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Maybe a new scope for this issue?
I am currently designing the ground polygons for my Salzburg/Austria Project and I am more than happy that I was able to solve the problems with the shadows. For the time being I only use the KILL-SHADOW-TWEAK method for FS2004. The airport is a small one and rather narrow with only one runway. I decided then to use orthophotos with a quite high resolution. According to the tutorials in this forum I constructed squared planes and attached the bitmaps by the UVW method. Everything worked fine (despite the issue with the seams which I was not able to fix yet)!
1) Well, only for testing purposes I cloned ONE plane which is situated on one corner. After attaching a platform and after tweaking the asm file I fired up FS9. Surprise: ALL of the planes are showing shadows but do not cast shadows (the bitmaps are in DTX3-format)!
2) I am using zbias-prefixes with the materials whereas the photos use zbias_1_xxx and the runways and then the taxilines which are painted on top of these polygons have higher zbias-layers. And funny thing: it is not necessary to attach platforms to these "higher"-polygons to achieve the desired results. This was really a surprise because I was convinced that it would have been necessary to clone and attach platforms to EVERY plane. No, obviously this is not true.
3) But one thing is not clear to me: my plan was to set one layer of ground polygons over the other (see above: taxilines above taxiways above "surface" planes). Yesterday evening I tested this for the first time with one taxiway-plane and everything went fine until I loaded the BGL and the textures into the scenery-directory within FS2004: the plane on which the taxiway-poly is situated is being rotated along the x-axes. The taxiway-poly itself is situated correctly. Funny thing. I have now idea what causes this rotation and I would appreciate if somebody has a hint for me concerning this matter.
But for the time being I found a workaround. The rotation of the "underlying" poly will happen everytime when the origin (the center coordinate) of the "higher" poly has any contact to the "underlying". Overlapping seems not to be the reason for the rotation. So I cut a little bit of the "underlying" poly and locate the center of the "higher" poly in this hole.
Greetings from Austria
Gianni
I am currently designing the ground polygons for my Salzburg/Austria Project and I am more than happy that I was able to solve the problems with the shadows. For the time being I only use the KILL-SHADOW-TWEAK method for FS2004. The airport is a small one and rather narrow with only one runway. I decided then to use orthophotos with a quite high resolution. According to the tutorials in this forum I constructed squared planes and attached the bitmaps by the UVW method. Everything worked fine (despite the issue with the seams which I was not able to fix yet)!
1) Well, only for testing purposes I cloned ONE plane which is situated on one corner. After attaching a platform and after tweaking the asm file I fired up FS9. Surprise: ALL of the planes are showing shadows but do not cast shadows (the bitmaps are in DTX3-format)!
2) I am using zbias-prefixes with the materials whereas the photos use zbias_1_xxx and the runways and then the taxilines which are painted on top of these polygons have higher zbias-layers. And funny thing: it is not necessary to attach platforms to these "higher"-polygons to achieve the desired results. This was really a surprise because I was convinced that it would have been necessary to clone and attach platforms to EVERY plane. No, obviously this is not true.
3) But one thing is not clear to me: my plan was to set one layer of ground polygons over the other (see above: taxilines above taxiways above "surface" planes). Yesterday evening I tested this for the first time with one taxiway-plane and everything went fine until I loaded the BGL and the textures into the scenery-directory within FS2004: the plane on which the taxiway-poly is situated is being rotated along the x-axes. The taxiway-poly itself is situated correctly. Funny thing. I have now idea what causes this rotation and I would appreciate if somebody has a hint for me concerning this matter.
But for the time being I found a workaround. The rotation of the "underlying" poly will happen everytime when the origin (the center coordinate) of the "higher" poly has any contact to the "underlying". Overlapping seems not to be the reason for the rotation. So I cut a little bit of the "underlying" poly and locate the center of the "higher" poly in this hole.
Greetings from Austria
Gianni

