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 ?
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 ! 
)
Perhaps we might also distinguish the above example
CVX vector excludes from BGLComp-XML Exclusion Rectangles in this way:
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.
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.
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... >