Hello:
Although I do not yet have P3D to study this apparent "new" feature, I should think that the online P3Dv4 documentation would specifically address this if there was a change to the Airport type of CVX Vector object definitions in Terrain.Cfg; thus far the "Airport Background" object type appears to be identical to prior versions of P3D:
https://prepar3d.com/news/2018/02/114621/
https://www.prepar3d.com/SDKv4/sdk/references/configuration_files/terrain_configuration_file.html
IIUC, "Airport Background" is a specific sub-type of CVX Vector object compiled via SDK SHP2VEC with either 1. 2, or 3 GUID-referenced attributes, but is AFAIK, otherwise a "
Park"-type CVX vector object which can be textured- or not textured- depending on its Land Class type; and if textured, it may be possible to annotate it with Autogen just as can almost all other default or custom textured CVX vector objects.
"
Although this area is titled Airport Boundaries, these are used for a number of purposes, including flattening a surface and excluding certain types of data, in addition to defining airport boundaries."
https://www.prepar3d.com/SDKv4/sdk/world/terrain/terrain_overview.html#The Shp2Vec Tool
The "Airport Background" as a specific sub-type of CVX Vector object compiled via SDK SHP2VEC is, of course, distinct from BGLComp-XML-compiled "Airport" poly-line and polygon objects such as 'Paths', Taxiways, Runways (and certain other objects / features) that have special attributes and additional functions within the MSFS / P3D "Airport" sub-system of the rendering engine, and IIRC, are textured with legacy-format
*.R8 textures which can
not be annotated with Autogen.
However, since
default CVX vector Airport Background objects created with the "
MaskClassMap" attribute may- or may not- end up with a locally-compatible type of default land class that has any Autogen annotation, one must try to determine whether to use that type of object instead of a custom CVX vector object with an assigned texture that accepts Autogen annotation when it is desirable to do so.
Luis Feliz-Tirado detailed the
MaskClassMap mechanism, and a cross-walk table for textures which will be "mapped" as a substitute for Airport Background CVX vector polygons that use the
MaskClassMap GUID type are documented in a spreadsheet file:
[Luis_Feliz-Tirado_Terrain_Design_for_Flight_Simulator_X install path]\Additional_documents\
Airport_ground_mask.xls
...inside this downloadable tutorial package:
Terrain Design
File Description:
Terrain Design for Flight Simulator X
This simple illustrated document explains the basic concepts in Flight Simulator X terrain, and how to change them using SBuilder for FS X. Make new water bodies, roads, vehicle traffic, airport flattens, remove autogen, add more detail - anybody can do it easily and quickly.
My most sincere apologies - I am unable, for lack of free time, to offer support of any kind. For questions or problems, please post in the Avsim scenery design forum.
Filename: terrain_design_for_flight_simulator_x.zip
License: Freeware
Added: 14th December 2009, 13:29:15
Downloads: 16648
Author: Luis Feliz-Tirado
Size: 3991kb
https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=141643
Helli Hauck of the ADE team has detailed some aspects of the
MaskClassMap sub-system and importance of "
Layering" here:
https://www.fsdeveloper.com/forum/threads/landclass-polys.429421/post-665637
https://www.fsdeveloper.com/forum/threads/layering.427379/
Jim Vile has previously explained this option to utilize various default and custom types of textured CVX vector objects at airports (...instead of the all-too-common practice of making an airport background object as a big 1-piece polygon).
Jim Vile's approach to building airports by "segmenting" the Airport Background polygon & other airport ground objects (flatten, Apron etc.) is linked from here:
http://www.fsdeveloper.com/forum/threads/add-grass-using-ade.433046/
See: "
NOTE: Jim Vile's tutorial is IMHO one of the best on the airport background polygon creation process:"
http://www.fsdeveloper.com/forum/threads/landclass-visibility-problem.15173/
Some other additional linked discussions:
* MaskClassMap features
https://www.fsdeveloper.com/forum/threads/cvx-files.434746/post-718728
*
Arno and others on factors involved in Autogen being allowed to "
pop through to the top" from *an.AGN files mapped to other land class layers below top-level custom photo-real aerial imagery land class:
https://www.fsdeveloper.com/forum/threads/annotator-question-fsx.438054/
*
Holger, Arno and others on factors involved in aggregate display of Autogen from multiple super-imposed land class layers (including those that underlie a 'top-layer')
NOTE: Use of Blend Mask values that yield excessive transparency with custom land class objects ...may produce surprising results !
https://www.fsdeveloper.com/forum/threads/terrain_max_autogen_trees_per_cell.434273/
Hope this info helps when considering use of Autogen annotation for FSX
and P3D "
Airport Background" CVX vector objects.
GaryGB