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EDDI trees encroaching FSX, unable to mask default ground area too...

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us-california
Hi -- I am using the default FSX EDDI (Tempelhof) in ADE to make a hybrid using converted CalClassics terminals and scenery. I have created an airport background poly (flatten mask class map exlude autogen) at the exact airport elevation in addition to creating exclusion rectangles (all) in the concerned areas. Seems no matter what I try, there is a group of trees spilling onto the taxiway on the west side of the field, from beyond the boundary fence. Also, I would like to exclude the default EDDI ground, and tried covering it with an exclusion poly for PARKS, in order to cover it with AIRFIELD 1. That has not worked either.

I am using ORBX global. These must be autogen trees, since they are not visible anywhere in the scenery in ADE. Usually an exclusion rectangle will take care of this autogen trees issue, from experience. What other solutions are at hand here?
 
It's usually ORBX that is the problem here. Did you try inactivating it to check?
 
No will try that...

Bummer because it's really a huge upgrade for the overall experience. I may just move the taxiway slightly to the side to avoid that tree grouping.
 
Have a look in your ORBX subdirectories as you may find the offending airfield listed there. Simply rename the files to *.OFF (or something similar) and this should (may) fix your problem. I too have ORBX installed and have had to disable or manipulate some of their fields to fulfill my own requirments.

Good Luck
 
Have a look in your ORBX subdirectories as you may find the offending airfield listed there. Simply rename the files to *.OFF (or something similar) and this should (may) fix your problem. I too have ORBX installed and have had to disable or manipulate some of their fields to fulfill my own requirments.

Good Luck
So, what exactly does this do -- simply delete whatever trees ORBX has planned to place into the footprint of the default airfield? I have a rogue shrub on the ZRH apron as well I've found out. Also not sure exactly what type of file or where I'm looking for here. My ORBX folder looks like this...
 

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  • ORBX 5_25_2022 7_03_50 PM.jpg
    ORBX 5_25_2022 7_03_50 PM.jpg
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So, what exactly does this do -- simply delete whatever trees ORBX has planned to place into the footprint of the default airfield? I have a rogue shrub on the ZRH apron as well I've found out. Also not sure exactly what type of file or where I'm looking for here. My ORBX folder looks like this...

I have more ORBX directories, but that being said there is only a flatten listed in my ORBX for EDDI. You say you are using ORBX global (FTX Global??) but I dont see a subdirectory for this in your ORBX directory?? I have manipulated EDDI myself to remove the active runways and parking, so as to emulate its closed state. I am unable to find any trees that are misplaced. Maybe if you could put up your AD4 file and some pics of the offending trees for us to examine.

Cheers
 
I have more ORBX directories, but that being said there is only a flatten listed in my ORBX for EDDI. You say you are using ORBX global (FTX Global??) but I dont see a subdirectory for this in your ORBX directory?? I have manipulated EDDI myself to remove the active runways and parking, so as to emulate its closed state. I am unable to find any trees that are misplaced. Maybe if you could put up your AD4 file and some pics of the offending trees for us to examine.

Cheers
I have the ORBX global base back file for FSX. It's global textures -- not the EDDI ORBX airport. There seems to be only one BGL for what I guess is Europe. There's no way for me to edit individual cities since it doesn't seem to be broken down as such with an AD4 file for each. So the issue seems to be ORBX rendering autogen trees in unwanted areas, despite the various exclusion rectangles and polys indicated in my ADE generated ADEX files. It's not a crazy situation -- for EDDI I was able to move the taxiway almost unnoticeably to the side to provide enough clearance for the tree cluster (which according to photos is more or less accurate for that section of the field at that time). And the random little shrub on the LSZH taxiway -- well , you can't have it all...
 
There seems to be only one BGL for what I guess is Europe. There's no way for me to edit individual cities since it doesn't seem to be broken down as such with an AD4 file for each.
Sorry, I'm a little confused. You said you were using the default EDDI in ADEx. This would result in a *.AD4 file along with the *.BGL file you use to activate your scenery. It is this AD4 file that we'd need to see to find any anomalies. There wont be a *.AD4 file in ORBX as this file type is distinct to ADEx.
It sounds as though you have decided not to pursue the issue, however, so good luck with your endeavours. ;)

Cheers
Andrew
 
Sorry, I'm a little confused. You said you were using the default EDDI in ADEx. This would result in a *.AD4 file along with the *.BGL file you use to activate your scenery. It is this AD4 file that we'd need to see to find any anomalies. There wont be a *.AD4 file in ORBX as this file type is distinct to ADEx.
It sounds as though you have decided not to pursue the issue, however, so good luck with your endeavours. ;)

Cheers
Andrew
Andrew I’m happy to post it here along with the LSZH file where there is also vegetation on the ramp
 

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  • LSZH_ADEX_AB.ad4
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G'day,

I have opened your EDDI in my sim and am unable to reproduce the trees you speak of. Are you able to take a couple of screenshots (1 top down and 1 spot mode) and upload them so I can try to find your problem trees. Also something I did not initially pick up on, in your first post you spoke of trying to remove the default EDDI ground. When the sim was created they have used photoscenery for the base for this area and unfortunately as a result you will not be able to place ground textures over this as photoscenery always sits above ground poly's. With respect to LSZH, I found this scenery very confusing. Firstly there is a lot of extra drawn objects that re not sitting at the right altitude, secondly a lot of the encroaching trees I believe you speak of are drawn in the AD4 file which suggests yourself, or if this file is from a 3rd party then they, have placed the trees (which incidentally most of them are FS9 objects and therefore do not have the transparency set correctly) . With respect to both of the sceneries the exclusion rectangles overlap quite a lot in both. It is a known issue with FS9/FSX that overlapping exclusions can cause strange things to happen in scenery, but mostly they will cancel each other. Try to place your exclusions so they don't overlap but sit very close to each other. You may need to zoom right in to check overlaps and or use more rectangles to achieve your desired effect.

Cheers
Andrew
 
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