Creating Island

Horst18519

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Another thing that has probably been asked before, couldn't find it with search though:

What's the trick of adding an island to FSX? If I tag landclasspolys in kml that doesn't show me anything else than water, so I guess I have to tell FSX first that it should create some sort of island (where by default ist water only) and then tag it with polys, is that right?
 

Horst18519

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Actually I'm also stuck with the opposite thing: Trying to get rid of land or create sea/ocean I tag my waterpoly with "Hydro_Polygons_Default_Non_Perennial", but neither is the island/land gone nore does the water look like default_non_perennial. :(
 

Horst18519

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Matthew, thanks for the links.

Actually I had found the Wiki entry, but as I want to create the island in the ocean there is no water poly which I could put a hole into. It's just a lot of sea around me. :D
Or does this work the same even if the default underlying terrain is already water?

Anyway, I'm gonna try the example and work out the rest by myself. :)
 
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It would require an extra step since you need to recreate the ocean water poly in order to create the polygon hole in it.

1) Draw exclusion poly to exclude existing water.
2) Draw water poly to recreate the ocean and coastline excluded by step 1
3) Draw polygon hole for island

The trick to remember is that exclusion polys are QMID11 "rectangular" cells. So even though you might draw a smallish exclusion poly it will actually exclude all water in every QMID11 cell touched by the poly. And so you will need to redraw the coastline for all those cells touched by the exclusion. This is just the way FSX works.
 
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Horst18519

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Now that did the trick, thanks! :)

I guess there's no landclass for sandy white beach with autogen palms, is there? I only find landclasses for palms and stuff that go along with those ugly green landclasses. Would be cool to have white sand with palms. :)
 
I guess there's no landclass for sandy white beach with autogen palms, is there?
Try this...

1) Create a polygon for your beach and tag with LandClassPoly_Tan_Sand_Beach
2) Create a polyline for your palm trees and tag with SceneryObject_LibraryObject_veg_p_coconut_old1. FSX KML will place a palm tree at every vertice along the line

Now you with have a sandy beach with palm trees!

You can use the PitchVariance, BankVariance and ScaleVariance properties for your poly line to create naturalistic random variance to the pitch/bank/scale of your trees.


There are lots of different FSX palm trees, see these entries on the FSX KML tags tab:-
SceneryObject_LibraryObject_veg_p_californiapalm_
SceneryObject_LibraryObject_veg_p_coconut_
SceneryObject_LibraryObject_veg_p_datepalm_
 
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Horst18519

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Wow, now, that is another cool feature! Never found that before. Should really start to read more about those fantastic tools... :eek:
 
Hmmm another question to the specialists!
I create a bgl with this three entries (in this order)
Exclude_Shorelines_Generic_Ocean
Hydro_Polygons_Generic_Ocean_Perennial
PolygonHole

I also put a satellite image in the same directory.
Only what is to see is a flat island, with no elevation information.

Then I create a bgl with this two entries
Hydro_Polygons_Generic_Ocean_Perennial
PolygonHole
and a extra bgl only with
Exclude_Shorelines_Generic_Ocean

I put all together in the same folder and now I see my island with elevation and without shorelines.

Is there a trick to get all three elements with only one step or is this impossible?
 
Hello

Some precisions concerning redraw of coastlines and islands
(I usually work with SBuilder, but it uses same items).

1/ Waterpoly
- exclude default waterpoly: draw a polygon that intersects the waterpoly(s) you want to exclude; it generally extends to Q11 (sometimes Q12 or Q13: view with TMF Viewer). If you have some lake, it will not be excluded if not intersected.
- redraw the new waterpoly, and tag it with accurate tag.

2/ Shoreline
- exclude default shorelines: draw polys which intersect shorelines; you may have several parts, from start node to end node (see TMF Viewer); try and check in FS slew mode.
- you don't have to redraw the shoreline; in SBX, just convert the new waterpoly to line, delete useless vertices; then set width, tag, and orientation (for waves: righthand following ascending order of nodes).

3/ Island
- draw a poly for island; then set as hole; don't forget to choose the correct "parent" poly (the waterpoly).
- apply 2/ to create the shoreline for island.

All polys and lines are compiled in a single bgl.

4/ LC and WC
- then you can apply LC or WC tags (reefs, outer streams, mangrove, sand, ...); it covers about 1km cell (Q15?), with surrounding blending.

Compiled in a LC and a WC bgl.

5/ Scenery objects
- endly you may add 3D objects: lines of palmtrees, boats, people, ...

Compiled in a objects bgl.

6/ Exclusions
- if you need to exclude default objects, buildings, ... , use rectangular exclude boxes.

Compiled in a 000****.bgl. Keep a name beginning with 0 for alphabetical priority. So, all different kinds of bgl can be installed in the same folder.

Tip: it's very convenient to have the TMF Viewer display, on monitor, or printed.

Good work! Pierrot - FMEP
 
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Redraw waterpoly?

How exactly do you redraw the waterpoly?

I understand than when you exclude water the whole cell turns into the underlying landclass, but how do you draw the new waterpoly? Do you draw it so that it covers the island, or do you have to draw an area exactly like the entire cell? As for the coastline, do you make a line-poly or an area-poly?
 

Horst18519

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Quite some time since the last post, but today I almost went berserk on this matter... :D

It turned out that in my new scenery the WaterPoly only worked if I used the Hydro_Polygons_Generic_River_Perennial tag, not with the Ocean_... or other tags. :confused: Anybody had that before?
Anyway, I solved it by using the river tag now, and as fsx uses the default waterclass there anyway it doesn't matter.

By the way: if this poly does not change the appearance of the water anyway, why is it necessary in the first place? :scratchch
 

Horst18519

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Another weird thing:

Following the nice sample and kml tutorial I put all my kml files into one bgl, which seems to run almost perfectly well. But some LC polys seem to have a wrong drawing order.
And now the funny thing: If I go into the Scenery library, change anything, press OK, FSX reloads the scenery - and all my LC polys are drawn in the opposite order! :eek:

Anybody got that before? :banghead:
 
The draw order is determined by the RenderPriority in the FSX terrain.cfg file. But its not a good idea to change those settings as they are global and will affect all BGLS.

Also, are you sure that only your new "combined" bgl is begin loaded and not older bgls you may have created for the same area, which might be confusing the issue. In other words check your "addon scenery" folder to see exactly what bgls files FSX is loading, because you may have older bgls still there.
 

Horst18519

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The draw order is determined by the RenderPriority in the FSX terrain.cfg file. But its not a good idea to change those settings as they are global and will affect all BGLS.
Thanks, Matthew, I was starting to guess that. It looks the trick is to choose LC types following the drawing order and assigning them the texture of your choice later.

Also, are you sure that only your new "combined" bgl is begin loaded and not older bgls you may have created for the same area, which might be confusing the issue. In other words check your "addon scenery" folder to see exactly what bgls files FSX is loading, because you may have older bgls still there.
Yes, absolutely nothing old left. Try it out yourself, 2 clicks and your scenery is upside down (landclass-wise).

Maybe it has something to do with the fact that I did not use any exclude__everything tag? It didn't seem necessary, allthough others use it. :scratchch
 
Hi Matthew,

I read both the wiki entry and the thread (which I've posted in) and neither make it clear how I would redraw all of the water to overcome the QMID11 "rectangular" cells problem. Carlos Maida's example is good, and I see that he did trace the QMID11 in his solution, but how do you get the QMID11 boundary into Google Earth and work with it?

Thank you,

J-
 

ollyau

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Hi Matthew,

I read both the wiki entry and the thread (which I've posted in) and neither make it clear how I would redraw all of the water to overcome the QMID11 "rectangular" cells problem. Carlos Maida's example is good, and I see that he did trace the QMID11 in his solution, but how do you get the QMID11 boundary into Google Earth and work with it?

Thank you,

J-
Best way I've found is just to make your new water polygon very large :p.
 
Best way I've found is just to make your new water polygon very large :p.
That is a good idea in a general sense, but I don't think it will solve my problem. Does anyone know how I might get FSX feature shapes transferred into KML for reference in GoogleEarth?
 
Unless you can figure out where ms got there data in the region you are working and import that your self...
Another way and not feasible for a large area is to screen cap out of TMF viewer and then place the raster as an overlay and create your new coastline.

you could get your own data and replace the stock fsx data.

Basically it is a pain that the exclusions go out to a somewhat random qmid boundary... 10,11,12,13
 
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