Hi Gary,
I not sure if I understand correctly but are you saying that Bill Womack had 2 releases of the 2B2 Plum Island tutorials? I only have one tutorial.
Ken.
AFAIK, there was only one
tutorial by Bill Womack regarding the making of the 2B2 RWY at Plum island.
And AFAIK, Bill Womack released at least (
2) packaged add-on versions of 2B2 Plum Island:
* FS-ADDON (the original stand-alone version)
...and:
* IBlueYonder (the "Second Coming"

...2B2 -combined with- 6B6 MinuteMan airport)
In both the above package versions of 2B2, RWY 28 / 10 was made via SCASM / ASM, and
not via use of FSX SDK compliant MDLs.
IIRC, at that time, Arno, Umberto Colapicchioni (aka "VIRTUALI") of FSDT / Cloud-9 and a few others developed a way to 'minimize' such FSX MDL G-Poly anomalies more than other FS developers have thus far.
Arno incorporated most- if not all- of his set of known tweaks that can be applied to FSX MDLs, into output coding used by MCX "GPW".
If it was not already clear to you, be aware that is why most of the FS Development Community find it preferable to use MCX GPW, rather than engaging in a "
Blast From The Past" by making their own multi-layer G-Polys in GMAX via obscure, convoluted legacy SDK methods.
A easy-to-use method is available for you to use via Sketchup and MCX Ground Polygon Wizard (aka "GPW") ...without "
Past-Blasting".
[EDITED]
It is important to understand that if one outputs a typical 2D flat / level G-Poly via MCX GPW, it does not arbitrarily limit Material 'attributes' that are inherently available to be assigned to 3D models created as either SCASM / ASM or MDL types.
Rather, the FS run time version- and the FS SDK version of the 3D model- determine what attributes may be displayed in FS at run time.
So, if you use P3D version 4.x, in theory, your G-Poly Material attributes 'should' allow utilization of the "Z-Bias functionality" to achieve the modern equivalent of VTP Layering numbers, but also the ability to display environmental lighting and rain effects without resorting to non-SDK compliant, esoteric methods via legacy 3D scenery object coding.
The Material Editor {Properties} tab still allows one to assign Material Properties to mapped Textures for G-Polys, even for GPW exports.
The same is true, even if we are working with non-flat, non-level (aka "sloped") 3D G-polys (custom "TINs" / "Photogrammetry" in MSFS).
[END_EDIT]
Alternatively, Don Grovestine worked very hard to create the
GP_Editor code adopted by ADE for those wishing to show GP's in ADE GUI.
However, as Arno reports- (and as we can also see upon
close inspection)- tweaked FSX MDL G-Polys
all show show 'some' anomalies.
It is for that reason most FS Developers purposely choose to use the legacy FS8,/ FS9-type SCASM / ASM, or P3D v2-v4 G-Poly methods.
FS2Kx SCASM / ASM G-Poly methods use
non-MDL code tweaks and P3D v2-v4 G-Poly MDL methods use L-M's "Z-Bias functionality".
IIUC, FS Developers would "like" to be able to use a MDL for G-Poly creation in FSX, as it enables more display attributes at run time.
But as ACES changed FSX MDL structure / 'functionality' in that FS version in an attempt to implement other features, it now has "issues".
In response to FS Community requests to address the run time display anomalies of FSX-type MDLs used in ESP, and due to the relatively small number of run time display attributes achievable via
non-MDL SCASM / ASM G-Poly code (without complex and esoteric coding by a very few FS Development community members who know how to implement such attributes), L-M implemented a "Z-Bias Functionality" extension of the MDLs used in P3D v2 through P3Dv4; I am not certain as to whether that is also available in P3D v5 / V6.
FYI: My prior questions above were intended to try and clarify what it is that you are attempting to achieve when you make your G-Polys.
As we both know, a vast amount of time and effort has previously been expended by you and me- (as well as by other members of the FSDEV Community-) in a number of threads consisting of numerous posts and screenshots in an attempt to resolve your project goal of fixing ground markings at airports that had not been updated yet by the original add-on airport developers.
I believe it is reasonable that we stay clear on what the goal is for your current endeavors in your recent threads involving use of GMAX.
My guess is that you may indeed have an interest in learning GMAX methodology to expand your knowledge of 3D modeling tools.
I also am inclined to guess that you may have an interest in learning GMAX methodology to fix ground markings at airports.
If you have a sincere interest in learning GMAX to achieve current goals, it is critical to provide info others need to answer your questions.
Thus, I am inclined at this point to recommend again, that you now link to your current project as a W.I.P. in GMAX, as you stated:
I'm following a tutorial 'How to Make High Detail Ground Polygs in 2014' by Jirayu Tanabodee, which has 2 parts, parts 1 and 2.
I am also inclined at this point to recommend that you be extra courteous to all who reply here, as very few even recall what GMAX "was".
The number of people who are still living, involved enough to follow FSDEV Forums, and who also are ready / willing / able to remember and / or post regarding GMAX ...decides with each passing year, so those wishing to conduct any sort of in-depth discussion on GMAX needs to be on good terms with the few remaining FSDEV forum members familiar with GMAX, and also willing to reply to your posts
Unless you plan on spending vast amounts of money and time on 3DSMAX, the closest you are going to get to it is GMAX (for 'free').
Otherwise IMHO,
Sketchup offers even easier ways to create anything needed- for any FS version- (except animations), vuia MCX.
An alternative, that AFAIK, does offer an easier way to implement animations than 3DSMAX, but has a lesser learning curve ...is
Blender.
Please post a link to your project 'now
', if you expect
informed replies from those generous enough to offer their time and GMAX insight.
GaryGB