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MSFS20 EHEH - Eindhoven Airport

well, usually building have 5 facades, and the 5th facade is the most impotent in my opinion because as a simmer of a flight simulator you probably always will se this facade, so make each roof unique is impotent, using tiling of seamless texture will be visible so that why I'm trying to brake the patterns by using a combination of an aerial imagery that will give spacial characteristic to each roof and the tiling texture that will detail it more then what you get in the aerial. the problem is that it cost in storage, but I can sacrifice that in term of visual result (someone told me when you creating a scenery think about the system spec that users will use 2 years from now so probably the storage will be in the reasonable side) and I'm try not to overkill, the object that I uploaded here have 2 roof, the big roof is 4096X2048 and the small roof is 4096X1024 so I can marge them into one 4K texture and there will be some space left for other texture

over the runway I will place opacity texture (tiling) over the aerial imagery of the runway (and yes, it required also the cleaning of the aerial imagery from shadows,taxiline signs aircraft, the taxilines and signs will be added as a separated layer)
I think I using this methodology because I get used to it during P3D/FSX secenry development and somehow it give you full control over the result you want to get from the ground
I remember that when I started working on ground polys I came across this image that explains how the layers work

overall you can insert the ground poly as a custom object to MSFS if you are using it as projected mesh
and you can use generic Asobo texture but I prefer to make the generic texture and placing outside the simulator, this way I can model it and control the placement' size' proportion of each tile (let say we are talking about concrete apron tiles). and they should be half transparent so the aerial imagery will be visabale (I'm trying to avoid the repeating of the texture pattern by braking it)
ground-poly-layers.jpg


this is my texturing layer that I made back then to LLER
56.PNG
 
April update, it's been quiet slow because I took some time off.
Most of the time spent on the hangar modeling
Hopefully that now I can get back and do much more progress during May
and even start placing the objects inside the simulator and to see some results
D.png
B.png

A.png

C.png

2.png

1.png

so most of the progress has been done on the air base side and hopefully that soon this part will be done
 
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So here is my first official update after the accident, I'm fine, It took me one month to get back to work and I started with the custom ground poly
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image756757.png
image5645757.png
image45656.png
image56456.png
image46346.png
image43.png
image.png


first step will be cover the airport with custom texture and then I need to clean the aerial imagery
also it will be possible to convert the scenery to P3D
 
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I hope you are getting better and stronger after your accident, take care my dear friend. Looking at your EHEH progress I can see an amazing improvement and so artistically well made. Keep up the good work!
Pat
 
It looks amazing, glad you’re back at it. You said the advantage of a ground poly is that you can use it in P3D, but how do you make sure the shape is exactly right to march the MSFS ground imagery so that it merges well with the surroundings? I found that the satellite images in my area (e.g. Bing) are somewhat distorted compared to the sim, and a CGL fixes that distortion. Are you supposed to use ArcGIS but then just use the image in a giant ground poly as opposed to tiles?
 
It looks amazing, glad you’re back at it. You said the advantage of a ground poly is that you can use it in P3D, but how do you make sure the shape is exactly right to march the MSFS ground imagery so that it merges well with the surroundings? I found that the satellite images in my area (e.g. Bing) are somewhat distorted compared to the sim, and a CGL fixes that distortion. Are you supposed to use ArcGIS but then just use the image in a giant ground poly as opposed to tiles?
thank you :)
I'm drawing the ground poly over an aerial imagery that been scaled into the real size and geo located, this why I can put the imagery into simulator the same why as the ground poly (projected mesh) instead of using cgl, I need to look at the colors of this object and adjust it so it merge with the surroundings, there is a problem in EHEH that there is no aerial imagery for the airport (think it been removed fro the data base because it is an air base)
and I'm using this imagery as the ground imagery instead of cgl, it easier to use compare to cgl and as a projected mesh it look slightly better

423434.png
 
Is there any advantage to a CGL when it comes to performance or memory usage? My airport has two long runways one after another so it’s very very long, and it seems like a ground poly would require loading a giant image into memory all at once, while the tiles could be loaded as required?
 
Is there any advantage to a CGL when it comes to performance or memory usage? My airport has two long runways one after another so it’s very very long, and it seems like a ground poly would require loading a giant image into memory all at once, while the tiles could be loaded as required?
the only advantage I found in CGL is covering big areas, less texture and poly, and also when I'm using an imagery as projected mesh I need to split it into smaller tiles to 4K or 2K texture tiles, it fine when I'm working on small airport 3X3km even 4X4km, but for big projects maybe sticking with CGL will be better (also projected mesh is an easy to convert to other platforms)
 
the only advantage I found in CGL is covering big areas, less texture and poly, and also when I'm using an imagery as projected mesh I need to split it into smaller tiles to 4K or 2K texture tiles, it fine when I'm working on small airport 3X3km even 4X4km, but for big projects maybe sticking with CGL will be better (also projected mesh is an easy to convert to other platforms)
So this image you showed here is 4K?
 
I didn’t realize you use Sketchup, and I didn’t know you could do such nice buildings with it. How does the export process work, I’ve only heard of the Blender and 3DS exporters before.
 
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