfs assets provided. Right now I am thinking that approach will be sufficient, but I will have to see how it actually turns out.
 
Finished with the pre-texture detailing. Looking forward to the coming process of giving the hospital some colors (although much grey and white 🤦‍♂️)

Screenshot 2024-12-30 131307.png


Screenshot 2025-01-03 133115.png


Screenshot 2025-01-03 133131.png


Screenshot 2025-01-03 133144.png
 
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