• 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:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    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 Flattens

As an update to the above discussion regarding triangulation of scenery content in the MSFS rendering engine, this is an interesting thread: :idea:

http://www.fsdeveloper.com/forum/threads/dx-10-tweaks-wireframe-cool-stuff-from-paul-roussin.432720/

terrain-jpg.20837



PS: Anybody tried this and seen "quadrangles" in FS run time terrain or 3D MDLs ...which have NOT been bisected ? ;)


Also, it appears that at run time, the MSFS rendering engine is actually creating:

* a "TRN" (Triangulated Regular Network) for terrain (a proximity-based Quad Matrix grid with a 'range-ring' of LODs ?)

https://www.google.com/#q=Triangulated Regular Network

...for Resample compiled, Quad-gridded terrain mesh

...and:

* a "TIN" (Triangulated Ir-regular Network) for CVX vector polygons, G-Polys, and 3D objects:scratchch

https://www.google.com/#q=https://www.google.com/#q=Triangulated+Irregular+Network


GaryGB
 
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Why not use ADE and use triangles and edit individual points? Works great for me. Bob

Hi Bob:

Unlike SBuilder, ADE does not have the ability to super-impose 'precise' reference guidelines, and the ones it uses are not based on the local FS LOD / QMID / Area Point terrain grid subsystem for a project area; this may ultimately impact a FS developer's ability to maximize accurate pre-visualization of results while also optimizing run time performance for terrain rendering ...as discussed on page 2 of this thread: :alert:

http://www.fsdeveloper.com/forum/threads/flattens.425495/page-2


However, ADE certainly can produce sloped terrain flattens and even a "TIN" contiguous terrain surface that may serve a useful purpose for some (many ?) FS development projects, as does Terrain Sculptor by Don Grovestine (aka "gadgets") and 3D modeled "TIN" terrain surfaces converted into terrain flatten BGLs by ModelConverterX (aka "MCX"). :)


FSX / P3D:

http://www.fsdeveloper.com/forum/threads/can-ade-polygons-be-used-for-a-sloped-runway.435624/

http://www.fsdeveloper.com/forum/forums/terrain-sculptor.146/

http://www.scenerydesign.org/2013/04/flattens-from-3d-objects/



FS2004 (aka "FS9"):

http://www.fsdeveloper.com/forum/threads/making-flattens.427641/#post-651402

http://www.fsdeveloper.com/forum/th...builderx-polygons-are-lost-in-sbuilder.44626/


GaryGB
 
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I have reconstructed this quoted post by Jose (aka "simulondo") with archived original images due to its value as a learning resource. :pushpin:

GaryGB

http://www.fsdeveloper.com/forum/threads/flattens.425495/page-2#post-632954

Maybe this could help you:

In my case, I had a complex slope at the end of my runway. In real life:

casarrubios2-jpg.37680

casarrubios(2).jpg


When I defined the flatten I got a lot of glitches. After a lot of days of testing I realized that the best approach it was use the sbuilder´s QMID grid based in the mesh resolution (my scenery include a 5m mesh, so I selected Level 23)

grid_zps67be3b41-jpg.37681



With this method, using the grid as guide, you can estimate how the mesh will react to the flatten. This is not perfect, but I´ve achieved the best result using it:

cabecera_zpsaa6d0024-jpg.37682
 

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GaryGB- Those pics look fine. For me I do as I said above in ADE. I do sloped polys, using triangles, stretch them out a bit (have to play with this a couple of tie to get the slope you want... more slope or less). Make extra points on corresponding poly. Copy coordinates, choose other poly - paste coordinates. You can turn a cliff into a steep slope or gentle slope as you see fit. I'm sure you know the 'drill' ;)

But if the above is what gets his project done.... cool Bob
 
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