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FS2004 Ground Poly Bleed

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25
Country
italy
Hi All,

First of all, great job on the application Arno, it really is top notch.

I've just got a small problem, I made a runway in Gmax, then used the wizzard in MCX to turn it into an FS2004 ground poly (taking the coordinates from ADE and setting the BMP file to layer 8), export went without problems. However in the sim the texture bleeds for many sections of the runway (strangely not towards the middle, but mainly towards the ends). Anyone have any idea how to fix this? Must an exclusion be made?
bleed.jpg


What you can see in the screenshot is the default runway "bleeding" through my runway.

Thanks in advanced! :)

Oliver
 
Nice cloud textures, are they REX? :)




Anyways, I heard once that when making a runway surface, it's best to create the plane in a manner that the poly is made of sections, each of which are less then 100m in length. You might want to research on that matter; It's not my area of expertise, but it IS some sort of direction. :D
 
Thats true,

In FSX it creates a world that is round and therefore any ground polys need to be divided into sections of approx 100m or so, this ensures that they sit perfectly on the ground. But your post refers to FS2004.

However i am thinking your issue may be closer to what i have.

I created a photo bg in SbuilderX and successfully imported in into FSX, flying above this photo bg the scenery appears as it should.

However taxiing on the ground, it seems that default textures for grass etc are visible instead of the photo bg. I just assumed this to be the case since at close up the photo bg probably isnt that clear, therefore default textures come through to compensate, it doesnt annoy me.

But it would be nice to know if it can be stopped.

Tom
 
Hi,

Do you have a flatten for your airport? And does that flatten have the same altitude as the airport in the XML/AFCAD?
 
Thanks for the replies.

@amahran yep certainly are REX clouds ;)

@corkyo4 the way I used was the FS2002 ground poly technique (documented well on this site) using Arno's ModelConverterX tool (latest build).

@arno thanks for the heads up, I have not flattened it, could you suggest what the best way to do this is?
 
Glad to hear you got it working now.

Another good tool to make flattens is SBuilder, especially if you want to do other modifications to the terrain.
 
Sorry to be a pain, but rather than start another topic I thought I'd ask here: I have now made 25 1024x1024px ground images in Photoshop and would like to put them onto plane in gmax. What is the best way of texturing this plane? Making lots of planes or one big one with 5x5 faces and texture each face individually? If so do I use the Material editor and then UVW Map?

Thanks!

Oliver
 
Hi Oliver,

It does not matter that much which approach you use. Both one plane with many segments or a lot of different planes will end up with the same amount of vertices to process for FS. So just use what you find easiest.
 
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