At this point, I'm quite satisfied with the result. However, at the other end of the runway (where it has to be 62 ft., ie. sloped up runway, it looked like the surrounding terrains are higher! Maybe FS got the terrain height data from add-on mesh?
If you post a screenshot, perhaps I can look into this.
The other end of the runway looks like this.
View attachment 59299
Yes, FS normally gets the ground surface height data from default and/or add-on terrain mesh.
Effective FS run time ground surface height data from terrain mesh can also be modified by CVX vector flattens.
As Tic alluded to above, FS2Kx - FSX / P4Dv1.4 - P3Dv4.4 airports intended to properly display AI Traffic and/or Ground Vehicle Traffic must be
flat and
level.
https://www.fsdeveloper.com/forum/t...from-default-stock-airport.447909/post-847212
[
EDITED]
Normally we would make airports for FS2Kx - FSX / P4Dv1.4 - P3Dv4.4 with the ARP, RWY, and airport flatten all at the
same Altitude, so that the navigable surfaces are all flat and
level in the FS 3D world as rendered at run time..
This will make a flat and
level RWY placed onto local terrain with a higher Altitude at one end of the RWY IRL sink into the ground surface / terrain mesh with a higher Altitude ...at that RWY end,
Again, since we would make airports for FS2Kx - FSX / P4Dv1.4 - P3Dv4.4 with the ARP, RWY, and airport flatten all at the
same Altitude, so that the navigable surfaces are all flat and
level in the FS 3D world as rendered at run time, the center position along the RWY axis is where the Altitude of the ARP is located, so a flat and
level RWY placed onto local terrain with a lower Altitude at one end of the RWY IRL will rise up from the ground surface / terrain mesh with a lower Altitude ...at that RWY end,
[
END_EDIT]
FYI: P3Dv5 now offers the ability to display airport infrastructure objects such as RWYs with
sloped attributes.
I don't have P3Dv5 to test yet, but AFAIK, that FS version also allows the airports intended to properly display AI Traffic and/or Ground Vehicle Traffic to do so ...WITHOUT the airport infrastructure objects such as RWYs being flat and
level.
If you only wish to accommodate pre-P3Dv4 versions of FS with sloped RWYs and navigable custom paved ground surfaces, you will
NOT be able to also have proper display AI Traffic and/or Ground Vehicle Traffic as those ground surfaces will
NOT be flat and
level.
Personally, I rarely use AI Traffic and/or Ground Vehicle Traffic in FS flight sessions; but AFAIK, 'most' end users
do.
So the choice is yours as to whether / how you slope your RWY to match the airport configuration IRL.
If you want a slope, and do
not wish to create G-Polys with various Material properties / functionality / environmental lighting and/or weather effects, you can use a custom photo-real imagery compiled by SDK Resample displayed in FS at any resolution you wish to create in the imagery source file(s).
If you
do wish to create G-Polys with various Material properties / functionality / environmental lighting and/or weather effects, you can use a custom 3D model of the airport surfaces textured with photo-real imagery ...displayed in FS at any resolution you wish to create in the imagery source file(s).
That latter method is what Tic describes above in his very kind and helpful posts to this thread.
You may find that use of the freely downloadable, FSX / P3D compatible FreeMeshX terrain mesh for your project area is more satisfactory for your purposes as it provides
2x more accuracy and detail at LOD-10 for your area of interest than the default FSX / P3D terrain mesh, which is only LOD-9.
If you are interested in testing this FreeMeshX terrain mesh option in FS and examining it in SDK TMFViewer, let me know and I will post more info on which BGL file to download via a Torrent distribution for FreeMeshX "Global" files ...and where / how to do so.
Be aware that one's existing work with terrain modification at the RWY34 end may- or may not- require further adaptation to the more detailed FreeMeshX terrain mesh ...if it is used.
Otherwise, one may modify the terrain surrounding the airport objects using triangulated
sloped Airport Background (aka "Boundary") CVX vector 'flatten' polygons to blend airport infrastructure objects such as RWYs Taxiways, Aprons. etc. into the surrounding terrain.
That process would, of course, involve a somewhat different work-flow from the task discussed in this thread, and as such would merit its own new separate discussion thread.
Feel free to inquire further as you identify what you would like to do with the terrain at VTPH.
GaryGB