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gmax for Designing Runways/Taxiways/Aprons

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I was just wondering if anyone could give me any tips on this? I am mainly a texture designer and have never used gmax before. I wanted to make some custom scenery ground textures for my local airport and was recommended to use SCASM but I found that far too complicated.

After seeing this screenshot at George Grimshaw's site I thought that I might give this method a go... http://www.bluesiliconsky.com/shots/Dev.jpg

Any input is appreciated.

Thanks!
 
I have to admit that I am not fond of this method of placing runways and taxiways - I guess it's a matter of taste. I prefer to use AFCAD, which I preume you are already familiar with. I understand that by using GMAX you would be able to use custom textures that you otherwise would not be able to do.

If you want to do more than the taxiways/runways, then there's a better way to do it using the Terrain SDK, which will let you place a custom ground textures down over a large area.

Anyway, GMAX isn't really meant for placing polygons on the ground, but I think there's some help on doing this in the forum here:

http://scenerydesign.agerrius.nl/forum/showthread.php?t=92

Also, the FS2004 GMAX gamepack works a little bit differently than the FS2002 version. In his screenshot, he has assembled the whole airport into one project which he will export. The FS2004 gamepack encourages us to create many smaller parts which we can use repeatedly as library objects. So, while it might look nice the way he has laid it all out in one big project, this may not be the best way to export it.

I have to say that I really apreciate the work he has done on his scenery, and it encourages me to "raise the bar" on my own projects.

- Martin
 
Hi John,

In general it is not a good idea to make all your aprons etc in one big GMax file. This is because GMax is meant for 3D objects and also for performance it is not optimal.

The tip refered to above is only for Fs2002, in Fs2004 giving the object a zbias should prevent any bleed through problems.

But I agree with Martin that it is better to use a tool like SceneGenX or AFCAD when you are making aprons. If you are working for Fs2004 only these tools are also prefered above FSSC.
 
I am interested in this as well. I read the tip on how Gmax isn't the best choice for this, but I already have custom texures for the area, but the res is not sharp enough (4.75 pixels, thanks MS :( ) so I was going to add a ground poly and texture it for the main area. Since I am using the FS2004 gamepack I can't find the option to export to where I get an ASM file to tweak the ZBias, only MDLs, is this an FS2002 gamepack option only?

Seeing work such as Richards ORCAS scenery I want to know how he did the runway and layed the main airport area as it is a different resolution as the rest of the scenery and a rectangle as there are high res textures for just the airport, plus textures for the taxi lines, any ideas?

Thanks, Michael

BTW, great site Arno and being a first time Gmax user (finally), lots of info, thanks!
 
Hi Michael,

If you want to save the ASM files from the Fs2004 gamepack as well you can best install MDLCommander, this will give you the options screen back where you can select this.

But to only place ground polygons you don't need to tweak the ASM file in Fs2004. Just make sure you give your material a zbias_ (if I remember correct this must go in the material name). After this it should display as a correct ground polygon.

As usual this method also has a drawback, any airport elements like aprons, taxilines, etc that you made using the XML code (AFCAD for example) will not show on top of your new ground polygon (but below it). So it is only possible to place taxilines on them using the old methods of Fs2002.

Hope this helps (a bit),
 
Thanks Arno, just found a thread by Dick with the MDLCommander link, I'll give that a try. Where would I find the area to tweak the ZBias in Gmax?

Thanks, Michael
 
As I wrote in my previous reply, you can assign a zbias by using the zbias_ prefix in your material name. Read the MakeMDL SDK for more information about these prefixes.
 
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