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Ground Elevation

That would explain the missing "ABP" inthe ADE *.AD4 file, and the missing CVX vector polygon for 'Excluding' the default (aka 'stock') KHSV "ABP" CVX vector polygon in the CVX vector BGL containing your new "Flatten only" polygon.




Either the default "ABP" and/or the default terain mesh textured with default local land class textures would remain after you disabled the Alabama scenery in the Scenery Library.




Yes.




Yes, I beleieve that would provide a full set of files to troubleshoot with, and to serve as a "worked example" for us all to learn from. ;)

GaryGB


Hi Gary,

Here are the files. The zip includes the main airport file, the CVX exclude file, and the AD4 project file. They're inside a folder named KHSV Tests inside the zip. In the Properties, I selected "Exclude Specific," for the Tag, and "Airport Backgrounds Flatten" for the Type. But I'm not sure if I selected the correct ones. By the way, when I used the AD4 project file, I haven't been saving my project because I was testing what I'm doing in my project and learning what each one does. But I did send you the saved AD4 file. I just did it as "Save As" and renamed it instead of just "Save."

Ken.
 

Attachments

Last edited:
Hi Ken:

While some of what I had planned to explain to you is not directly addressed in the tutorial by Jim Vile I previously cited above in this thread:

https://www.fsdeveloper.com/forum/threads/landclass-visibility-problem.15173/


...with regard to the KHSV Airport Background (aka "Boundary") CVX vector polygon (aka "ABP"), I must draw your attention to the importance of using the correct GUID to successfully Exclude the default (aka "stock") ABP. :pushpin:


Note that Jim Vile's worked example in that tutorial states that the following CVX vector GUID should be used to create an ABP 'Exclude':

Airport_Backgrounds_Flatten_MaskClassMap_ExcludeAutoGen - {46BFB3BD-CE68-418E-8112-FEBA17428ACE}


To understand why this is the required CVX vector GUID that should be used to create an ABP 'Exclude' at KHSV, open this BGL in SDK TMFViewer

[FS install path]\Scenery\0302\scenery\cvx2419.bgl

...then, enter FS default KHSV ARP coordinates:

TMFViewer Menu > Jump > LatLong ... > Jump to Lat Long dialog:

Latitude: 34.637194611

Longitude: -86.775052696


In TMFViewer at KHSV, Right-click on the Yellow ABP, and choose "Identify Vector Features"

In the 'Identify' info box, write down the first (8) characters in the GUID string for the ABP 'Texture': 46BFB3BD


In your web browser open this page:

Vector Shape Properties GUIDs

http://www.prepar3d.com/SDKv4/sdk/world/terrain/vector_shape_properties_guids.html

...or:

https://docs.microsoft.com/en-us/previous-versions/microsoft-esp/cc526968(v=msdn.10)


On that page, 'Find' the first (8) characters in the GUID string for the KHSV ABP 'Texture' identified in SDK TMFViewer: 46BFB3BD



In the case of KHSV, we 'Find' the specific GUID for the first (8) characters in the GUID string for the ABP 'Texture' is:

Airport_Backgrounds_Flatten_MaskClassMap_ExcludeAutoGen - {46BFB3BD-CE68-418E-8112-FEBA17428ACE}


If you read and follow 'all' of Jim Vile's tutorial at:

https://www.fsdeveloper.com/forum/threads/landclass-visibility-problem.15173/post-97802

...you will note that he also recommends using the same GUID string for the ABP 'Texture' intended to 'Replace' the default ABP.


CAVEAT: This process only exludes a CVX vector object within the local LOD-9 / QMID-11 quad of the terrain grid.

You must also 'Exclude' any default (aka "stock") ABP extending into any adjacent terrain quads using the 'correct' GUID as explained above.

It is a best practice to Exclude ALL of a default ABP ... then Replace it fully with a new one,

This is why you may find it is more efficient to utilize the work-flow of decompiling the default local CVX vector BGL for KHSV with CvxExtractor, exporting ESRI *.SHP files, then Appending those *.SHP files into SBuilderX to save work by editing the default CVX vector ABP as a replacement. :idea:


Note as well that Jim specifically does NOT recommend using an ABP containing a "Flatten only" GUID attribute.

I believe this is the best practice to follow, even though you apparently may now be making modified airports only for your own personal use.

IIUC, this is particularly important when you have a scenario involving multiple segments of ABP and Land Class textures used at a modified airport where some ground surfaces will necessarily be assigned to differing Altitudes.

It is IMHO, NOT advisable to simply use a ABP 'Exclude'- or a ABP 'Replacement'- at KHSV containing a "Flatten only" GUID attribute, as one may- or may not- have an acceptable result at run time, due to potential rendering priority issues arising between various airport infrastructure objects, Land Class textures, and also due to variability of any loaded terrain mesh that provides locally underlying ground surfaces ...regardless of whether you ever distribute your modified airports to other end users.


To display the FS terrain grid with LOD-9 ( aka "QMID-11") quads (...and to better visualize the grid in Green rather than light Red):

TMFViewer Menu > View > LOD Grid > 'check' LOD 9


Note that the KHSV ABP extends to the South across the terrain grid border into the adjacent quad. :alert:

You must be certain to 'properly' exclude the ABP in this Southern quad 'Area' as well, either by adding another small ABP Exclude for that local quad, or by having used a single very large ABP Exclude poly that has all of the default ABP within its extent of coverage in all local LOD 9 quads.

When you complete this process and attach the 'correct' CVX vector ABP Exclude BGL in a reply, I can proceed further with my explanation of how you might better integrate your 3D scenery object into the North (lower) end of your modified version of KHSV airport. :)


PS: I will be on the road today and may not have an opportunity to reply further until tomorrow (Sunday)

GaryGB
 
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Hi Ken:

While some of what I had planned to explain to you is not directly addressed in the tutorial by Jim Vile I previously cited above in this thread:

https://www.fsdeveloper.com/forum/threads/landclass-visibility-problem.15173/


...with regard to the KHSV Airport Background (aka "Boundary") CVX vector polygon (aka "ABP"), I must draw your attention to the importance of using the correct GUID to successfully Exclude the default (aka "stock") ABP. :pushpin:


Note that Jim Vile's worked example in that tutorial states that the following CVX vector GUID should be used to create an ABP 'Exclude':

Airport_Backgrounds_Flatten_MaskClassMap_ExcludeAutoGen - {46BFB3BD-CE68-418E-8112-FEBA17428ACE}


To understand why this is the required CVX vector GUID that should be used to create an ABP 'Exclude' at KHSV, open this BGL in SDK TMFViewer

[FS install path]\Scenery\0302\scenery\cvx2419.bgl

...then, enter FS default KHSV ARP coordinates:

TMFViewer Menu > Jump > LatLong ... > Jump to Lat Long dialog:

Latitude: 34.637194611

Longitude: -86.775052696


In TMFViewer at KHSV, Right-click on the Yellow ABP, and choose "Identify Vector Features"

In the 'Identify' info box, write down the first (8) characters in the GUID string for the ABP 'Texture': 46BFB3BD


In your web browser open this page:

Vector Shape Properties GUIDs

http://www.prepar3d.com/SDKv4/sdk/world/terrain/vector_shape_properties_guids.html

...or:

https://docs.microsoft.com/en-us/previous-versions/microsoft-esp/cc526968(v=msdn.10)


On that page, 'Find' the first (8) characters in the GUID string for the KHSV ABP 'Texture' identified in SDK TMFViewer: 46BFB3BD



In the case of KHSV, we 'Find' the specific GUID for the first (8) characters in the GUID string for the ABP 'Texture' is:

Airport_Backgrounds_Flatten_MaskClassMap_ExcludeAutoGen - {46BFB3BD-CE68-418E-8112-FEBA17428ACE}


If you read and follow 'all' of Jim Vile's tutorial at:

https://www.fsdeveloper.com/forum/threads/landclass-visibility-problem.15173/post-97802

...you will note that he also recommends using the same GUID string for the ABP 'Texture' intended to 'Replace' the default ABP.


CAVEAT: This process only exludes a CVX vector object within the local LOD-9 / QMID-11 quad of the terrain grid.

You must also 'Exclude' any default (aka "stock") ABP extending into any adjacent terrain quads using the 'correct' GUID as explained above.

It is a best practice to Exclude ALL of a default ABP ... then Replace it fully with a new one,

This is why you may find it is more efficient to utilize the work-flow of decompiling the default local CVX vector BGL for KHSV with CvxExtractor, exporting ESRI *.SHP files, then Appending those *.SHP files into SBuilderX to save work by editing the default CVX vector ABP as a replacement. :idea:


Note as well that Jim specifically does NOT recommend using an ABP containing a "Flatten only" GUID attribute.

I believe this is the best practice to follow, even though you apparently may now be making modified airports only for your own personal use.

IIUC, this is particularly important when you have a scenario involving multiple segments of ABP and Land Class textures used at a modified airport where some ground surfaces will necessarily be assigned to differing Altitudes.

It is IMHO, NOT advisable to simply use a ABP 'Exclude'- or a ABP 'Replacement'- at KHSV containing a "Flatten only" GUID attribute, as one may- or may not- have an acceptable result at run time, due to potential rendering priority issues arising between various airport infrastructure objects, Land Class textures, and also due to variability of any loaded terrain mesh that provides locally underlying ground surfaces ...regardless of whether you ever distribute your modified airports to other end users.


To display the FS terrain grid with LOD-9 ( aka "QMID-11") quads (...and to better visualize the grid in Green rather than light Red):

TMFViewer Menu > View > LOD Grid > 'check' LOD 9


Note that the KHSV ABP extends to the South across the terrain grid border into the adjacent quad. :alert:

You must be certain to 'properly' exclude the ABP in this Southern quad 'Area' as well, either by adding another small ABP Exclude for that local quad, or by having used a single very large ABP Exclude poly that has all of the default ABP within its extent of coverage in all local LOD 9 quads.

When you complete this process and attach the 'correct' CVX vector ABP Exclude BGL in a reply, I can proceed further with my explanation of how you might better integrate your 3D scenery object into the North (lower) end of your modified version of KHSV airport. :)


PS: I will be on the road today and may not have an opportunity to reply further until tomorrow (Sunday)

GaryGB


Hi Gary,

Would this be correct? These are the files I have loaded in my simulator now. The TMF shows that I selected the Airport Background Flatten MaskClassMap ExcludeAutoGen for the CVX. I included the main airport bgl but it does have a different date on it. I was planning to put this Guid in my simulator anyway but I wasn't for sure if it really makes any difference which Guid I use. Thanks for bringing up that important point.

Ken.
 

Attachments

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Hi Ken:

Files in the latter ZIP attached immediately above have the same "Last Modified" Date as prior files that you have attached in this thread: :scratchch

Code:
Name                    Date modified         Size
KHSV_ADEP4_KM.bgl       1/16/2019 10:17 PM    97 KB
KHSV_ADEP4_KM_CVX.bgl   1/11/2019 12:05 AM    1 KB


Please check whether they actually contain the latest version of your files intended to modify KHSV, and if they are not current, substitute a ZIP of those file which are current, and I will take a look at them.

FYI: You may find this free utility helpful to search all NTFS drives on your computer to find and/or verify status of files for various purposes: :idea:

Everything

https://www.voidtools.com/support/everything/

https://www.voidtools.com/downloads/


NOTE: If you have a multi-CPU core processor and 64-Bit Windows, always use a 64-Bit (aka: "x64") version of a program / module if available :pushpin:

TIP: Enter KHSV in the search field after 'Everything' has finished performing the relatively short indexing for all your NTFS drive letters.


PS: Remember that your recommended work-flow is to not only Exclude the 'entire' default ABP, but to replace the 'entire' ABP.

This means that the 'replacement' ABP is in at least (2) segments to render KHSV with an upper and lower level, each at different Altitudes.

This will form flattens on top of any underlying terrain mesh, and 'should' eliminate any unwanted terrain slopes when rendered at run time.


ABP flattens for the navigable upper level KHSV airport surfaces are required to be set at FS default ABP Altitude (MSL) and also in default FS airport positions to allow default Approaches and AI / Ground Vehicle Traffic to work properly ...when one does not intend to edit those components of the airport infrastructure. ;)


BTW: ABP flattens for the lower level KHSV airport surfaces are required to be at ex: 14 Feet below the upper level ABP flatten Altitude (MSL) to allow proper positioning of your airport 3D model when placed at an assigned Altitude (MSL) regardless of any change of underlying terrain mesh; this will, also align roadway surfaces for a 'smooth and level ride' in a user pilot-able SimObject used to inspect the airport ...at ground level. :cool:

ex: VJPL Jeep V 2.0 - The Vintage Jeep Wrangler for FSX

https://library.avsim.net/esearch.php?CatID=fsxac&DLID=122156

...or:

BOB First Person Mode

https://orbxdirect.com/product/bob

GaryGB
 
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Hi Gary,

I went ahead and created new files so that there won't be any concerns about them. I've created one file where the File Type for the polygon Properties is "Exclude Specific" and Tag is "Airport Backgrounds Flatten MaskClassMap AutoGen." For the other file, the File Type is "Airport Background" and the Tag is "Flatten Mask Class Map ExcludeAutoGen." Now, this is the result I get for the "Exclude Specific" file Type:


KHSV.jpg


For this one, I don't see any changes whatsoever and I don't understand the purpose for the "Exclude Specific." I was thinking that the "Exclude Specific" would remove the ground within that polygon but it doesn't, so apparently, I don't have the correct understanding for the purpose of the "Exclude Specific." Maybe there's another task that has to be done that I'm not aware of. Also, I figured out that when you use the "Exclude Specific," you cannot change the elevation of that polygon, because there is no Altitude Box to enter that. You can see that the ground is at the same level as the ramp.


For the File Type, "Airport Background," you can make your altitude changes. So, the Type is "Airport Background," and the Gag is "Flatten Mask Class Map ExcludeAutoGen." I did leave the box "Edit Individual Points" unchecked for the time being. So, I'm thinking that this is the correct CVX vector I need, and here's the result of these files:


KHSV.jpg


Now, the reason you don't see the sloping terrain now is because I have the Terrain Resolution set to 1 meter in P3D. If it were set lower, or at default, you would see the sloping terrain. Another member gave me that tip. But you can still see the jagged polygon on the wall. Below are 2 zipped files, one of each file type with there specific names that I've created. But I assume that since I want this lower elevation to show in the sim, the File Type "Airport Background" is the one I need, and not 'Exclude Specific," unless there are additional tasks I need to take.

Ken.
 

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Hi Ken:

Here are screenshots at KHSV with your 3D model placed on satellite imagery; only your replacement "Airport Background" file set is loaded:

kmanning_khsv_replaced_abp_no_abp_exclude_mdl-2-jpg.47409


kmanning_khsv_replaced_abp_no_abp_exclude_mdl-1-jpg.47410


kmanning_khsv_replaced_abp_no_abp_exclude-2-jpg.47411


kmanning_khsv_replaced_abp_no_abp_exclude-1-jpg.47412


Note that the extent of your replacement "Airport Background" file set currently does not include "all" lower Altitude level areas at KHSV. :pushpin:

IIUC, you may have intended to more accurately represent the full extent of all the lower Altitude levels at KHSV in your replacement ABP.


By allowing the default KHSV airport infrastructure RWYs, Taxiway Paths, Aprons etc. to display at the original default assigned ARP Altitude, you may have successfully enabled the default Approaches and AI / Ground Traffic to work as intended ...without having modified the entire default ABP flatten for the navigable "upper" level of KHSV. ;)

FYI: This only works reliably at KHSV because ground surface Altitudes of underlying terrain mesh happens to be closely matched to the default KHSV airport infrastructure RWYs, Taxiway Paths, Aprons etc., ...and may- or may not- work at other airports you might intend to modify. :alert:


I recommend that you expand the extent of coverage for your replacement ABP to include "all" of the lower Altitude level areas at KHSV. :idea:

I shall reply to your in-context inquiries above regarding the basis for Jim Vile's recommendation to Exclude and Replace "all" of a default ABP when modifying a default (aka "stock") airport, and some potential issues involving your 3D model ...in a separate post to this same thread ASAP.

IMHO, things are shaping up rather nicely with your 'personal use' KHSV project so far ! :)

GaryGB
 

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Hi Ken:

Here are screenshots at KHSV with your 3D model placed on satellite imagery; only your replacement "Airport Background" file set is loaded:

kmanning_khsv_replaced_abp_no_abp_exclude_mdl-2-jpg.47409




Hi Gary,

I noticed in your photos that there are additional, or copies of the terminal and buildings and the parking deck off in the distance that's not supposed to be there. Is that how its coming up in your sim?

I am using a satellite image to model everything but did you prefer that I remove this layout before submitting the files? I've also noticed that the ramp is an actual satellite view but the ramp in my model is actually textured by me. The reason I'm using my textures is because mine is much sharper and more detailed than the satellite image, which is very out of focus when you're taxing on it in the sim. Mine looks exactly like the satellite view but without the dirt and dark spots on the tarmac. So, I guess it's showing up correct when you load it in the sim. By the way, I'm using P3D for this project and not FSX. I think I recall that you don't have P3D so I guess that's the reason it's loading up differently.


kmanning_khsv_replaced_abp_no_abp_exclude-1-jpg.47412


Note that the extent of your replacement "Airport Background" file set currently does not include "all" lower Altitude level areas at KHSV. :pushpin:

IIUC, you may have intended to more accurately represent the full extent of all the lower Altitude levels at KHSV in your replacement ABP.


No, I'm just doing the lower areas around the airport ramp and terminal. I'm really not too concerned about those outside the airport. I really don't see any other area where the ground is higher or lower than the airport elevation other than behind the terminal towards the parking deck. I did noticed in the google views that the read does slope upwards a little as you drive past the entrance and leaving out. But I think I would need to create this slope so that the terrain would smooth out better. You probably noticed the drop off behind the parking deck where it rises back up 14 feet. That was just to show that the polygon is working or I'm doing everything correctly. I plan to smooth that out using a gradual slope.


By allowing the default KHSV airport infrastructure RWYs, Taxiway Paths, Aprons etc. to display at the original default assigned ARP Altitude, you may have successfully enabled the default Approaches and AI / Ground Traffic to work as intended ...without having modified the entire default ABP flatten for the navigable "upper" level of KHSV. ;)

FYI: This only works reliably at KHSV because ground surface Altitudes of underlying terrain mesh happens to be closely matched to the default KHSV airport infrastructure RWYs, Taxiway Paths, Aprons etc., ...and may- or may not- work at other airports you might intend to modify. :alert:

I didn't think it would have any effect because I did not make any changes to the runways, taxiways, or any of the ground Nav equipment to effect their approach, such as the ILS glide slope being normally set at 3 degrees, and if I had changed the elevation of the airport runway or glide slope antenna, ground in any way, that would have an effect on the approach angle. Is this what you're referring to?


I recommend that you expand the extent of coverage for your replacement ABP to include "all" of the lower Altitude level areas at KHSV. :idea:

Are these lower areas shown in the photos above the areas you're referring to?


Ken.
 
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https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-815576

Hi Gary,

I noticed in your photos that there are additional, or copies of the terminal and buildings and the parking deck off in the distance that's not supposed to be there. Is that how its coming up in your sim?

I was very short on time when I did the first load of the MCX "Scenery" export into FSX; that 'duplicate' was a selected object still attached to the Mouse cursor and displayed by Instant Scenery ...when, in my haste, I forgot to exit that add-on before taking screenshots. :laughing:

I did subsequently remove the duplicate, as well as adjusting the crosswalk elevation 14 Feet AGL above the 615 Feet lower level area.

I'll post some new screenshots ASAP. ;)


https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-815576

I am using a satellite image to model everything but did you prefer that I remove this layout before submitting the files? I've also noticed that the ramp is an actual satellite view but the ramp in my model is actually textured by me. The reason I'm using my textures is because mine is much sharper and more detailed than the satellite view, which is very out of focus when you're taxing on it in the sim. So, I guess it's showing up correct when you load it in the sim. By the way, I'm using P3D for this project and not FSX. I think I recall that you don't have P3D so I guess that's the reason it's loading up differently.

How did you make the 'textured ground' portions of the 3D model ? :scratchch

You may recall that I experienced 'Bug Splats' in (2) versaions of Sketchup , and a crash of MCX when your original *.KMZ file was imported.

I removed the 3D model 'textured ground' portions in order to import the remainder into Sketchup (and MCX via a *.KMZ) without issues.

FYI: Satellite imagery I used in FSX was a 'Background Map' rendered as a LOD-17 custom photo-real imagery land class BGL compiled by SDK Resample via SBuilderX.

The LOD-17 resolution is 4x that of default FS terrain Land Class textures.

IIRC, up to LOD-19 was available; that resolution is 16x that of default FS terrain Land Class textures (...and makes for a massive BGL !). :yikes:


https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-815576

I didn't think it would have any effect because I did not make any changes to the runways, taxiways, or any of the ground Nav equipment to effect their approach, such as the ILS glide slope being normally set at 3 degrees, and if I had changed the elevation of the airport runway or glide slope antenna, ground in any way, that would have an effect on the approach angle. Is this what you're referring to?

Yes.


https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-815576

Are these lower areas shown in the photos above the areas you're referring to?

Ken.

Yes.

PS: More screenshots of the 3D model placed at KHSV in FSX:

kmanning_khsv_replaced_abp_no_abp_exclude_mdl-3-jpg.47414


kmanning_khsv_replaced_abp_no_abp_exclude_mdl-4-jpg.47415


kmanning_khsv_replaced_abp_no_abp_exclude_mdl-5-jpg.47416


kmanning_khsv_replaced_abp_no_abp_exclude_mdl-6-jpg.47417


kmanning_khsv_replaced_abp_no_abp_exclude_mdl-7-jpg.47418


GaryGB
 

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HI Gary,

Something seems strange to me. Just after I submitted or replied to your post, another post came up which has your name but it's the same one I've posted above. Did I place the quotes or the end quotes in the wrong place? Just curious and I don't know why it did that.

Ken.
 
AFAIK, the :censored: 'buggy' forum software sometimes interjects a 'save and exit' command while I am editing a post and I press the < Enter > key.

GaryGB
 
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I was very short on time when I did the first load of the MCX "Scenery" export into FSX; that 'duplicate' was a selected object still attached to the Mouse cursor and displayed by Instant Scenery ...when, in my haste, I forgot to exit that add-on before taking screenshots. :laughing:

I did subsequently remove the duplicate, as well as adjusting the crosswalk elevation 14 Feet AGL above the 615 Feet lower level area.

Oh, that's okay. I was just curious about those duplicate buildings. I didn't realized it at first but I also noticed that some of those buildings were the default buildings from the stock. I deleted those in my project.


How did you make the 'textured ground' portions of the 3D model ? :scratchch

If I remember correct, I first zoomed in onto the ramp using the google earth satellite image. Made a screenshot and imported it into Gimp. I selected the areas that looked the best and cropped it to 4 x 3, or 4 x 4 squares. You can see the squares in the photo. Each square is 25 x 25 feet. So, the using the 4 x 4 method, the texture would be 100 x 100 feet, 25 X 4 = 100. I created a Sketchup Material with those dimensions and using the Paintbuck in Sketchup, painted it onto the area I had outlined around the ramp with the pencil tool. So, for every 100 feet, the textures are actually being repeated. You can probably see that little small black, or dark square spot at every 3rd squares. I meant to clone that out but forgot. Below are the photos:


KHSV_Ramp.jpg


In the image above, this is where I drew out the outline for the texture.



KHSV_Ramp 2.jpg


In this image, you see the 25 x 25 foot squares. Noticed the little small dark square that's being repeated every 3rd square. Do you think the squares look much sharper? If I had high or better resolution photos, they would have probably turned out okay to use in the sim.


[FYI: Satellite imagery I used in FSX was a 'Background Map' rendered as a LOD-17 custom photo-real imagery land class BGL compiled by SDK Resample via SBuilderX.

The LOD-17 resolution is 4x that of default FS terrain Land Class textures.

IIRC, up to LOD-19 was available; that resolution is 16x that of default FS terrain Land Class textures (...and makes for a massive BGL !). :yikes:

Gary, the one thing I've noticed about SbuilderX is that the images seem to look much sharper than the google earth. I think the next time I do a project I may use SbuilderX for my satellite images. I also wondered if SbuilderX would do a better job
at setting different ground levels where those jagged polys don't show through on the walls.

By the way, those screenshots of the ground really look good.
 
https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-815582

Oh, that's okay. I was just curious about those duplicate buildings. I didn't realized it at first but I also noticed that some of those buildings were the default buildings from the 'stock' (airport). I deleted those in my project.

I assume you meant that you "Excluded" those default objects via a "Exclusion Rectangle" compiled by BGLComp in the airport BGL file ? :scratchch

https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-815582

If I remember correct, I first zoomed in onto the ramp using the google earth satellite image. Made a screenshot and imported it into Gimp. I selected the areas that looked the best and cropped it to 4 x 3, or 4 x 4 squares. You can see the squares in the photo. Each square is 25 x 25 feet. So, the using the 4 x 4 method, the texture would be 100 x 100 feet, 25 X 4 = 100. I created a Sketchup Material with those dimensions and using the Paintbucket in Sketchup, painted it onto the area I had outlined around the ramp with the pencil tool. So, for every 100 feet, the textures are actually being repeated. You can probably see that little small black, or dark square spot at every 3rd squares. I meant to clone that out but forgot. Below are the photos:

View attachment 47419

In the image above, this is where I drew out the outline for the texture.


View attachment 47420

In this image, you see the 25 x 25 foot squares. Noticed the little small dark square that's being repeated every 3rd square.

Do you think the squares look much sharper? If I had high or better resolution photos, they would have probably turned out okay to use in the sim.

You 'could' use higher resolution imagery on a separate 3D model; however, that would make the resulting object very large in extent when displayed in FS at run time, and it would be subject to the challenges that a stand-alone 'flat' 3D model G-Poly scenery object would have.

The FS terrain SDK 'segments' ground textures into MIPMAPs and LODs mapped to 'Quads' via a multi-resolution terrain grid system.

That Quad-based terrain grid system allows display of scenery content in multiple LODs as a function of distance from a user aircraft camera.

While it is possible to 'segment' G-Polys in a somewhat comparable way to 'quad tree gridding' so that their segment boundaries are no more than 1/2 Kilometer from a central geographic reference point (aka "RefPoint" in legacy SDK syntax), there are other more complex considerations which often end up requiring one's attention in order for G-Polys to achieve 'proper' display in FS at run time.


IMHO, it may be easier for you to use a high resolution custom photo-real imagery land class BGL compiled by SDK Resample via SBuilderX.

This will allow you to maintain a very high degree of fidelity with regard to Geo-referencing, sizing etc., as well as having a very accommodating feature set for Import / Append / Export / SDK compilation of source data.

I also believe you will find it is most accurate to use Google Earth to create and export a "Path" for outlines and positions of objects rather than to manually 'sketch' a 3D model based on inferred measurements of objects in screenshots, and also more accurate than the
'adebeo DanielTal_GEMaker' plugin we previously discussed above in this thread:

https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-814870


NOTE: When we use Google Earth to create and export a "Path" for outlines and positions of object(s), we can literally trace the outlines of multiple objects or an entire airfield area in each such a *.KML file.

FYI: The very first vertex point 'placed' with the Mouse in Google Earth (regardless of the winding sequence direction drawn for a poly-line) when also contained in the very first *.KML imported into Sketchup via a plugin ...is used to define the 'Geo-location' (geographic coordinates) of the Sketchup 3D model. :pushpin:


Alternatively, one can use SBuilderX to create Poly-line paths (or Polygons ?) that may be exported as ESRI *.SHP files; those can then be converted for use in other applications.

This may be a very useful work-flow, as one can size / shape / position ones output 'segments' while FS' terrain LOD / QMID grid is displayed. :idea:

Ex: SBuilderX Poly-line "Paths" (or Polygons ?) exported *.SHP or *.BLN files can be converted to *.KML files for use in Sketchup via this tool:

https://convert.goldensoftware.com/Application/Conversion

https://convert.goldensoftware.com/Application/supportedFormats


...or another useful 'KML' tool:

http://www.zonums.com/shp2kml.html


CAVEAT: Use of *.KML "Paths' is necessarily subject to practical limitations on accuracy with local "non-warped" cartographic projections such as UTM, 'Spherical Mercator' used in Google Earth (and other web tile servers), and/or the 'Orthographic' Geo-location type used in Sketchup.

This compels us to limit each such "Path" exported from Google Earth as a *.KML file ...to an extent of no more than (1) Kilometer on the ground when it is to be imported into:

* A GIS utility

* Sketchup

* SBuilderX (...after converted to either a *.BLN or a ESRI *.SHP file prior to being 'Appended' to a project)

* FSX_KML


BTW: We can create and use multiple "Paths" to cover the desired extents in a project; each such *.KML file will be imported and placed relative to the 'Geo-location' (geographic coordinates) of the Sketchup 3D model as ...defined by:

"The very first vertex point 'placed' with the Mouse in Google Earth (regardless of the 'winding' sequence direction drawn for a poly-line) when also contained in the very first *.KML imported into Sketchup via a plugin ...is used to define the 'Geo-location' (geographic coordinates) of the Sketchup 3D model. :pushpin:"

https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-815582

Gary, the one thing I've noticed about SBuilderX is that the images seem to look much sharper than the google earth. I think the next time I do a project I may use SBuilderX for my satellite images. I also wondered if SBuilderX would do a better job at setting different ground levels where those jagged polys don't show through on the walls.

By the way, those screenshots of the ground really look good.

Indeed, I believe you will find that you have both an easier work-flow and a more satisfying result by using a high resolution custom photo-real imagery land class BGL compiled by SDK Resample via SBuilderX.

We can step through a tutorial on the work-flow for that sub-topic if you now open a new thread on that topic in the SBuilderX forum: ;)

https://www.fsdeveloper.com/forum/forums/ground2k4-sbuilder-sbuilderx.33/

GaryGB
 
Last edited:
I assume you meant that you "Excluded" those default objects via a "Exclusion Rectangle" compiled by BGLComp in the airport BGL file ? :scratchch

Well I remember discussions on this and tried to use the Exclude rectangle to exclude the objects but they would never go away, and I assume that's what it's supposed to do. It would always show up in the sim. But I've deleted those objects many times in the past and never had an issue where it permanently removed, even the library objects. When I would go back and use the same stock airport file again, those objects would always be there, even though I deleted them in my project file. I figured as long as I didn't save the airport file but saved it as "Save As" with my project initials, it should not have any effect on the stock airport file. But as I said, I tried to exclude them but they always show up in the sim. I got tired of going back and forth so I decided to just delete them. What I did is clicked on the yellow Exclude box at the top and drew a poly around the object I wanted to exclude and compiled it and placed the bgl file in my KHSV Scenery folder. Either I'm not doing it correctly or there are some other tasks I'm not aware of. I've read the manual and followed it to the tee. I've also seen many tutorial videos showing that when you try to update your airport file, you should get rid, or delete everything, except of course, the runways, in other words, start off from scratch. The person giving the tutorial would actually delete just about everything, including the library objects. But I get to thinking that should they be excluded? I've opened my stock KHSV airport file and it still shows everything that I've deleted when I started my project:


KHSV Stock Airport File.jpg



Could you show an example of how this is done? I guess I'm not doing it correctly.




You 'could' use higher resolution imagery on a separate 3D model; however, that would make the resulting object very large in extent when displayed in FS at run time, and it would be subject to the challenges that a stand-alone 'flat; 3D model G-Poly scenery object would have.

Do you mean a large file size?


IMHO, it may be easier for you to use a high resolution custom photo-real imagery land class BGL compiled by SDK Resample via SBuilderX.

This will allow you to maintain a very high degree of fidelity with regard to Geo-referencing, sizing etc., as well as having a very accommodating feature set for Import / Append / Export / SDK compilation of source data.

I think so too. But the thing I don't like about SbuilderX is that it always closes and I have to start all over again. That irritates me more than anything.


I also believe you will find it is most accurate to use Google Earth to create and export a "Path" for outlines and positions of objects rather than to manually 'sketch' a 3D model based on inferred measurements of objects in screenshots, and also more accurate than the
'adebeo DanielTal_GEMaker' plugin we previously discussed above in this thread:

https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-814870

Yes, I agree. What I've been doing is importing the airport map into Sketchup and then I would draw around the objects, such as a terminal building or something and then Push-Pull it up in Sketchup. Is that the correct way to create the model? If I use the airport satellite view from google earth, the resolution is not that great. But if I use the satellite view from SbuilderX, which to me is a sharper image, then I have no way to enter the 4 coordinates from the text file that's generated in ShuilderX and would also have to scale it so that everything's the correct size. But I noticed where you discussed below that there's a tool, shp2kml, that I may find very helpful. I assume that this tool will convert the higher resolution map into an kml file that I can import into Sketchup. Thanks for posting that.


Alternatively, one can use SBuilderX to create Poly-line paths (or Polygons ?) that may be exported as ESRI *.SHP files; those can then be converted for use in other applications.

This may be a very useful work-flow, as one can size / shape / position ones output 'segments' while FS' terrain LOD / QMID grid is displayed. :idea:

Ex: SBuilderX Poly-line "Paths" (or Polygons ?) exported *.SHP or *.BLN files can be converted to *.KML files for use in Sketchup via this tool:

https://convert.goldensoftware.com/Application/Conversion

https://convert.goldensoftware.com/Application/supportedFormats

It seems like you can only use this one online. Don't they have one that can be downloaded?


...or another useful 'KML' tool:

http://www.zonums.com/shp2kml.html

Is this one as good or as accurate as the goldensofware above?


We can step through a tutorial on the work-flow for that sub-topic if you now open a new thread on that topic in the SBuilderX forum: ;)

https://www.fsdeveloper.com/forum/forums/ground2k4-sbuilder-sbuilderx.33/

Before doing that, did you wanted to go over the basis for Jim Vile's recommendation to Exclude and Replace all of the default ABP when modifying a default stock airport, and the potential issues involving my 3D model?


Ken.
 
Last edited:
https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-815582

Oh, that's okay. I was just curious about those duplicate buildings. I didn't realized it at first but I also noticed that some of those buildings were the default buildings from the 'stock' (airport). I deleted those in my project.

https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-815604

I assume you meant that you "Excluded" those default objects via a "Exclusion Rectangle" compiled by BGLComp in the airport BGL file ? :scratchch

https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-815643

Well I remember discussions on this and tried to use the Exclude rectangle to exclude the objects but they would never go away, and I assume that's what it's supposed to do. It would always show up in the sim. But I've deleted those objects many times in the past and never had an issue where it permanently removed, even the library objects. When I would go back and use the same stock airport file again, those objects would always be there, even though I deleted them in my project file. I figured as long as I didn't save the airport file but saved it as "Save As" with my project initials, it should not have any effect on the stock airport file. But as I said, I tried to exclude them but they always show up in the sim. I got tired of going back and forth so I decided to just delete them. What I did is clicked on the yellow Exclude box at the top and drew a poly around the object I wanted to exclude and compiled it and placed the bgl file in my KHSV Scenery folder. Either I'm not doing it correctly or there are some other tasks I'm not aware of. I've read the manual and followed it to the tee. I've also seen many tutorial videos showing that when you try to update your airport file, you should get rid, or delete everything, except of course, the runways, in other words, start off from scratch. The person giving the tutorial would actually delete just about everything, including the library objects. But I get to thinking that should they be excluded? I've opened my stock KHSV airport file and it still shows everything that I've deleted when I started my project:


View attachment 47435

Could you show an example of how this is done? I guess I'm not doing it correctly.

That sub-topic is not directly related to the subject of this thread; I believe it is best that you open a new thread on it in ADE support forum:

https://www.fsdeveloper.com/forum/forums/airport-design-editor.95/


[EDITED]

IMHO, it is less confusing to both FS developers / end users if SDK BGLComp Exclusion Rectangles are compiled into separate BGLs.


Make this possible before compiling airport BGLs in ADE for a modified default (aka "stock") airport, via this ADE configuration setting:

ADE Menu > Settings > Program Options dialog > {Project} tab > 'check': "Separate Airport and Object BGL files" check-box > 'click' [Save] button


Verify this ADE configuration output option when compiling airport BGLs in ADE for a modified default (aka "stock") airport via:

ADE Menu > File > Compile Airport > Compile Options dialog > 'click' "More Options" [>>>] button < 'Compile Options' pop-up dialog opens >

In 'Compile Options' pop-up dialog, 'check': "Compile Separate Airport and Object BGL files" check-box > 'click' [Close] button


IIUC, this should ensure Instant Scenery (aka "IS3") can detect and display "Labels" for ADE-created "micro-exclude" Exclusion Rectangles

[END_EDIT]


IMHO, it is also less confusing to both FS developers / end users if scenery objects with unique functions are kept in separate BGLs named with a mnemonic attribute string in the file name identifying the content and function of that BGL file.

For example, OrbX FTX PNW uses this file name 'prefix' with "Exclude" BGLs:

[FSX install path]\ORBX\FTX_NA\FTX_NA_PNW06_CVX\scenery\0_excl_FTX_PNW_DEMOv2_default_objects_and_effects.BGL

The "0_" at the beginning of the alpha-numeric filename forces that file to be loaded prior to other Excludes


[EDITED]

CAVEAT: We are discussing SDK BGLComp-compiled Exclusion Rectangles ...NOT SHP2VEC-compiled "Exclude CVX vector Polygons".

NOTE: This "0_" alpha-numeric filename 'prefix' allows such a Exclude Rectangle BGL to 'exclude' targeted objects with an assigned priority rating 'relative' to other Exclude BGLs which may be loaded later (ex: from within the same \Scenery sub-folder level)

But, Excludes only 'exclude' targeted scenery objects loaded before the Area layer linked to that Exclude \Scenery sub-folder in FS Scenery.Cfg.

AFAIK, if set 'active' in the FS Scenery.Cfg, once loaded, all such Exclude BGLs ultimately may be sorted by the FS rendering engine as to their "priority" based on alpha-numeric filename 'prefix' and Area layer priority as a function of position within the stack of Area layers in FS Scenery.Cfg.

However, the resulting "multi-level contention" for priority by all excludes from all layers ...may still be subject to occasional complications,

IIUC, this may have been part of the basis for LM-P3D implementing a "Add-on XML" process to provide a means for the rendering engine to identify what exact order in which to load all specified files for add-on scenery packages ...rather than assigning priority solely via the Scenery.Cfg Area layer position and alpha-numeric filename 'prefix' method.

[END_EDIT]


BTW: Another example might be to use the SHP2VEC SDK CVX vector definition XML file prefix:


https://docs.microsoft.com/en-us/previous-versions/cc707105(v=msdn.10)

https://docs.microsoft.com/en-us/previous-versions/microsoft-esp/cc707102(v=msdn.10)#the-shp2vec-tool

Sample: EXXVHHX.xml

...so we might in theory see a variation in use with a file name such as:

[FSX install path]\ORBX\FTX_NA\FTX_NA_PNW06_CVX\scenery\0_EXX_FTX_PNW_DEMOv2_default_objects_and_effects.BGL

(DISCLAIMER: That is a fictional name used for an example only ! :teacher: )


Perhaps we might also distinguish the above example CVX vector excludes from BGLComp-XML Exclusion Rectangles in this way: :idea:

EXR_KHSV_ADEP4_KM.bgl


The general idea is that when one creates excludes, one might do well to keep them separate from the "airport" BGL to minimize 'problems'.

AFAIK, ADE works on an assumption that it is best to keep most 'airport-specific' features and functions together ...all in a 1-piece BGL.


FYI: When a default (aka "stock") airport BGL is 'Opened', ADE de-compiles, copies, and retains certain default BGLComp-compiled scenery objects, typically including airport infrastructure objects, generic buildings, and 'certain' scenery library objects.

IIUC, 'other' scenery library objects are excluded via small exclude rectangles sized to intercept only the base of the scenery library objects sufficiently to achieve successful 'exclusion'; IIRC, ADE then "hides" those 'micro-excludes' from being displayed in the ADE work space GUI.

Beyond that, one must manually create Exclusion Rectangles for any other default BGLComp-compiled scenery objects one wishes to exclude.

'Tracking' those Exclusion Rectangles and ensuring they display in multiple iterations of an ADE airport project is a ADE-specific task that merits diligent learning by the ADE end user, and IMO, it also merits timely support by the ADE team and other knowledgeable ADE users.


My suggestion is to use Instant Scenery (currently aka "IS3") in FSX or earlier P3D versions to place / move / delete scenery library objects, and to display "Labels" for Exclusion Rectangles in FS at run time from all BGLComp-compiled BGLs set 'active' in the FS scenery library GUI.

NOTE: The IS3 "Labels" function can be used to display on screen, all Exclusion Rectangles from all BGLComp-compiled BGLs 'active' in the Scenery Library GUI, within a scan radius around the user aircraft at an airport location.


BTW: We have already discussed some aspects of using IS3 here:

https://www.fsdeveloper.com/forum/threads/instant-scenery-3.441046/



I strongly recommend that you maintain a working install of FSX to use in creating / troubleshooting scenery content outside P3D.


AFAIK, there have been no significant changes P3D (yet) to SDK BGLComp and the BGL files it outputs, which would prevent you from creating a link in the FSX scenery library, to your custom scenery folder chains primarily intended for use in P3D.

This would allow you to access them via FSX (and thereby via IS3), so that the "Labels" function can be used to display on screen, all Exclusion Rectangles from all BGLComp-compiled BGLs 'active' in the Scenery Library GUI, within a scan radius around the user aircraft at an airport location.

But again, this is an issue which IMHO, should properly be discussed in another thread opened in another forum here at FSDeveloper.

https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-815604

You 'could' use higher resolution imagery on a separate 3D model; however, that would make the resulting object very large in extent when displayed in FS at run time, and it would be subject to the challenges that a stand-alone 'flat' 3D model G-Poly scenery object would have.

The FS terrain SDK 'segments' ground textures into MIPMAPs and LODs mapped to 'Quads' via a multi-resolution terrain grid system.

That Quad-based terrain grid system allows display of scenery content in multiple LODs as a function of distance from a user aircraft camera.

While it is possible to 'segment' G-Polys in a somewhat comparable way to 'quad tree gridding' so that their segment boundaries are no more than 1/2 Kilometer from a central geographic reference point (aka "RefPoint" in legacy SDK syntax), there are other more complex considerations which often end up requiring one's attention in order for G-Polys to achieve 'proper' display in FS at run time.


When higher-resolution textures are used there will indeed be an effectively larger file size for the texture 'portion' of a loaded scenery object.

However, I am alluding to the fact here are numerous other considerations which make use of G-Polys more fraught with complexity, and IMHO, unless one intends to "go the full distance" with self-study of example work-flows reported by others in these forums and selected online tutorials.

More importantly, unless one intends to utilize custom Material Functions and Properties in ex: MCX for those high-resolution mapped texture Materials on a G-Poly, one might instead be better off using a high resolution custom photo-real imagery land class BGL compiled by SDK Resample via SBuilderX.:pushpin:

BTW: I am not recommending that you use a G-Poly at KHSV at this time.

https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-815604

IMHO, it may be easier for you to use a high resolution custom photo-real imagery land class BGL compiled by SDK Resample via SBuilderX.

This will allow you to maintain a very high degree of fidelity with regard to Geo-referencing, sizing etc., as well as having a very accommodating feature set for Import / Append / Export / SDK compilation of source data.

https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-815643

I think so too. But the thing I don't like about SBuilderX is that it always closes and I have to start all over again. That irritates me more than anything.

This is a troubleshooting issue which IMHO, should properly be discussed in a thread opened in the SBuilderX forum here at FSDeveloper:

https://www.fsdeveloper.com/forum/forums/ground2k4-sbuilder-sbuilderx.33/

Please be sure to describe what you are attempted to do and any ex: error or status messages that appear ...when SBuilderX "always closes"


https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-815604

I also believe you will find it is most accurate to use Google Earth to create and export a "Path" for outlines and positions of objects rather than to manually 'sketch' a 3D model based on inferred measurements of objects in screenshots, and also more accurate than the
'adebeo DanielTal_GEMaker' plugin we previously discussed above in this thread:

https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-814870

https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-815643

Yes, I agree. What I've been doing is importing the airport map into Sketchup and then I would draw around the objects, such as a terminal building or something and then Push-Pull it up in Sketchup. Is that the correct way to create the model?

As mentioned above in this thread, please refer to my proposed Sketchup "Add Location" / "Geo-location" work-around procedure ...here:

https://www.fsdeveloper.com/forum/threads/updated-sketchup-wont-work.440430/post-777782


https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-815643

If I use the airport satellite view from google earth, the resolution is not that great. But if I use the satellite view from SBuilderX, which to me is a sharper image, then I have no way to enter the 4 coordinates from the text file that's generated in SBuilderX and would also have to scale it so that everything's the correct size. But I noticed where you discussed below that there's a tool, shp2kml, that I may find very helpful. I assume that this tool will convert the higher resolution map into a KML file that I can import into Sketchup. Thanks for posting that.

SHP2KML does not "convert the higher resolution map into a KML file"; it merely converts a *.SHP file of a Poly-line / Polygon "Path" to a *.KML file, after it has been created and exported by SBuilderX (...or another 'precise' GIS utility or application such as Google Earth etc.).

Beyond the above info is a work-flow issue that, IMHO, should properly be discussed in a new thread opened in FSDeveloper Sketchup forum:

https://www.fsdeveloper.com/forum/forums/sketchup.112/

https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-815604

Alternatively, one can use SBuilderX to create Poly-line paths (or Polygons ?) that may be exported as ESRI *.SHP files; those can then be converted for use in other applications.

This may be a very useful work-flow, as one can size / shape / position ones output 'segments' while FS' terrain LOD / QMID grid is displayed. :idea:

Ex: SBuilderX Poly-line "Paths" (or Polygons ?) exported *.SHP or *.BLN files can be converted to *.KML files for use in Sketchup via this tool:
Edit
https://convert.goldensoftware.com/Application/Conversion

https://convert.goldensoftware.com/Application/supportedFormats

https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-815643

It seems like you can only use this one online. Don't they have one that can be downloaded?

I utilize a GIS application for this task, and have not personally used that online tool; I mentioned it as a possible resource one may use.

Apparently that tool is only available online, possibly to promote purchase of the company's separately available GIS software.


https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-815643

Is this one as good or as accurate as the goldensoftware (online tool) above?

I utilize a GIS application for this task, and have not personally used that online tool; I mentioned it as a possible resource one may use.

Test it and see ! ;)

GaryGB

< Continued below... >
 
Last edited:
https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-815643

Before doing that, did you want to go over the basis for Jim Vile's recommendation to Exclude and Replace all of the default ABP when modifying a default stock airport, and the potential issues involving my 3D model?

Ken.

By "potential issues involving your 3D model" I was alluding to a potential need for increasing accuracy of sizing and placement of 3D models in alignment with super-imposed imagery displayed in FS at run time, as a result of methodology used for Geo-locating and sizing a background image and/or "Path" object imported into Sketchup; this should properly be discussed in a thread opened in the Sketchup forum here at FSDeveloper:

https://www.fsdeveloper.com/forum/forums/sketchup.112/


Regarding "Jim Vile's recommendation to Exclude and Replace all of the default ABP when modifying a default stock airport", I have already addressed this above:

https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-815073


Although it is generally a "best practice" to follow Jim Vile's recommended work-flow when modifying a default (aka "stock") airport, in the case of KHSV, you had a specific need to segment the custom version of the ABP into at least (2) sections, as each is at different Altitudes.


I suggest it is best now, to proceed into discussion of the above issues, in newly-created, separate threads ...within the appropriate forums. :)



PS: If / when you quote me in any such future threads, please review again the procedure for quoting other FSDeveloper members in threads:

https://www.fsdeveloper.com/forum/t...or-updated-airport-scenery.441812/post-798816

HINT: Use the [Reply] button at the bottom Right-hand corner of a post anywhere in a thread ...that you wish to quote from. :wave:

GaryGB
 
PS: If / when you quote me in any such future threads, please review again the procedure for quoting other FSDeveloper members in threads:

https://www.fsdeveloper.com/forum/t...or-updated-airport-scenery.441812/post-798816

HINT: Use the [Reply] button at the bottom Right-hand corner of a post anywhere in a thread ...that you wish to quote from. :wave:

Hi Gary,

I've noticed you posted about my inserts and the link from another thread discussing this. Here's what I've been doing: Every time I would quote you, or someone, I would type in the QUOTE, with brackets, followed by what is quoted or said, and then type /QUOTE with brackets, at the end. It seems to me that was the correct way to do it. I looked over some of my inserts and I've noticed that there's no way to click on it so that one can refer back to the original post. Now the very first quote would have your name and I could click on it and would take me to that post. But the rest of my quotes do not show your name, post number, and member, and I guess that's what you're driving at. The only thing I can think of is that I'm not typing in the entire beginning quote that shows your name, post number, and member number. Is that the problem and that I need to type in this entire string when I type in the beginning quote? I know you quoted something about using some tool at the top, where it says "Insert." There's a drop down menu that shows, for example, Quote, Code, and Inline Code. If this is what you're referring to, I still cannot figure out how to use that and which ones to use. If this is how I need to do it, would you explain to me in detail how to use them.

Ken
 
Last edited:
https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-816346

Hi Gary,

I've downloaded this tool but when I tied to run it, it says "the license for this tool has expired. Visit www.zonums.com and download a new version." There is no newer version. The only version they show is the one I've downloaded. Where do I get the newer version?

Ken.

I use a GIS application, so I do not use that tool, and was not aware of issues with a time-limited license for SHP2KML version 2.x

IIUC, you are using SBuilderX to generate vector Lon / Lat / Alt (aka "X,Y,Z") data intended to be imported into Sketchup version 8 via the "KML Tools" plugin cited above in this thread.

If you use SBuilderX to export a ESRI *.SHP file, it can be converted to a AutoCAD *.DXF rather than a Google Earth format *.KML by another online tool at:

https://www.gisconvert.com/


One can then import a *.DXF file into Sketchup, but that would require 3D model Geo-location to be performed manually. :alert:

Please be aware that the accuracy of Geo-referencing for imagery tiles should be identical in Google Earth Desktop Edition and SBuilderX 'Background Map" view.

So whether you create a vector "Path" object in:

* Google Earth - output *.KML data directly

...or:

* SBuilderX - output *.KML data indirectly via *.SHP conversion tools

...AFAIK, the resulting 'Google-sourced' data should be the same.


IMHO, it is easier and more practical to use Google Earth to directly generate your *.KML "Path" objects for use in Sketchup.

GaryGB
 
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https://www.fsdeveloper.com/forum/threads/ground-elevation.444517/post-816348

Hi Gary,

I've noticed you posted about my inserts and the link from another thread discussing this.

Here's what I've been doing:

Every time I would quote you, or someone, I would type in the QUOTE, with brackets, followed by what is quoted or said, and then type /QUOTE with brackets, at the end.

It seems to me that was the correct way to do it.

I looked over some of my inserts and I've noticed that there's no way to click on it so that one can refer back to the original post.

Now the very first quote would have your name and I could click on it and would take me to that post. But the rest of my quotes do not show your name, post number, and member, and I guess that's what you're driving at.

The only thing I can think of is that I'm not typing in the entire beginning quote that shows your name, post number, and member number.

Is that the problem and that I need to type in this entire string when I type in the beginning quote?

I know you quoted something about using some tool at the top, where it says "Insert." There's a drop down menu that shows, for example, Quote, Code, and Inline Code. If this is what you're referring to, I still cannot figure out how to use that and which ones to use. If this is how I need to do it, would you explain to me in detail how to use them.

Ken

Hi Ken:

No, I am NOT recommending use of a forum "Insert" feature when quoting; rather, what I am recommending for quotes is this:

1.) First use the [Reply] button at the bottom Right-hand corner of a post anywhere in a thread ...that you wish to quote from.

2.) Then copy the "Start Quote" delimiter and paste it above each and every section you are individually writing a Reply to ex:

Code:
[QUOTE="kmanning, post: 816348, member: 7914"]

(Quoted text goes here)

[/QUOTE]

3.) You must also copy and paste the "End Quote" delimiter below each and every quoted text section

This allows each section to be cited / 'linked' back to where it came from (...even if quoted from a different page in a thread)

GaryGB
 
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