Gary
Since I don’t see it in the FSX cvx2615.bgl file, it must under some other “general” terrain file.
See pic below
View attachment 86732
So I believe my best choice will be to do my own CVX file for the missing section to change the elevation of the existing water.
Please list the actual file names and paths for the UTXCan CVX files in question, as well as CVX BGLs for that 'x2615' area in FSX.
Just as a reminder, once all these files are loaded in SDK TMFViewer, you can read their names from the View pull-down menu
FYI: This suggests that you may have another vector add-on installed that impacts Hydro content in that X2615 CVX vector Area
Just have couple of question nagging me. Not that important but I would like to understand what is happening.
When creating the “exclusion .BGL” file, I see 5 files created in the shape directory under SBuilderX:
one cvx, and 4 EXX… files. Then when creating the new terrain file for that exclusion, the 4 EXX… files are replaced by 4 HPX…. files.
Does the “exclusion" information now become part of the new cvx file?
Although ACES stated that ALL CVX vector object types can be combined into the same BGL, it is more practical to separate Excludes from other object types into a different BGL.
Also, some programmers find it preferable to separate output of polylines from polygons when working with *.SHP files that are to be compiled via SDK SHP2VEC.
After the creation of this final cvx file, I was assuming yesterday that I needed to transfer this file to the UTCanWater /sceneries file. I gather that is something that should be common knowledge that did not need to be mentioned.
SBuilderX temporarily writes *.SHP files into a [SBuilderX install path]\Shapes sub-folder; they are deleted after a BGL is compiled.
Copy any such *.SHP source files you wish to keep out of that folder and store them in a folder elsewhere ...BEFORE compiling any other BGL, or you may lose such *.SHP files.
IIUC, you had already compiled a BGL for the CVX vector excludes before compiling the CVX vector Hydro Polygons.
Something else that I am pretty sure about is that when I change the elevation of the water polygons, that the terrain beside it gets “stretched” up or down to join with the new water elevation. How for does this stretching occur? Is there a particular “slope” that regulates how far the affect goes?
I will also be experimenting with “steep” water slope which is something that happens at waterfalls and dams. Maybe I can go check the Niagara Falls to see how they look in FSX then (compare it with ?) the HP file in UTX
Assuming FSX is using a higher resolution terrain mesh BGL or TMVL setting in FSX.Cfg, "water creep" along shorelines is solved via precise placement of CVX water flatten polygon edges in alignment with shorelines.
Although there is a 'slope' system for Hydro poly lines and polygons, I do not use it; I "step" water up/down in 1 Foot intervals via adjacent polygons.
GaryGB
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