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P3D v5 Creating your own vector data?

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I would like to create power line cables between towers. I have been researching and experimenting... I have been able to use the railroad texture to follow along power lines vector data. The railroad tracks simulate power line cables. I think a good start. Now I need to create cables (done that) that are in the air to replace the railroad tracks on the ground. This I haven't been able to accomplish yet. Any ideas, tips from anyone who has messed with vector data in the past? Thanks.
 
I think you need to make a 3D object of the cable and attach that library object to the terrain vector. A bit like the lights or road signs along vector roads.
 
You hit the nail on the head! That is what I am trying to do. Was hoping someone had done that as so far no luck for me. I will keep plugging away. I think I can attach the ground texture to my cable via MCX? We'll see.
 
As I continue to research creating my own vector data, let me ask this...

Can one (or does one), assign a GUID to a ground texture?

I see in the terrain.cfg file that ground textures appear to have their own GUIDs, yet when I try to drop a texture on its own in MCX it will not allow me.
 
Did you try my Powerlines for MSFS?
I don't have an active P3D installation but the .xml source structure seems exactly the same
Would you like a sample of the source of a specific area?

The idea anyway is as @arno suggested,
You need to obtain the altitude of each pylon, then compute the location/pitch/orientation/scale for each cable
 
Thx mamu for the reply. Actually, I do not need to add location/pitch/orientation for each cable. My single cable that I am using as a test lines up perfectly for those features when I run the object on its own. Its creating the proper vector file. I think it best to use my own ground texture (I have been using railroads and roads as a test), but I need a way I think to assign a GUID to my ground texture and I do not see how one does this? Looked at MCX and DXT- 2 BMP app as well?
 
I'm not sure what you try to do with MCX here. Terrain vectors and their textures is not something MCX supports.

When you use shp2vec to make the terrain vector bgl the polygons indeed refer to the guid from the terrain.cfg file to determine how the terrain vector should look in the sim.
 
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