Ground Polygon Wizard available

arno

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#1
I have just released a new development release that contains a ground polygon wizard as well now. Since there is no manual for this functionality yet, I have explained the details on my blog.

Let me know if you have any suggestions or comments on this new feature.
 

tgibson

Resource contributor
#5
It's not clear to me (a complete newbie to this) how I use GMAX to create a file that MCX can read.

If I use this tutorial on using GMAX to create ground polygons:

http://www.simpilotnet.com/index.php?option=com_content&task=view&id=206&Itemid=32

It creates a separate FS2002 BGL file for each layer, while you are importing a single file into MCX in your blog post. I assume that I would simply export the entire file from GMAX at one time. But in what format? I do understand that I would create (at least) one material for each layer I want in the final project.

Would you suggest an FS9 scenery MDL file? (this is for FS9, BTW). Does this keep all the information you need for MCX? I don't have the FSX SDK installed on this machine.

Thanks,
 

arno

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#6
Hi,

Most people use these ground polygons to make custom runways, aprons, taxiways, ground markings, etc.

In the end it is up to the developer to choose how he wants to use it. But if you want to make a realistic scenery the textures/variety offered by BGLComp is often not enough, so then the custom ground polygons come in handy.
 
#8
Hi

I created a test site in GMax. Appointed him texture Diffuse (texture .bmp) and Ambient (texture_LM .bmp). Exported in *.mdl.

Opened *.mdl in ModelConverterX. The Material Editor is Diffuse and Nightmap.
Ground Polygon Wizard convert *. bgl - o'key.


Open *.bgl's ModelConverterX. The Material Editor is: Diffuse, but NO Nightmap.


Why not convert Nightmap?
 
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tgibson

Resource contributor
#9
As Arno says in his blog (link in first post):

"There are some additional features that I have planned already, mainly the option to add night and seasonal textures with the wizard as well."

So he hopes to add those later.
 

arno

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#10
And an FS2004 scenery MDL file produced by GMAX is OK for this?
Yes, ModelConverterX can read FS2004 scenery MDL files as well. So these can be imported and converted to ground polygons.
 

arno

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#11
Hi,

Why not convert Nightmap?
As mentioned by Tom already that feature is not implemented yet. I hope to add it soon.

I guess it is because the test project I used to test the functionality did not have night textures :(
 

arno

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#13
Hi,

I have just made a fix, now if the model has night textures assigned already they should be exported correctly into ground polygons. This will be in the development release from tomorrow.

The ground polygon wizard GUI does not yet have an option to add night textures if they are not there. That is still todo :).
 
#14
Excellent tool!!! Thanks, Arno!

So, did you definitely solve the missing autogen problem? I remember that, in my last scenery, I gave up the ASM ground polys to FSX because of that!!!

Great news!

Jorge.
 
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#15
Hi,

I have just made a fix, now if the model has night textures assigned already they should be exported correctly into ground polygons. This will be in the development release from tomorrow.
Excellent news!
Don't forget about adding seasonal textures.
 
#17
ARNO, We would very much like to see in the Ground Polygon Wizard , the possibility of appointing the seasonal textures and their options, similarly as in MDL_Tweaker

20110211-091322.jpg
 

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arno

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#18
Hi,

Yes, seasonal textures like in MDL Tweaker II is indeed on my todo list. It will just take a little longer to implement than the night textures, which was more like a small bug fix :).
 

arno

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#19
So, did you definitely solve the missing autogen problem? I remember that, in my last scenery, I gave up the ASM ground polys to FSX because of that!!!
Yes, I think I got it sorted out now. For FSX at least, I do not have FS2004 installed anymore so I could not test if it works in that version as well.
 
#20
Hey Arno,

I noticed the ground doesn't have the "rain effect". Is there a way to have this option available, or manually edit the material settings from within mdlconverterx?

Kindly,

Blazer
 
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