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FSXA Fantasy Island

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111
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us-colorado
OK..lets see I create a textured fantasy island with SBuilderX then use Terrain Sculptor to make a elevated mesh.

The whole purpose of this is to create fantasy Island scenery for Bill Lyons flights.
his scenery objects are in place but the islands are not.
I don't want to make a airport. I just want to make a fantasy island with a active volcano and lagoon.

Now what do I do first?
GDR1944
 

gadgets

Resource contributor
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9,388
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ca-britishcolumbia
I suggest you read the user manual. If you're already using sBuilder, you don't need Terrain Sculptor.

Don
 
Messages
111
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us-colorado
I don't have a clue on how to use SBuilder.
All Ive been able to do with SBuilder to place some large square default textures on the SBuilder work area.

I read both manuals..Don't understand how to get started.
I read I couldn't do EZ mesh elevations with SBuilder.
Will someone please show me how to get started?
 
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216
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azerbaijan
I don't think you necessarily need to have mesh to make an island in FSX unless you want higher elevated terrain on your island. In fact, FSX world (same as the real world) is nothing but land covered with water in areas where rivers, seas, and oceans are present. So, using "making a hole in water polygon" technique of SBX you can achieve that. Pls read the help file included with SBX to get more details on this technique. If you find it difficult to realize, I can also help, please ask.
 
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111
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us-colorado
This is what I want to build.

Tropical Island w / lagoon and active volcano.
cargo.jpg
 
Messages
223
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us-ohio
Also check out the SDK Help or

https://msdn.microsoft.com/en-us/library/cc707102.aspx#TheResampleTool

for use of Resample to create new elevation mesh in your newly-uncovered empty, flat "hole" in the water by using raster files, e.g. BMP or TIF, that you can create in any image editor. It works even for fictional areas. The elevations are determine using the RGB color data values in the file in combination with a couple of modifying parameters (Bias, FractionBits, and BaseValue). Best to experiment a little to see what they do.

It can sometimes be a complex or trial-and-error process (as hard as you want to make it) but you can cover much larger areas (e.g. raising the elevation of the island above sea level) without creating 3D models which are better for specific features. I've covered "fictional" areas of over 500 sq. miles (mid-Atantic - don't ask me why, it was just on a whim! :( ), ranging from sea level to peaks topping 9,000 ft. Depending upon how big your island is, it can be done quite quickly. It's also a great way to learn how FSX renders elevations using the terrain mesh.

See also:

http://www.fsdeveloper.com/wiki/index.php?title=Terrain_mesh_introduction
http://www.fsdeveloper.com/wiki/index.php?title=Terrain_mesh_introduction
 
Messages
111
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us-colorado
I read it until my ears smoke, I have no idea how to use the info nor do I understand.
What do I need to do first and how do I do it.
How do I get started!!!
One person says use this app another says use that.
If someone is willing to walk me thru this SUK mesh Ill try.
I would like my islands (8)
Note:Bill Lyons scenery objects already placed( Huts, Ships, Docks, Buildings,ect)
I know or can find the lat/log of each island




I'm fairly good at paint ShopPro 8
With help,I have added a photo real background to a airport with SBulider
With help, I've altered / moved to proper alignment default airports with ADE165.
I downloaded SketchUp...Ok fine, now what?
3D Warehouse image + my goose
 

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Messages
111
Country
us-colorado
Also check out the SDK Help or

https://msdn.microsoft.com/en-us/library/cc707102.aspx#TheResampleTool

for use of Resample to create new elevation mesh in your newly-uncovered empty, flat "hole" in the water by using raster files, e.g. BMP or TIF, that you can create in any image editor. It works even for fictional areas. The elevations are determine using the RGB color data values in the file in combination with a couple of modifying parameters (Bias, FractionBits, and BaseValue). Best to experiment a little to see what they do.

It can sometimes be a complex or trial-and-error process (as hard as you want to make it) but you can cover much larger areas (e.g. raising the elevation of the island above sea level) without creating 3D models which are better for specific features. I've covered "fictional" areas of over 500 sq. miles (mid-Atantic - don't ask me why, it was just on a whim! :( ), ranging from sea level to peaks topping 9,000 ft. Depending upon how big your island is, it can be done quite quickly. It's also a great way to learn how FSX renders elevations using the terrain mesh.

See also:

http://www.fsdeveloper.com/wiki/index.php?title=Terrain_mesh_introduction
http://www.fsdeveloper.com/wiki/index.php?title=Terrain_mesh_introduction
I would like to go with the Resample tool model and not make a SketchUp 3D model
 
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223
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us-ohio
If I get some free time (hard thease days) I'll help as best I can). Basically the process involves setting up an image file for input where the RGB values represent elevation values. This is referenced in the INF file "fed" to Resample along with the location coordinates. I'll see if I can dig out an example (there is one comes with SDK I think). If you want to a send your island and I get time I can see if I can do a quick example. At the very least you ought to be able to raise the land level so it's above sea level.
ian
 
Messages
223
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us-ohio
I just read your profile post to me where you asked a couple of things. I'm putting here because others may have the right answers (and I may learn something!):

Did anyone make a front end for the Resample tool? - I don't think there's one but see Terrabuilder link below (anyone know of any others, particularly freeware?)

How Do I make the hole in the water? Check out the PTSim website for ways to do this in SBuilderX. Also this "tutorial" contains a specific section on making islands in addition to lots of other useful tips on using this great tool.

search on FlightSim.com for terdsnfs.zip
or
https://flyawaysimulation.com/downloads/files/17860/fsx-terrain-design/

How do I get Google Earth R.G.B data? Tbat I don't know - sorry - but I just found this on YouTube (never seen it before) but it might be of interest:

I haven't used this but it might be relevant (payware though):

http://www.terrabuilder.com/

Meanwhile I'll look at the files you sent and suggest inf file tips etc. Can you provide location information?
 
Messages
111
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us-colorado
Hello:
I watched the video and understand the concept.
The links as far as I can tell, only change terrain that already exists and can't be moved.

Also this "tutorial" contains sorry I didn't find a island tutoral within (http://www.ptsim.com/index.php?option=com_content&view=article&id=55&Itemid=53)
The yellow and blue island screenshot from FS9 original Bill Lyons scenery BGL's.

The island with my goose insert from SketchUp 2016 3D-WareHouse.
What ever, it is must have a more detailed mesh.

Thanks for info but still don't know how to apply.
GDR1944
What I understand so far:
Using SBuilder make a hole in the water large enough to place MY island.
Applying a RGB color code to a flat mesh for elevation.
Apply textures to mesh.
Apply any effects or animations, scenery objects.
make bgl.
When do I get to use Terrain Sculptor?
 
Messages
223
Country
us-ohio
Hello:
I watched the video and understand the concept.
The links as far as I can tell, only change terrain that already exists and can't be moved.

Also this "tutorial" contains sorry I didn't find a island tutoral within (http://www.ptsim.com/index.php?option=com_content&view=article&id=55&Itemid=53)
The yellow and blue island screenshot from FS9 original Bill Lyons scenery BGL's.

The island with my goose insert from SketchUp 2016 3D-WareHouse.
What ever, it is must have a more detailed mesh.

Thanks for info but still don't know how to apply.
GDR1944
What I understand so far:
Using SBuilder make a hole in the water large enough to place MY island.
Applying a RGB color code to a flat mesh for elevation.
Apply textures to mesh.
Apply any effects or animations, scenery objects.
make bgl.
When do I get to use Terrain Sculptor?
Not sure you need to, as Don said, but I don't know what you want for your end result. If you have a handle on the things you've mentioned then you should be able to create the island with mesh elevations and scenery. I'd ask Don what he thinks regarding TS.

By the way, the concepts in the links (download tutorial) don't restrict you to changing terrain that exists. Ignore all the photo-scenery references. As I posted before, I've done 500 sq.miles of fictitious Mid-Atlantic islands from scratch and learned a lot, just by creating [polygon] holes, mesh, and land class cover, mostly using SBUILDERX pretty much using the basic procedures in the terrain tutorial.

What I did was just start "playing" with the tools and techniques, trial-and-error experimenting until I got the results I wanted and it became a lot easier. Give it a go!

ian
 

gadgets

Resource contributor
Messages
9,388
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ca-britishcolumbia
While an experienced user might be able to develop such a volcanic island with Terrain Sculptor, TS is not the intuitive choice as the development tool. It would be an exceedingly tedious project. As the opening statement in the TS user manual says, "Terrain Sculptor is a utility to assist you in creating undulations in your Microsoft Flight Simulator® and Lockheed Martin Prepar3D® (collectively “FlightSim”) terrain around your airport". A volcanic island in the middle of the ocean is hardly an "undulation". Further, give some recent posts about a limit on the number of terrain polys, I can't be certain it would even work. (TS generates triangular terrain polys and it would take a lot of them to build a mountain with any reasonable amount of realism.)

This would not seem to be an exercise for a beginner. Completion would seem to require detailed knowledge on a number of subjects But, if he wants to pursue it, I'd suggest switching the discussion to one of the more general terrain forums - at least until the underlying concepts are established - where he might get more help.

Don
 
Messages
7,351
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us-illinois
http://www.fsdeveloper.com/forum/threads/fsxa-fantasy-island.435844/#post-729792

Hi Gerry:

I watched the video and understand the concept.
The links as far as I can tell, only change terrain that already exists and can't be moved.

Also this "tutorial" contains sorry I didn't find a island tutorial within (http://www.ptsim.com/index.php?option=com_content&view=article&id=55&Itemid=53)

Here's the Search 'hits' for the word "island" at PTSIM (the "official" support forum for SBuilder):

http://www.ptsim.com/forum/search.p...b3d75464802cdcd7439862f698e9305&submit=Search


Here's the current Search 'hits' for the word "island" at FSDeveloper:

http://www.fsdeveloper.com/forum/search/1637148/?q=island&t=post&o=date



You may also wish to explore these Google links for more info on SBuilder and creation of an "island":

https://www.google.com/#q=SBuilder+Island+tutorial


The yellow and blue island screenshot (is) from FS9 original Bill Lyons scenery BGL's.

The island with my goose insert from SketchUp 2016 3D-WareHouse.
What ever, it is must have a more detailed mesh.

Thanks for (the) info but still don't know how to apply.

GDR1944


What I understand so far:

Using SBuilder make a hole in the water large enough to place MY island.
Applying a RGB color code to a flat mesh for elevation.
Apply textures to mesh.
Apply any effects or animations, scenery objects.
Make bgl.

When do I get to use Terrain Sculptor?

As you have shown above, when certain types of terrain BGLs are opened in FS9 and/or FSX SDK TMFViewer, many pertinent details can be determined; however, Geographic coordinates displayed are imprecisely rounded off to only 6 decimal places.



NOTE: Presently, Terrain Sculptor only imports FS9 flattens; it is unclear from the documentation and Don's posts in this forum whether those flattens are LWM2 and LWM-3 format (...I assume the answer is yes, as Area16N flattens are a pre-FS9 "legacy" format which is merely 'displayable' in FS9 due to retro-compatibility features in the FS2004 rendering engine)


[EDITED]

Based on further clarification by Terrain Sculptor author Don Grovestine (aka "gadgets") in the post immediately below:

http://www.fsdeveloper.com/forum/threads/fsxa-fantasy-island.435844/#post-729810

...it is explained that FS9 flattens are presently only imported via a SBuilderX exported SBX file.


IIUC, this requires that one first "Append" a FS8 or FS9-format "flat" LWM / LWM2 flatten BGL, and/or a "sloped" LWM3 flatten BGL to a SBuilder for FS9 project, then export a SBX (FS9-format) file of that project.

[END_EDIT]


FYI: One may also "Append" in SBuilder for FS9 (aka "SB205"), LWM and VTP BGLs from Bill Lyons' Classic XIV scenery package

Once those LWM and VTP BGLs are imported into SBuilder for FS9, one can 'save' a SBP and a SBX project file.


Next, the SBX (FS9-format) file is imported into SBuilder for FSX (aka "SBuilderX ") for use in making custom FSX and/or P3D compatible scenery "replacements" for the original files in the above package.

Once the SBX file is imported into SBuilderX, one can then better see the terrain vector vertices, poly-lines, polygons, and land class 'types' used in the original package, as well as more precise Geographic coordinates for the terrain vertices etc.


The SBX (FSX-format) file format output by SBuilderX may then be imported into Terrain Sculptor. :pushpin:


Feel free to inquire further if you would like more information on determining various BGL 'types' utilized in the original package. ;)


PS: Perhaps you might wish to continue your line of inquiry within your other 'existing' thread ? :idea:

http://www.fsdeveloper.com/forum/th...scenery-is-no-joy-in-fsxa.435872/#post-729441



Hope this helps a bit more ! :)

GaryGB
 
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gadgets

Resource contributor
Messages
9,388
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ca-britishcolumbia
NOTE: Presently, Terrain Sculptor only imports FS9 flattens; it is unclear from the documentation and Don's posts in this forum whether those flattens are LWM2 and LWM-3 format (...I assume the answer is yes, as Area16N flattens are a pre-FS9 "legacy" format which is merely 'displayable' in FS9 due to retro-compatibility features in the FS2004 rendering engine)
Gary, a minor correction to avoid misunderstandings. Terrain Sculptor imports flattens created for both FS9 (sBuilder) and FSX (sBuilderX). I have not been clear as to LWM2, LWM3 or CVX format because the format is not relevant when importing. Imports are from an .SBX file which is ASCII.

In any case, I am doubtful that a flatten-based implementation will be sufficiently realistic to be worthwhile.

Don
 
Messages
111
Country
us-colorado
Howdy:
Been fighting snow all day 5:30A I'm pooped.
4in turned out to be 10in and high winds
I will start playing with it ..AH..Tools and techniques tomorrow.

thanks for all your help and patients.
Some times I'm a little thick headed but I know I have enough info to
make my fantasy islands.
Thanks
GDR1944
 
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