One more thing, how can I change the "units" measurements in SBX from meters to Feet? I can't find where you change that.
Edit the SBuilderX.Ini file:
SBuilderX Menu > Edit > Edit INI File ... > SBuilderX.ini file opens in NotePad > MeasuringMeters=
False > Save > [Exit]
NOTE:
SBuilderX.Ini file parameter settings are documented in:
SBuilderX Menu > Help > {Content} tab >
SBuilderX Reference > SBuilderX Appendix > Appendix - INI File Entries
I'm trying to use a custom land texture over a certain area, I colored the texture a reddish (mars-like) color and want to overlay that over a few areas. I'm going to leave the altitude of the hills alone for now, I'll experiment with them later. I want to get the textured polys working first. I want to add some "color" to the land to give it that "alien" look. I just can't get the textured polys to show, they compile ok with no errors,
I copy the .BGL textured file into my addon/scenery folder, I copied the texture file into the addon/texture folder, FSX shows its updating scenery, but it don't show up for some reason.
Am I doing something wrong, or am I not doing something period?
As explained previously, there are benefits to creating a unique folder chain inside the FSX Add on Scenery folder chain.
We want to have a unique folder chain inside the FSX Add on Scenery folder chain that is linked in Scenery Library via Add Area.
Note that Scenery Library has a numeric "Priority" associated with each entry in the 'stack' of (folder chain linked) Area Layers.
Although (very) few here may disagree, I believe ACES intended Add on Scenery folder chain to be a "default"
low priority layer.
FS "default" layers are AFAIK, purposely intend to load early as low priority layers, with successive linked layers displayed on top.
Therefore, a layer that loads later (on top) means a higher display priority, and in most types of objects, that means it renders.
FYI: There are exceptions to this general rule involving terrain and spawn Altitude for A.I. Traffic and user flights at airports etc..
For organization purposes it is OK to have a unique folder chain inside FSX' Add on Scenery folder chain as it has its own layer.
Thus, I recommend
not dropping BGLs into Add on Scenery\Scenery, or textures into Add on Scenery\Texture ...sub-folders.
Position Area Layers for linked folder chains located inside the FSX' Add on Scenery folder chain at the
top of Scenery Library.
Please refer to the diagram and explanation of this process posted here:
https://www.fsdeveloper.com/forum/t...mountain-using-ade-for-fsx.459364/post-931219
Oh, which SHP file has the actual polys in it?
I know which ones have vectors in it, and I know which one has my water polys, but which one has my land polys in it?
FLX =
Flatten X ('X' = FSX CVX vector type)
H
LX = Hydro
Line X (Lines with defined widths that are mapped at run time with repeating / tiling textures side-by-side
/ end-to-end)
H
PX = Hydro
Poly X
PKX = Park
Poly X (this type is also sometimes required for making special 'hybrid' CVX excludes)
RDX = Road X (Lines with defined widths that are mapped at run time with repeating / tiling textures side-by-side
and end-to-end)
I load up each shp file depending on what it is I'm making changes to, if I try to load all of them at once, it gets too crowded and I can't tell what I'm working on. Doing them one at a time makes editing a lot easier.
That is a good approach to take when testing / troubleshooting as well.
GaryGB