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FSX Editing Ground Textures for Updated Airport Scenery

I already know how to create objects and use the textures in Sketchup. I also know how to do all the things that Arno demonstrated in his video.

The fact you wrote this indicates the opposite:
"But my question is that is there a tool, in Sketchup, that I can use to place the alphabets and numbers inside the rectangles, and also be able to scale and position if I need to?"

No need for any tool. All you need is a rectangle of the correct size and a texture to go with it.

I like Sketchup because it's easy and simply to use. But it does not have the features of Gmax.

Nope. Pretty much anything done with Gmax can be done with a combination of Sketchup/MCX, but you will not learn it in one day. Takes years of going through threads and tutorials.
 
http://www.fsdeveloper.com/forum/th...or-updated-airport-scenery.441812/post-790345

Hi Gary,

In your post above, you said you recommend that I create my G poly in MCX via the Ground Poly Wizard.

You probably did not mean to use MCX to draw the new marking.

Hi Ken:

You are correct, I did not mean: "to use MCX to draw the new marking". ;)

http://www.fsdeveloper.com/forum/th...or-updated-airport-scenery.441812/post-790345

If I do this in Sketchup:

Correct me if my (work-)flow is not correct here.

What I've done is measured the size of the marking on the tarmac in google earth, and measures 9.7' x 14.8' In Sketchup; I plan to draw a rectangle with the same measurements and place the correct letter and numbers inside that rectangle.

But my question is that:

Is there a tool, in Sketchup, that I can use to place the alphabets and numbers inside the rectangles, and also be able to scale and position if I need to?

Ken.

Please review this thread:

http://www.fsdeveloper.com/forum/threads/updated-sketchup-wont-work.440430/post-777782


Also, please install the plugin Ruby scripts discussed therein. :pushpin:


Additionally, please tell us which graphics application you wish to use for development with this particular project.


FYI: I am preparing a general conceptual over-view of what you may wish to try in creating a FSX "C39" SCASM / ASM G-Poly at FSDT KDFW


Pending your reply to my latter question above, I shall post further info on a example SCASM / ASM G-Poly work-flow using Sketchup. :)

GaryGB
 
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="GaryGB, post: 790507, member: 995"

Additionally, please tell us which graphics application you wish to use for development with this particular project.


Hi Gary,

I assume you mean applications like Gimp, Photoshop, Irfanview?

I usually use IrfanView, but I don't know if it does alphas, blends, and all the features I would need. I've been think about getting the Photoshop application since looking over the Photoshop website. They have a monthly plan which is $10.00 a month but I wanted to ask you these questions first. 1, Will the $10.00 a month plan provide me with all the features I need, such as alpha, blends, and such? 2, If there are some months where I'm not doing any projects, for example, could I pay only when I need it, or do I have to pay it consistently rather I use it or not or don't use it that much?


[FYI: I am preparing a general conceptual over-view of what you may wish to try in creating a FSX "C39" SCASM / ASM G-Poly at FSDT KDFW

Okay, that should help me out.


Ken.
 
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1.jpg


2.jpg

3.jpg


EXPORT AS .D
4.jpg


IMPORT INTO MCX, CHANGE Z BIAS TO 2. SAVE TEXTURE AND EXPORT AS .MDL
6.jpg


8.jpg


Now you have a ready to use bgl and a texture, place them in the corresponding DFW scenery and texture folder
9.jpg



10.jpg

11.jpg


12.jpg
 
I just realized if the C12 texture is made semi transparent, it will look like it was "painted over" and would look more realistic. This was just a 5 minute quick procedure, so results can be improved significantly.
 
Hi Ken:

I will be traveling until the end of this week, and after my return, I will take up the issue of what features you may need to utilize in a graphics application such as PhotoShop, PaintShop Pro, GIMP etc., to create a "C39" SCASM / ASM G-Poly 'fix' for FSDT KDFW using Sketchup.

Note that the different work-flow David has presented above involves creation of a MDL-based 3D scenery object placed as a scenery library object via BGLComp.

GaryGB
 
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="GaryGB, post: 790507, member: 995"





Hi Gary,

Got your post that you would be out of town until the weekend. Regarding the alternative work-around thread, is this for placing an object in the correct location only? I've noticed you say in the instructions to left-click to set a vertex at each 3 corners for a building to create a L shaped path vector poly-line along adjacent sides of the building. After I clicked the vertices, it makes an L shape. Then when I import that into Sketcup 8. all I get is an L shape line:


In Sketcup.jpg



Apparently, this must be for placement, or "correct location" purposes only. At first, I kept thinking that I was suppose to get an image that I had on google earth in Sketcup. But I guess I was wrong. If this is for placement, how is this going to help me edit or make changes to the ground markings? Unless you mean I can use this work around to place those markings in the correct position. If I'm suppose to get an image, then I'm doing something wrong.


Also, please install the plugin Ruby scripts discussed therein. :pushpin:

When you say Ruby scripts, are you referring to the kml, or is this 2 different applications?


Additionally, please tell us which graphics application you wish to use for development with this particular project.

If you're referring to photoshop, IrfanView, I'll probably use Gimp. I'm thinking about getting the Photoshop but I wanted to wait until I hear from you about that first. I've posted questions regarding the Photoshop above.


Ken.
 
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Hi David,

Thanks for posting your work flow on these instructions. I did learn one thing. The one thing I was doing wrong was that I was using Sketchup to create the texture, which I probably could have, but I noticed you were using Photoshop to create the texture. Then you used Sketcup to make the plane. That cleared some things up. I don't have Photoshop yet so I used Gimp, but I had to figure out how to use it. I've noticed in Photoshop you don't have to go through several menus just to open, or do a certain thing. All the tools and buttons are right there at your disposal. I followed all the things you posted and I'm still not getting anywhere with it. Well, I've done everything up to where I use IS3. Let me explain everything I did and maybe you can tell me what I'm doing wrong, or have not done, in order to get the results.

I created the texture in Gimp. Then I open Sketchup, imported the texture onto a plain as you described. But I did not raise it few centimeters as explained in one video. I exported and saved it as a dae, or collada file onto my desktop. I opened MCX and imported it. I opened the Material Editor and changed the Z-bias to 2, clicked the button to set to power of 2s, saved the textures, and exported the model. When I exported the model, I used the Export Object button and not the Export Scenery button. Next, I opened the Library Creator XML. But I'm confused and don't understand the purpose for this, but I did follow your instruction. You said to add the tile model and compile it. Well, I've downloaded the development version 3.0 but this one dose not have a Compile button. But the version 2 has a Compile button. I watched Arnos video tutorial on how to use this version and he's made some changes. From what I understand from Arno's video, and correct me if I'm wrong, I clicked the "Save Library" button and a dialog box pops up which contains the 2 fields, Save Library BGL and Save Library XML. So, apparently, this is where I save it as a bgl file. But the problem is that I'm not sure if I'm supposed to save these to a certain folder. From what I understand from Arno's video, It sound like he said save it to any folder you want, but correct me if I'm wrong. I just saved it to a folder on my desktop. At first, you said to place the bgl and texture in the corresponding KDFW folders, then you said to place the bgl and the texture in the KDFW Scenery folder. I think you meant to say place the bgl in the Scenery folder and the texture in the Texture folder, and that's what I did. Everything seemed to work up to this point. When I load the simulator and open the IS3, I don't see my created ground texture in the menu that pops up when you open IS3. It's nowhere in that list of scenery objects, so I'm not doing something right. I wasted hours trying to figure out why it's not showing up but I have not figured out why. Could you explain?

Oh buy the way, what is the Z - bias for? Is that for raising the plain 2 millimeters or centimeters?

Ken.
 
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Hi Ken:

Please state which version of Sketchup you are currently using (when not utilizing version-8 for a 'Geo-location workaround' via KML files).

Also, please state whether you have purchased and installed IS3.

If you have not, you will need to modify the work-flow for placement of a SCASM / ASM G-Poly output by MCX to achieve precision positioning on FS' X,Y,Z 3D world coordinates relative to adjacent FSDT MDL-based G-Polys (which are otherwise 'placed' via FSDT Addon Manager).

If necessary, I can provide you with accurate coordinates for placement (relative to run time placement of adjacent FSDT MDL-based G-Polys).

GaryGB
 
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Hi Ken:

Please state which version of Sketchup you are currently using (when not utilizing version-8 for a 'Geo-location workaround' via KML files).

Also, please state whether you have purchased and installed IS3.

If you have not, you will need to modify the work-flow for placement of a SCASM / ASM G-Poly output by MCX to achieve precision positioning on FS' X,Y,Z 3D world coordinates relative to adjacent FSDT MDL-based G-Polys (which are otherwise 'placed' via FSDT Addon Manager).

If necessary, I can provide you with accurate coordinates for placement (relative to run time placement of adjacent FSDT MDL-based G-Polys).

GaryGB


Hi Gary,

Glad to see you back. I use Sketchup 2017 to make models and ground polys. The version number is 17.2.2555, 64 bit. I also have Sketchup version 8 whenever it calls for me to use it. Yes, I have purchased IS3

Ken.
 
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Hi David,
Have you read my post above, I think it's number 28, because I haven't heard from you. Here's the post below:


Hi David,

Thanks for posting your work flow on these instructions. I did learn one thing. The one thing I was doing wrong was that I was using Sketchup to create the texture, which I probably could have, but I noticed you were using Photoshop to create the texture. Then you used Sketcup to make the plane. That cleared some things up. I don't have Photoshop yet so I used Gimp, but I had to figure out how to use it. I've noticed in Photoshop you don't have to go through several menus just to open, or do a certain thing. All the tools and buttons are right there at your disposal. I followed all the things you posted and I'm still not getting anywhere with it. Well, I've done everything up to where I use IS3. Let me explain everything I did and maybe you can tell me what I'm doing wrong, or have not done, in order to get the results.

I created the texture in Gimp. Then I open Sketchup, imported the texture onto a plain as you described. But I did not raise it few centimeters as explained in one video. I exported and saved it as a dae, or collada file onto my desktop. I opened MCX and imported it. I opened the Material Editor and changed the Z-bias to 2, clicked the button to set to power of 2s, saved the textures, and exported the model. When I exported the model, I used the Export Object button and not the Export Scenery button. Next, I opened the Library Creator XML. But I'm confused and don't understand the purpose for this, but I did follow your instruction. You said to add the tile model and compile it. Well, I've downloaded the development version 3.0 but this one dose not have a Compile button. But the version 2 has a Compile button. I watched Arnos video tutorial on how to use this version and he's made some changes. From what I understand from Arno's video, and correct me if I'm wrong, I clicked the "Save Library" button and a dialog box pops up which contains the 2 fields, Save Library BGL and Save Library XML. So, apparently, this is where I save it as a bgl file. But the problem is that I'm not sure if I'm supposed to save these to a certain folder. From what I understand from Arno's video, It sound like he said save it to any folder you want, but correct me if I'm wrong. I just saved it to a folder on my desktop. At first, you said to place the bgl and texture in the corresponding KDFW folders, then you said to place the bgl and the texture in the KDFW Scenery folder. I think you meant to say place the bgl in the Scenery folder and the texture in the Texture folder, and that's what I did. Everything seemed to work up to this point. When I load the simulator and open the IS3, I don't see my created ground texture in the menu that pops up when you open IS3. It's nowhere in that list of scenery objects, so I'm not doing something right. I wasted hours trying to figure out why it's not showing up but I have not figured out why. Could you explain?

Oh buy the way, what is the Z - bias for? Is that for raising the plain 2 millimeters or centimeters?
 
Hi Gary,

Have you read my #27 post above, because I had a few questions regarding that work flow you've posted some time back. And also my number 30 post.

Ken.
 
Hi Ken:

Subsequent to your reply in Post # 30 of this thread, I decided to suggest a different work-flow than I originally had intended to present here.

Here is a general conceptual over-view of what you may wish to try. :idea:


IIUC, you will want to make a G-Poly that is 'similar' in appearance to the "C32" alpha-numeric characters mapped from KDFW_DET10.DDS onto the original FSDT FSX-format MDL "KDFW_sett07_sf.mdl" cited above.

To do that, you will also want to have the same FSDT KDFW Apron texture in place below the C39 characters of a derived texture image.

This will likely best be achieved by capturing a screenshot of the FSDT KDFW scenery loaded in a FSX run time flight session in TopDown View with the user aircraft centered over- and zoomed in on- the existing C32 alpha-numeric characters, with sufficient surrounding Apron textures showing to allow for that screenshot (later edited to show C39 instead), to conceal the original C32 image ...after being mapped as a Material texture image onto a G-Poly created in Sketchup.

Save that screenshot as a TIFF file format (NOT a JPG file format !) under a name such as: "FSDT_KDFW_C32.TIF"

KDFW_FSX_CH+_On_Ground.jpg



In Google Earth:

The map orientation in Google Earth when drawing "Path' vector object vertex points" for an object to be exported as a KML file, should be NOT tilted, and must be corrected to the N-S, E-W world axes.

This correction is done by clicking the "N" icon at the top-right of the window (hovering the Mouse over that icon shows this tool tip help):

"Click and drag to rotate, or click "N" to reset to North"


In XnViewMP, convert a copy of the FSDT source texture into a TIFF file:

Browse / Open the above cited KDFW_32.DDS; then 'Save As' a *.TIF output graphic file format: KDFW_32.TIF

Browse / Open the above cited KDFW_DET10.DDS; then 'Save As' a *.TIF output graphic file format: KDFW_DET10.TIF


In Sketchup version-8:

Please follow (only) Steps 1 through 4, in the latter post I composed for the above cited thread: "Alternative (simplified') Work-around"

https://www.fsdeveloper.com/forum/threads/updated-sketchup-wont-work.440430/post-777782


NOTE: You will not use a Google Earth screen capture in this work-flow, so you will not be deriving any aerial images from Google Earth.

FYI: The Google Earth (aka "GE") Path' vector object vertex points are saved into a KML file ...that is imported into a Sketchup plugin.

[EDITED]

In Sketchup version-8, with the true rectangle "Face" drawn over the imported 'GE Path' vector object vertex points 'Selected':

In Sketchup version-8, 'Select' the true rectangle "Face" which was drawn over the imported 'GE Path' vector object vertex points:

[END_EDIT]

* Correct its dimensions to the existing FSDT KDFW "C32" decal character span (by my measurements in FSX- TopDown View - maximum zoom):

Width: 18 Feet / 5.4864 Meters
Height: 10 Feet / 3.0480 Meters

KDFW_FSX_CH+_Center.jpg


(Thanks to GMAN for his excellent Finney Ground - Cross-Hairs Plus user aircraft 'object placement tool' with 1-Meter texture measurement graduation markings)


Import as a 'Texture', a copy of your FSDT_KDFW_C32.TIF screenshot (of the FSDT KDFW scenery loaded in a FSX run time flight session)

* Map that screenshot onto the 'Selected' Face of the Rectangle as a Material texture image

* Scale and Position centered vertically, that mapped screenshot Material texture image to fill the horizontal extents of the Rectangular Face


Configure GIMP as your Default Image Editor

* Sketchup Menu > Window > Preferences > Applications > "Default Image Editor" > [Choose] >Browse / Select ex: "C:\Program Files\GIMP 2\bin\gimp-2.8.exe"


* 'Select' the Face of the Rectangle mapped with the screenshot Material texture image, then Right-click > Texture > Edit Texture image


Following any necessary procedures with features and tools under their proper names described in the GIMP documentation:

https://docs.gimp.org/en/index.html


* Remove the "2" in C32 by cloning the nearby Apron texture background image

* Open as a new layer in GIMP, the KDFW_DET10.TIF texture image saved above; create a "Selection" of the "9" character, then 'copy' it

* Paste the copied 'Selection' of the "9" character into the mapped "C32" screenshot Material texture image layer ...to replace the "2"

* Clone the nearby Apron texture background image and black border of the other characters etc. as needed, so the "9" blends acceptably.


When you have achieved the desired "C39" edits within the mapped Material texture image in GIMP:

* Delete the new layer in GIMP displaying the KDFW_DET10.TIF texture image source for the "9" character

* Flatten Image > Save / Export Image ...in the same graphic file format as is already mapped onto the Selected' Face of the "C39" Rectangle in Sketchup.


Alternatively, after removing all C32 characters by Cloning the nearby Apron texture background image:

* Find and utilize a Text font that matches the FSDT C32 characters, and create 'new' C39 replacement characters via GIMP's Text features


The above steps are likely to require some learning, so I will defer posting of subsequent steps pending your completion of this initial phase. ;)

GaryGB
 
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Hi Gary,

In the link above, https://www.fsdeveloper.com/forum/threads/updated-sketchup-wont-work.440430/post-777782, you mentioned to only follow steps 1 through 4. I assume that I also need to follow the work flow for google earth 1 through 3 and then follow the Sketchup 8 flow numbers 1 through 4.


Is the Loader for Rotated Rectangle Tool required for me to follow these steps in Sketchup? I really didn't see much difference from using that tool and using the Rectangle Tool already in Sketchup. But I installed it anyway.


In Sketchup version-8, with the true rectangle "Face" drawn over the imported 'GE Path' vector object vertex points 'Selected':


I'm not sure what you mean by 'Selected.' Is this what you mean:


Clipboard01.jpg


Here, I've just imported the kml path vector file.



Clipboard02.jpg


Here, I've just drew over the kml path vector file and selected the 3 vertex points. Am I doing it right?


Correct its dimensions to the FSDT KDFW "C39" decal character span (by my measurements in FSX- TopDown View - maximum zoom):

Width: 18 Feet / 5.4864 Meters
Height: 10 Feet / 3.0480 Meters


The dimensions now is 234' X 229'. To change the dimensions, I drew the dimensions according to your measurements at the lower left corner. I don't know if I did this right or not:


Clipboard03.jpg


Here, you can see the new measurement, which is 18 x 10 feet.

I have more questions but let me know if I'm doing this part right.


Ken.
 
https://www.fsdeveloper.com/forum/t...or-updated-airport-scenery.441812/post-791753

Hi Gary,

In the link above, https://www.fsdeveloper.com/forum/threads/updated-sketchup-wont-work.440430/post-777782, you mentioned to only follow steps 1 through 4. I assume that I also need to (first) follow the work flow for google earth 1 through 3, and then follow the Sketchup 8 flow numbers 1 through 4.

Correct.

https://www.fsdeveloper.com/forum/t...or-updated-airport-scenery.441812/post-791753

Is the Loader for Rotated Rectangle Tool required for me to follow these steps in Sketchup? I really didn't see much difference from using that tool and using the Rectangle Tool already in Sketchup. But I installed it anyway.

Yes, because whereas the Sketchup version-8 default "Rectangle Tool" only works on the orientation of the 'default' work-space Axes (N-S, E-W), when the KML Path lines from GE are imported, the object should have a different (real world) orientation relative to the default work-space Axes ...as seen in this screenshot:

kmanning_kdfw_c39_decal_skp_v-8-jpg.39468


The 3-Point Rectangle plugin allows drawing a true Rectangle between any 3 vertex points, and need not be aligned to any current existing Axes of the Sketchup work-space.


NOTE: Do not change orientation of imported KML Path line objects from GE to match Sketchup's 'default' Axes.

https://www.fsdeveloper.com/forum/t...or-updated-airport-scenery.441812/post-791753

I'm not sure what you mean by 'Selected.' Is this what you mean:

Here, I've just imported the kml path vector file.


Here, I've just drew over the kml path vector file and selected the 3 vertex points. Am I doing it right?

Please note the edit I have made to my original post above (select the Face drawn over the KML object ...and not the KML object itself):

https://www.fsdeveloper.com/forum/t...or-updated-airport-scenery.441812/post-791289

https://www.fsdeveloper.com/forum/t...or-updated-airport-scenery.441812/post-791289

[EDITED]

In Sketchup version-8, with the true rectangle "Face" drawn over the imported 'GE Path' vector object vertex points 'Selected':

In Sketchup version-8, 'Select' the true rectangle "Face" which was drawn over the imported 'GE Path' vector object vertex points:

[END_EDIT]


https://www.fsdeveloper.com/forum/t...or-updated-airport-scenery.441812/post-791753

The dimensions now is 234' X 229'. To change the dimensions, I drew the dimensions according to your measurements at the lower left corner. I don't know if I did this right or not:


View attachment 39433

Here, you can see the new measurement, which is 18 x 10 feet.

I have more questions but let me know if I'm doing this part right.

Ken.

"Group" and keep only a 18 x 10 foot Face" drawn over vertex points of a properly oriented imported 'GE Path' vector object; delete any 'surrounding' Face area.

GaryGB
 

Attachments

  • KManning_KDFW_C39_Decal_skp_v-8.jpg
    KManning_KDFW_C39_Decal_skp_v-8.jpg
    169.2 KB · Views: 808
Last edited:
="GaryGB, post: 791816, member: 995"



Yes, because whereas the Sketchup version-8 default "Rectangle Tool" only works on the orientation of the 'default' work-space Axes (N-S, E-W), when the KML Path lines from GE are imported, the object should have a different (real world) orientation to the default work-space Axes ...as seen in this screenshot:

kmanning_kdfw_c39_decal_skp_v-8-jpg.39468


The 3-Point Rectangle plugin allows drawing a true Rectangle between any 3 vertex points, and need not be aligned to any current existing Axes of the Sketchup work-space.


NOTE: Do not change orientation of imported KML Path line objects from GE to match Sketchup's 'default' Axes.


Okay, l think I got it now. The google earth kml is used to orientate the path to match that of google earth. Now, since we're talking about this C32 decal and how it's orientated, this C32 decal must represent the vector path we're discussing. So, when I draw the vector path in google earth, should I draw the vector path around that decal, or the C39 that's written on the tarmac? If so, then I did it wrong. I basically drew it in a north to south and east direction. I did not draw it around the C39 that's written on the tarmac. Now, I think I was suppose to do that, so let me know if I should have drew my path around the C39 decal. If you'll look carefully, you can see I did not draw it around the decal, and it seems to me, now, that the orientation of that decal would be wrong in Sketchup based on how and where I drew that path. I've noticed that your orientation is greater than mines, and it seems to match that of google earth's. This also explains why my measurements were so large. So, I think I need to go back and do that over:


Clipboard04.jpg





Now, in the screenshot you provided, I'm still confused as to why you're showing a C32 texture, and you're discussing about importing the google earth vector path into Sketchup as a kml file. After I import my kml file, this is what it looks like:


Clipboard01.jpg


Or, are you just using it to demonstrate the orientation?



Please note the edit I have made to my original post above (select the Face drawn over the KML object ...and not the KML object itself):

https://www.fsdeveloper.com/forum/t...or-updated-airport-scenery.441812/post-791289

Okay, I get it now.


"
"Group" and keep only a 18 x 10 foot Face" drawn over a properly oriented imported 'GE Path' vector object vertex points; delete any 'surrounding' Face area.

And that's the vector path object only "without" the C323 texture, right? You show an attachment with the C32 texture.


Ken.
 
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Hi Ken:

I believe you will better understand the suggested procedures if you repeat your review of my post above:

https://www.fsdeveloper.com/forum/t...or-updated-airport-scenery.441812/post-791289


Basically, those procedures are:

* In a FSX flight at FSDT KDFW, screen capture the C32 marking and nearby apron surface; save it as a TIFF image file format

* in Google Earth, draw the vector path down from top left along that left edge to the bottom left corner, then along the bottom edge to the bottom right corner of the C39 marking that's written on the tarmac ...to create the KML file

* In Sketchup version-8, import the above KML file

* Draw a Face over the 3-vertices of the imported KML with the 3-Point rectangle Tool; delete the KML object

* Re-size the Face to 18 x 10 Feet; delete all other edges / faces (...keep only the re-sized 18 x 10 Face)

* Import / Map the FSX Screenshot TIFF texture image of "C32" onto that Face as a Material

* In ex: GIMP, graphically edit, and/or use a Text font to edit, the FSX Screenshot texture image of "C32" so it reads "C39" instead.

GaryGB
 
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="GaryGB, post: 791843, member: 995"Hi Ken:

I believe you will better understand the suggested procedures if you repeat your review of my post above:

https://www.fsdeveloper.com/forum/t...or-updated-airport-scenery.441812/post-791289


I've read that post over and over again and I haven't gained anything from going back and reviewing it. I understand what it says. It's the fact that I keep seeing different results from my work and what you posted, so I'm wondering if I'm not doing something right. In the second procedure, you said to draw the vector path down from top left along that left edge to the bottom left corner, then along the bottom edge to the bottom right corner of the C39 marking that's written on the tarmac. I can think of 2 ways to do this:


C39_1.jpg




Here's the other way:

C39_2.jpg



Is this one, the second image, C39_2.jpg the correct way to do it? This is what I want to be clear on. I assume the second screenshot is correct because when you referred me to one post, you said to: "Left-Click to set a vertex point at each of 3 corners for a building to create a "L-shaped" path vector poly-line along adjacent sides of the building." Of course, I know I'm not drawing around a building, but I assume that would be any object, including the C39 decal. In the first screenshot, the only vertex that is on the corner is the one at the top left. The other 2 corners do not have its vertex on the corner, and that's why I assume this one is wrong. This is what I want to be clear on.


Basically, those procedures are:

* Screen capture the C32 marking in a FSX flight at FSDT KDFW; save it as a TIFF image file format

* Draw the vector path down from top left along that left edge to the bottom left corner, then along the bottom edge to the bottom right corner of the C39 marking that's written on the tarmac in Google Earth ...to create the KML file

* Import the KML to Sketchup version-8

* Draw a Face over the 3-vertices of the imported KML with the 3-Point rectangle Tool; delete the KML object

* Re-size the Face to 18 x 10 Feet; delete all other edges / faces but keep the re-sized 18 x 10 Face

* Import / Map the FSX Screenshot TIFF texture image of "C32" onto that Face as a Material

Okay, I got up to this point.


* Graphically edit, or use a Text font to edit, the FSX Screenshot texture image of "C32" so it reads "C39" instead.

This is where I'm running into problems regarding editing those text textures. I did not have any problem importing the KDFW_DET10.TIF into Gimp, and I clicked on "Open as Layer." It laid on top of the other layer where I just cloned out the number 2. My problem is figuring out how to make that number 9 text larger and the same size as the C3--. I tried selecting it with the Selection Tool and it doesn't do anything but select it. It can't make it bigger nor move it or anything. It seems to me I should be able to select any of those text numbers and edit them. I've tried using the text font to edit the text image and that seems to work but I still need to put the thin black boarder around the "9" decal. I watched a tutorial video on how to edit a text and it showed how to put a boarder around the text. So, I'm going to try it and see how that works. I really prefer to use the KDFW_DET10.TIF and edit if I can ever learn how to do it.

Ken.
 
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Correct, the method shown in your C39_2.jpg attached immediately above is the method required to maintain proper orientation of the object.

https://www.fsdeveloper.com/forum/t...or-updated-airport-scenery.441812/post-791947

This is where I'm running into problems regarding editing those text textures. I did not have any problem importing the KDFW_DET10.TIF into Gimp, and I clicked on "Open as Layer." It laid on top of the other layer where I just cloned out the number 2. My problem is figuring out how to make that number 9 text larger and the same size as the C3--. I tried selecting it with the Selection Tool and it doesn't do anything but select it. It can't make it bigger nor move it or anything. It seems to me I should be able to select any of those text numbers and edit them. I've tried using the text font to edit the text image and that seems to work but I still need to put the thin black boarder around the "9" decal. I watched a tutorial video on how to edit a text and it showed how to put a boarder around the text. So, I'm going to try it and see how that works. I really prefer to use the KDFW_DET10.TIF and edit if I can ever learn how to do it.

Ken.

I'd do not use GIMP, but perhaps later today I may get time to review the actual GIMP feature / tool names used ...to offer suggestions on how to do this.

GaryGB
 
="GaryGB, post: 791972, member: 995"]Correct, the method shown in your C39_2.jpg attached immediately above is the method required to maintain proper orientation of the object.

Hi Gary,
Thanks, I thought this would be the correct way because it's like you said, and it made sense to me, that it maintains proper orientation.


I'd do not use GIMP, but perhaps later today I may get time to review the actual GIMP feature / tool names used ...to offer suggestions on how to do this.

I've been going over the manual but so far, I haven't found anything that explains this procedure. I assume you probably use Photoshop and I wanted to ask you a question about that. Adobe has them at different price ranges and I was thinking about getting the one for $10.00 a month. But before I do, does that one do everything that the higher prices offer? I guess what I should say is will this one do and have everything I need to do editing as I'm doing now? I'm been debating on it but I wanted to find out more about it. I also wanted to know for sure that if I don't use it, say for 6 months, can I just pay for it as I need it? It seems like someone told me that I could do that but I don't know if that's true.

Ken.
 
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