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FSX Roads with Texture

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australia
Hi,

I had a look at the SDK docs but am not sure yet.
Is it possible to create roads for FSX that have a custom texture ?
If yes, can this be done using the shape method and how ?
Or is there any other way (perhaps extrusion bridge with zero height?) ?

Cheers,
Siggy
 
Hi,

I had a look at the SDK docs but am not sure yet.
Is it possible to create roads for FSX that have a custom texture ?
If yes, can this be done using the shape method and how ?
Or is there any other way (perhaps extrusion bridge with zero height?) ?

Cheers,
Siggy

The ExtrusionBridge method would NOT be appropriate. You'd find that zero height would not result in the entire surface draping on the terrain and a significant number of these in close proximity does have some impact on runtime performance.

I'm not well versed in adding custom textures but once added I believe you should be able to use it's guid in the Shapefile for your road (see Shp2Vec section of Terrain SDK docs).

-Doug
 
Hi Siggy.

You would need to make an addition to the terrain.cfg to diplay the textures... maybe not the best idea as these additions are global, and all endusers would need the additions as well.

Luis and I made an alternate terrain.cfg, but we did so with great reservation. The last thing we want is 500 different versions of terrain.cfg floating around. We wanted the ability to have a terrain.cfg in a local scenery folder, but that never happened. :(

Another possibility is to make a photoreal of the custom roads, and blend-mask the non-road portions.

Dick
 
Hi Siggy.

More on this.

FSX allows us to use a local texture of the same name as the default, in a local texture folder. But I'm getting oddities in the display. If there is no other instance of that texture name used in the default BGL, then it appears to be OK.

This "work-around" isn't supported by the terrain engine, so it might cause problems. :(

Dick
 
Hi Dick, Doug,

Thanks for your replies. Dick, did you mean to create 'photo tiles' where only the roads are opaque and the rest is transparent ? The overriding of global textures in a local scenery would be great ! I guess expecting something like this to slip into SP1 would be day-dreaming :).

The road/highway textures that are referenced in terrain.cfg look quite sharp compared to the blurry grey pixel strips that we see in the sim. Are these textures really the origin for highways in FSX ?

Cheers,
Siggy
 
Hi Siggy.

Those road source textures are pretty sharp if you use the slider to display 7cm/pixel.

And yes, you could draw roadlines as photoreal and make the rest transparent. I think that would preserve the autogen.. but I don't know if the see-through parts would then be the default landclass, or if vectors and polys and new landclass would show underneath.

My sad advice is to give up on customised road textures, unless your scenery is pretty small. It's just one of those things that fell through the cracks in FSX.

I think the use of a terrain.cfg was a good idea, as was the new vector scenery. But the wasn't any input as to the need for local folder texturing, or customised texturing of polys and lines. :(

Maybe someone else has an idea that doesn't involve the terrain.cfg... and honestly, I haven't tried FS2004 VTP2 lines to see if they work with named textures. If that works, then that's the way to go.

EDITED___

It looks as if VTP2 ( from FS9 ) allows a full named texture set of winter;hardwinter;spring;summer;fall;night
BUT, the night texture doesn't seem to show,and showing the day texture wrecks the effect.

Dick
 
Last edited:
Hi Dick,

Thanks very much for all your replies and information. I have not done any landscaping in FS yet, so I am now trying to get into it.

Regarding the VTP lines, as this is FS9 or even FS8 technology, it would limit the lifetime of scenery created using these. Ah well, we need to leave something for FS-XI ;) .

Cheers,
Siggy
 
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