• 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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    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FSX Editing Ground Textures for Updated Airport Scenery

Hi Ken. Sorry sir, I try visiting this site every day, but I can't all the time.......my full time job interferes! And again I have not been receiving notifications for this thread.
So your issue is the blooming effect of the texture when placed over the existing ground poly. This is where creativity comes to mind, more than a specific flowchart.

When they repaint the aprons at DFW, they essentially pressure wash the concrete to remove the old marking, which leaves a lighter "stain" around the new numbering scheme.I don't use gimp but I've heard it is very similar to photoshop. I would create a texture with the completely (or highly) opaque new gate numbers, then a semi transparent background representing the "pressure washed" area. This transparency needs to be opaque enough to cover the old numbers, at least partially. Again, concrete pressure wash typically leaves a trace of the old markings, and considerably lightens the color of the concrete around the new numbering. This is more of an artistic technique than a GP methodology, that's why I really did not expand on this earlier (giving you more creative freedom) ;-)

Now, if you want to have a perfect blend, just data-mine the crap out of the KDFW Texture folder until you find the basic apron texture, copy a chunk of it and place as and underlayer for the new gate numbers (within the same texture). So Top layer are opaque numbers, bottom layer is the chunk of apron texture. I would then blend the edges of the apron layer by using a soft eraser at 50% to start all around the edge.(sorry don't know the gimp terminology). Essentially, the edges of the texture should transition from opaque to transparent so when you impose the model over the existing ground poly the edges are not too apparent.

Let me know if that helps. At this point on MCX your only texture recipe is the "set default transparent" button, the no-shadow flag set to true, followed by a Z-bias of 1 at the very bottom of the materials menu (to prevent flickering). In any case, my tutorial is still very valid...as my intention was not to develop the topic on actual texture creation. I'll try visiting more often, but if you get stuck just PM me, that will draw my attention quickly. :)

David
 
Hi Ken:

After initial inspection of the ZIP file containing the *.DAE, I see that the mapped Material texture image file:

FSDT_KDFW_C39.tif

...was not included in your ZIP archive along with the "C39" 3D model packaged inside the *.DAE exported from Sketchup.


Please re-archive the ZIP file containing the *.DAE, to also include FSDT_KDFW_C39.tif, and replace the ZIP in your post above:

https://www.fsdeveloper.com/forum/t...or-updated-airport-scenery.441812/post-793420


NOTE: After further consideration, I would also like to inspect the "C39" *KMZ you originally exported from Sketchup above (thanks for your having created that file to begin with).

Please also attach- or link to- a ZIP of the "C39" *KMZ you originally exported from Sketchup above; to reduce risk of confusion, please attach the ZIP of the *.KMZ file to a new post in this thread.


FYI: I have additional things I need to check for this 3D model in both Sketchup and in MCX. ;)

GaryGB
 
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Hi Gary,

Just want to let you know that I re-uploaded the C39 zip. You mentioned to replace the first one I posted earlier, so I deleted the old one and uploaded the new one. It's in the same posted. It also includes the KDFW 39 tiff file. Below are the kmz files. One will take to you to some place in Colorado and the other one will take you to KDFW, where I manually entered the coordinates in Sketchup. Below are the kmz files:

Ken.
 

Attachments

  • kmz.zip
    4.6 MB · Views: 395
Hi Ken:

Initial testing of a SCASM / ASM G-Poly have not thus far achieved display when the FSDT KDFW demo is running. :coffee:

[EDITED]

Note: This specifically refers to use of un-edited SCASM / ASM source code output by MCX Ground Polygon Wizard in 'FSX' mode.

[END_EDIT]

Further analysis of scenery types loaded via the Couatl Addon Manager from BGLs and/or non-BGLComp-packaged MDLs, as well as testing of other options with the MCX G-Poly Wizard will all be required to see if- and by what means- successful display of a SCASM / ASM G-Poly may be achieved when the FSDT KDFW demo is running. :alert:

GaryGB
 
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This is what I get.

C39.jpg
 
These are my source files, in case you want to take this route.
 

Attachments

  • C39.zip
    333.1 KB · Views: 379
Hi Ken:

After further analysis of scenery types loaded via the Couatl Addon Manager from BGLs and/or non-BGLComp-packaged MDLs, it is apparent that graphical anomalies caused by Z-buffer fighting (aka "flickering") will always be present when FSDT KDFW demo or the purchased /registered version is running, due to the use of FSX MDL-based textured ground objects.

I believe your goal would be to achieve as realistic a rendering as possible of the ground markings at KDFW that are the topic for this thread.

AFAIK, there are ways via custom SCASM / ASM coding to implement successful display in FSX of textured ground objects rather than attempting to modify source code for SCASM / ASM G-Polys output from the MCX G-Poly Wizard.

But, even when such legacy-format objects are successfully implemented, their FSX run time display will not match the graphical attributes that may appear throughout the day and at various user aircraft camera positions relative to 3D world light direction and angle of view relative to a particular nearby ground marking object, which may otherwise be seen with FSX MDL-based textured ground objects (...when the end-user experience is not disrupted by Z-buffer fighting aka "flickering") .

Based on the overall milieu of scenery object types used at FSDT KDFW, it is IMHO, impractical to allocate time for implementing a modification of ground marking display via custom SCASM / ASM coding.

Additionally, I would not be inclined to allocate time for implementing a modification of ground marking display via use of custom FSX MDL-based textured ground objects packaged and placed via BGLComp.


Personally, I would take a different approach to development of FSX scenery content that does not require the end user to experience Z-buffer fighting, and I do not presently have sufficient personal free time available to tutor you on how to do that. :pushpin:

Thus, at this point, I shall encourage you to pursue your options for possible further explanation and/or tutoring with David (aka "pinkjr") as to how you might achieve as realistic a rendering as possible of the ground markings at FSDT KDFW.


As I mentioned earlier in this thread:

https://www.fsdeveloper.com/forum/t...or-updated-airport-scenery.441812/post-792710

Hi Ken:

Matching FSX run time display of the mapped Material texture image on the "C39" replacement ground marking object will require different procedures for the FSX MDL-based G-Poly methods David proposed, compared to what I would have presented for legacy format SCASM / ASM non-MDL-based G-Poly methods.


IMHO, David should now be willing to "go the full distance" and properly support the work-flow he encouraged you to explore via FSX MDL-based G-Poly methods to enable a FSX run time matching display of the mapped Material texture image on the "C39" replacement ground marking object in FSX ...not P3D. :stirthepo

HINT: You may (at the very least) need to duplicate "Material Properties" of the "C32" mapped texture on the original FSDT KDFW FSX MDL-based G-Poly ;)

Good luck with your efforts to modify the scenery at a FSDT airport; perhaps we may consult again in the future regarding FS Development at a non-FSDT airport or other location ...where there are no such methods used that may cause Z-buffer fighting (aka "flickering"). :wave:

GaryGB
 
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Hi David.

Thanks for the C39 attached file. Sorry it took me a while to get back to you. I've been working on another project, creating 3D objects around the KBHM airport area, such as the Roebuck Shopping Center I'm working on now. I'm having a problem placing the textures, but more about that later.


This is what I get.

That really looks good David. Did you use IS3 to place it? I tried to replace the C32 with the C39, but the C32 would bleed, or show through the C39. I've notice you did something around the numbers with the transparency, I think it's called, and wanted to know how you did that. I also need to create a lot more of these because most of them are wrong in the scenery. It puzzles me why they got all of these numbers wrong in the first place because there was never, for example, a C32, even when the product was released. It was C39 and it's been that way since the beginning. I don't know where they come up with those numbers, and just about every one of them are wrong. I recall that you said to pressure wash the concrete, so to speak, and to remove and wipe out the old C32 and replacing it with the C39. I've though about doing that, and in MCX, I can import the model file, KDFW_sett07_sf mode and using the Material Editor, I can select the texture file KDFW_DET10.dds and click remove. That will remove not only the C32, but all of the overlaying markings at all locations. I would want to put these in their original locations, but that would be hard to do, not knowing the coordinates of each of the markings.

By the way, did you pressure wash and remove the old layers, or did you just layered it over the C32?

Ken.
 
Hi Gary,

Sorry it's been sometime since I've replied. I've been working on another project while I was waiting to hear from you about the final procedure on placing the ground markings. From what I understand and the flow you thought about using, are you saying that it won't work?

Ken.
 
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Hi David.

Thanks for the C39 attached file. Sorry it took me a while to get back to you. I've been working on another project, creating 3D objects around the KBHM airport area, such as the Roebuck Shopping Center I'm working on now. I'm having a problem placing the textures, but more about that later.




That really looks good David. Did you use IS3 to place it? I tried to replace the C32 with the C39, but the C32 would bleed, or show through the C39. I've notice you did something around the numbers with the transparency, I think it's called, and wanted to know how you did that. I also need to create a lot more of these because most of them are wrong in the scenery. It puzzles me why they got all of these numbers wrong in the first place because there was never, for example, a C32, even when the product was released. It was C39 and it's been that way since the beginning. I don't know where they come up with those numbers, and just about every one of them are wrong. I recall that you said to pressure wash the concrete, so to speak, and to remove and wipe out the old C32 and replacing it with the C39. I've though about doing that, and in MCX, I can import the model file, KDFW_sett07_sf mode and using the Material Editor, I can select the texture file KDFW_DET10.dds and click remove. That will remove not only the C32, but all of the overlaying markings at all locations. I would want to put these in their original locations, but that would be hard to do, not knowing the coordinates of each of the markings.

By the way, did you pressure wash and remove the old layers, or did you just layered it over the C32?

Ken.

Ken, I used IS3 to place the C39 "decal" over the C32. Yes, I used transparency to blend the background apron texture smoothly into the default DFW apron, while making sure the original C32 marking was mostly hidden below it. I call it pressure wash because I take the original apron texture and load it into my new C39 decal, and then lighten the color slightly, so when I place the new decal it kind of looks like an uneven pressure wash.

My texture is not bleeding in FSX, but if yours is try raising it ever so slightly with IS3, and select no shadow. Can't remember if I used no Z-write on IS3, give it a try too.

DavidR
 
Hi David,

Sorry it's been sometime since I've replied. I've been working on another project while I was waiting to hear from you about the final procedure on placing the ground markings. From what I understand and the flow you thought about using, are you saying that it won't work?

Ken.

I think you mean Gary, I didn't use his methodolgy so I really can't speak for it.
 
I think you mean Gary, I didn't use his methodolgy so I really can't speak for it.


Hi David,

Yes, I did. I meant to say Gary and I changed it just now. I don't know why I did that. Been setting up too late, I guess.

Ken.
 
Hi David

Sorry it's been sometime since I've replied. I've been working on another project while I was waiting to hear from you about the final procedure on placing the ground markings. From what I understand and the flow you thought about using, are you saying that it won't work?

Ken.


Hi Gary,

Just wanted to let you know that this post was directed to you. I didn't realized I had David's name until he told me.

Ken.
 
These are my source files, in case you want to take this route.

Hi David,

I've been busy working on adding shopping centers and such to my FS and that's why you haven't heard from me in a while. I tried those source files you left for me and here's what I came up with. For one thing, there is a file that you had in that zip that I've have not been using, and that was why I never got the C39 but always the C32. At first, I placed the C39.bgl and the C39dds in their respective Scenery and Texture folders, but I did not included the C39_LIB.BGL. When I launched the sim and placed myself at KDGW at gate C32, the ground marking was still not correct and it was marked C32. I got to thinking about the other file, C39_LIB.BGL, and wondered if I should include the file in the Scenery folder. So, I stop the sim, and placed the C39_LIB.BGL file along with the C39.BGL in the Scenery folder. When I restarted the sim, the C39 appeared. All this time, I never knew that I needed to include a LIB.BGL file because it was never discussed. What is this LIB.BGL? When running the ground poly wizard or anything in MCX, it never created a MDL.BGL file but only a bgl and a texture file. How was the C39_MDL.BLG file created or where did it come from? It has never created this file for me.

There is a problem with this C39. When moving the aircraft in a certain position, the C39 is very bright, so to speak, as though it was lit up. Even the background is lit up. Here's the screenshot:


C39.png


What is causing this, and is there something that can be done to stop that? When the aircraft is move to another location, it looks correct:


C39_2.png




Ken.
 
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https://www.fsdeveloper.com/forum/t...or-updated-airport-scenery.441812/post-793862

Hi Gary,

Sorry it's been sometime since I've replied. I've been working on another project while I was waiting to hear from you about the final procedure on placing the ground markings. From what I understand and the flow you thought about using, are you saying that it won't work?

Ken.

There are ways to "make it work" by use of either compiled via SCASM / ASM G-Polys, or FSX 3D MDLs packaged as scenery library objects and placed via placement BGLs compiled by BGLComp.

My point above was, although it WILL "work", it is rather challenging to do in the context of such a very complex FSDT airport, and I indicated that I did not have sufficient available free time to tutor you on how to do either of those methods ("properly", IMHO) ...at FSDT's KDFW.

David's method alluded to above involves FSX 3D MDLs packaged as scenery library objects and placed via placement BGLs compiled by BGLComp.

You may recall I mentioned more than once above, that one must copy and apply the Material properties of the texture image for the original FSDT "C32" MDL in the MCX Material Editor to your custom "C39" FSX MDL ...in order to get 'closer' to the general object appearance in FS at run time as used by the FSDT FSX 3D MDLs.

You will likely need to further adjust those Material Properties in the MCX Material Editor, and in particular, the Specular, Bloom, and Normal (vector orientation) settings may require tweaking for David's MDL and/or your own custom MDL.

Additionally, you may need to individually adjust those settings for any Night texture Material that you may opt to also map onto your custom "C39" MDL for display at Night.

You may wish to get David's attention via a PM that alerts him to your ongoing interest in having him explain more in detail, his work-flow for using a FSX 3D MDL as a textured ground object at a very complex FSDT airport, so that it more closely matches the general object appearance in FS at run time as used by the FSDT FSX 3D MDLs.

PS: Others who have followed the topics under discussion in this thread may also have an ongoing interest in seeing David follow up on his other posts above ...within this same thread. ;)

GaryGB
 
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Hi Gary,

Yes, I recall David saying to send him a PM but I can't find the tool or menu that allows me to do that. I guess I need some directions.

Ken.
 
Hi Ken:

Click on his "Pinkjr" avatar, then click on the [Start Conversation] button.

A "Private Message" (aka "PM") is referred to as a 'conversation' in this forum software. ;-)

GaryGB
 
Gary just what exactly do YOU believe I need to explain that hasn't been explained earlier in this post? Please be specific. I did cover library creation on my mini tutorial. Please, if there is something I failed to include or you believe I am not disclosing on purpose...let me know because that was not the intent.

Ken,
You can open the bgl file I provided in MCX, go to the material settings dialogue and turn off "assume vertical normals". I think that may solve the reflection issue you are seeing. In any case, it should never look like that when in cockpit view, during taxi. It seems you are getting the brightness only when directly on top of the texture, which is a flag that "assume vertical normals" should be set to off. If that doesn't make it better, try changing the texture specular value to 255,255,255 under the same material settings dialogue.
You can adjust these settings directly on your addon scenery folder as installed.

Thanks,
David
 
BTW, finally found some time to develop this weekend and guess what I was working on..........shopping centers.
30261375_1537202439735412_197787165285941248_o.jpg
 
HI Dave:

Thanks for assisting Ken with changing the "Normal" aspect of Material Properties; that was a primary issue to be resolved. :)

I will have to refresh my memory on the "Normal" attribute of 1 of the "ground" texture Materials used by FSDT at KDFW that also needs to be changed, and which, if duplicated by Ken, will result in the same 'lighting' effect he reported above. :pushpin:

< And now for something not so 'normal' from the movie "Airplane !" ...that your screenie brings to mind >

https://en.wikipedia.org/wiki/Airplane!

https://en.wikipedia.org/wiki/J._C._Penney

"There's a sale at Penney's !"

pcd.jpg

GaryGB
 
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