• 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.

Generic Building Textures

Messages
194
Country
unitedstates
When you assign a texture to a roof or wall in the XML code for a generic building, it is called by a number, i.e., "20". That number refers to a specific part of one of the default texture sheets. If you create a new texture sheet, as opposed to reworking and existing one, how do you assign numbers to the new textures?
 
Are you speaking in terms of GMAX?
I believe the texture mapping is actually stored in the mdl file, not the xml file.
 
If you are using the Generic Building scenery objects, it seems you can only use the Generic Building Textures and that you cannot substitute custom textures. So you would have to do your building in gMax.

I just finished a tut on Generic Buildings using BGLPlacer.

http://www.oregon-coast.net/Tutorials/Generic_Bldgs/

I am very disappointed in both processes... BGLPlacer and XML. Try making a sloped roof building in XML. I spent a long time trying and never got it to work right, the roof sloped one way and the ends... well one didn't even show and the one that did sloped the opposit way of the roof. The others work so so... but I think it is just quicker to make your building in gMax and use the Generic Building Textures. Maybe I should do a tut on that? :rotfl:

Lou
 
Hi Lou,

Interesting thoughts. But who is using the generic buildings? I always believed that the buildings at the default airports were made with these commands, but even these are custom made MDL objects :).

So I wonder if MS is using them in the default scenery. Maybe it is just something left over from the Fs98 era. I haven't used them for a long time myself.
 
Hi Arno.

The generic buildings are still around. Go to many small airports or even larger cities, and you can find them ( turn your autogen Display setting all the way down ).

The flat ones have landable roofs ( a characteristic of Generic, or as they are sometimes called Advanced Buildings ). In fact, I think all the default ones are flat.

Zero-height advanced buildings were great for helipads in FS2002... just place them at the appropriate elevation. But in FS9's XML, Advanced Buildings can no longer be placed at elevation... they always hug the ground ( MS considers elevational placement a "bug" for Generics).

I thought a program to generate the code automatically might be nice, or perhaps to simply allow placement from a menu of proven models might be nice, as a way to have autogen-like buildings quickly placed.

As Lou wrote, the alternative is come up with dozens of simple gmaxed MDLs, placed with GUID reference... maybe not a bad idea.

Dick
 
Generic buildings

These are the hangers and small office bldgs, etc around the airport. You can use them also for skyscrapers and terminals. They are easy to define, resize and place...but not a wide range of textures.
 
Yeah, the more I think about it, it would probably be better just making some accuratly scaled models using the Generic Building Textures as is or as canon fodder to hack up for better designs then put the new buildings in a library. It would sure give you more control. I figured MS was kinda proud of them since they included the use of them in both BGLPlacer and XML. When you run across things like that you think, we'll gee, they're doing something to help the little guy out, that can't figure out a program like gMax but we'll give him the chance to make his own "customized" scenery especally when they dedicated so much space to them in the FS2004BGLCompSDK. But since it really doesn't work all that well, you'd think they'd wanna keep it a secret like the crazy relative locked up down in the basement. May it is more like ya can't dazzle them with brilliance so baffel them with B.S. and let them waste their time chasing their own tails trying to figure out how to make something work cause we say it will.... :rolleyes:

Lou
 
Hi Dick,

rhumbaflappy said:
The generic buildings are still around. Go to many small airports or even larger cities, and you can find them ( turn your autogen Display setting all the way down ).

OK, so only the medium and big airports use the custom MDL buildings for the terminals. That makes sense.

rhumbaflappy said:
I thought a program to generate the code automatically might be nice, or perhaps to simply allow placement from a menu of proven models might be nice, as a way to have autogen-like buildings quickly placed.

Yes, that is still on the wishlist for ObPlacer XML :). Once I have implemented the basics of it I will ask again here if someone has a list of working ones.
 
Arno:
The terminal models seem to all be used where they want something other than a rectangular building. Frankly, all of the terminals I extracted looked pretty much like the Generic Buildings...but with multiple buildings attached, to achieve a more complex shape. MS did not spend a lot of time on these (obviously, with the need to place so many)...as they all seem to use the same texture sheet. Looking around in Europe, they used a different texture sheet. I have extracted a small portion of the north american ones, but there are literally hundreds of them, so have not determined yet about the variety of texture sheets. I think perhaps it would be useful to take a range of these models and place them in a library file for use with Rwy 12, or ObjPlacer. They cause a very low hit on frame rates, and as I said earlier, are a very quick way to add a small terminal or FBO to an airport that is currently only a runway, or perhaps a runway and tower. The generic hangers are also very useful. Another nit pick is that many of the default buildings are sloppily placed in regard to the apron, etc. Identifying them makes it easy to tidy up an existing airport without excluding the whole airport and starting from scratch.
 
Firestriker:
The BGLComp SDK leaves a lot to be explained in regard to providing adequate information. The best means to check out the Slope Roof application is to find an example in the scenery files, and extract it to see how it is coded. Frankly, I cannot remember having seen a Generic Building in the default files with a Slope Roof, but perhaps you have. It would seem to be a useful shape for small Tee hangers and Sheds. I will look around.
 
Slant Roof Building

Well, I found one in Portland Oregon. And guess what....it doesn't work either. I extracted the XML, and it looks just like the code in the SDK. Will post it if you are interested. To look at the building go to N45*31.04' and W122* 40.52'. BTW, I really enjoyed your tutorial on Generic Buildings...an excellent guide!
 
Back
Top