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Hopefully, Asobo will add helicopters to the sim sometime soon. Meanwhile adding a helipad is something we can now do.
It's added to the airport XML. It can be done through the developer mode, or the upcoming ADE for MSFS. But one problem is the texturing of the markings.
The markings are a 256x256 HELO4.TIF which the compiler converts to HELO4.tif.dds 256x256 yields some poor anti-aliasing... just looks bad. You could just replace the default texture, but that involves messing with the Official folder contents, and that is a big no-no. I've tried to make a package that just replaces that material, and although it compiles, it just doesn't work as intended... perhaps my lack of understanding here.
What does work, is adding the material definition and texture to your airport project. I need a 2048x2048 texture to avoid the anti-aliasing. I used paint.net to get that done. But how to add to the airport package?
It starts in the PackageDefinitions folder. I have rhumbaflappy-airport-c59-lakelawn.xml for my airport experiments:
<AssetPackage Name="rhumbaflappy-airport-c59-lakelawn" Version="0.1.0">
<ItemSettings>
<ContentType>SCENERY</ContentType>
<Title>Lake Lawn Airport</Title>
<Manufacturer>rhumbaflappy</Manufacturer>
<Creator>rhumbaflappy</Creator>
</ItemSettings>
<Flags>
<VisibleInStore>false</VisibleInStore>
<CanBeReferenced>false</CanBeReferenced>
</Flags>
<AssetGroups>
<AssetGroup Name="ContentInfo">
<Type>Copy</Type>
<Flags>
<FSXCompatibility>false</FSXCompatibility>
</Flags>
<AssetDir>PackageDefinitions\rhumbaflappy-airport-c59-lakelawn\ContentInfo\</AssetDir>
<OutputDir>ContentInfo\</OutputDir>
</AssetGroup>
<AssetGroup Name="myairport">
<Type>BGL</Type>
<Flags>
<FSXCompatibility>false</FSXCompatibility>
</Flags>
<AssetDir>PackageSources\airport\</AssetDir>
<OutputDir>scenery\rhumbaflappy\LakeLawn\</OutputDir>
</AssetGroup>
<AssetGroup Name="mymaterials">
<Type>MaterialLib</Type>
<Flags>
<FSXCompatibility>false</FSXCompatibility>
</Flags>
<AssetDir>PackageSources\materials\</AssetDir>
<OutputDir>MaterialLibs\rhumbaflappy\</OutputDir>
</AssetGroup>
<AssetGroup Name="mymodellib">
<Type>ArtProj</Type>
<Flags>
<FSXCompatibility>false</FSXCompatibility>
</Flags>
<AssetDir>PackageSources\modelLib\</AssetDir>
<OutputDir>scenery\rhumbaflappy\LakeLawn\</OutputDir>
</AssetGroup>
<AssetGroup Name="myscene">
<Type>BGL</Type>
<Flags>
<FSXCompatibility>false</FSXCompatibility>
This gives me the needed definitions for materials in my project.
</Flags>
<AssetDir>PackageSources\scene\</AssetDir>
<OutputDir>scenery\rhumbaflappy\LakeLawn\</OutputDir>
</AssetGroup>
<AssetGroup Name="myshapes">
<Type>BGL</Type>
<Flags>
<FSXCompatibility>false</FSXCompatibility>
</Flags>
<AssetDir>PackageSources\shapes\</AssetDir>
<OutputDir>scenery\rhumbaflappy\LakeLawn\</OutputDir>
</AssetGroup>
</AssetGroups>
</AssetPackage>
In my PackageSources, I have a folder named "materials". Inside that, I have my material definitions, and a folder named "Textures". My material definitions are in the parent folder "materials". My new repalcement texture named as HELO4.TIF is in the Textures folder.
A file named as "helipadmarking.material" (just a text file) is in the "materials folder:
The GUID is the same as the default GUID... in fact it all mimicks the default. When the airport is compiled, it will use the replacement material for the helipad markings in the project and looks much better.
Attached is my "materials" source folder (It also has a nice red runway texture).
Before:
After:
It's added to the airport XML. It can be done through the developer mode, or the upcoming ADE for MSFS. But one problem is the texturing of the markings.
The markings are a 256x256 HELO4.TIF which the compiler converts to HELO4.tif.dds 256x256 yields some poor anti-aliasing... just looks bad. You could just replace the default texture, but that involves messing with the Official folder contents, and that is a big no-no. I've tried to make a package that just replaces that material, and although it compiles, it just doesn't work as intended... perhaps my lack of understanding here.
What does work, is adding the material definition and texture to your airport project. I need a 2048x2048 texture to avoid the anti-aliasing. I used paint.net to get that done. But how to add to the airport package?
It starts in the PackageDefinitions folder. I have rhumbaflappy-airport-c59-lakelawn.xml for my airport experiments:
<AssetPackage Name="rhumbaflappy-airport-c59-lakelawn" Version="0.1.0">
<ItemSettings>
<ContentType>SCENERY</ContentType>
<Title>Lake Lawn Airport</Title>
<Manufacturer>rhumbaflappy</Manufacturer>
<Creator>rhumbaflappy</Creator>
</ItemSettings>
<Flags>
<VisibleInStore>false</VisibleInStore>
<CanBeReferenced>false</CanBeReferenced>
</Flags>
<AssetGroups>
<AssetGroup Name="ContentInfo">
<Type>Copy</Type>
<Flags>
<FSXCompatibility>false</FSXCompatibility>
</Flags>
<AssetDir>PackageDefinitions\rhumbaflappy-airport-c59-lakelawn\ContentInfo\</AssetDir>
<OutputDir>ContentInfo\</OutputDir>
</AssetGroup>
<AssetGroup Name="myairport">
<Type>BGL</Type>
<Flags>
<FSXCompatibility>false</FSXCompatibility>
</Flags>
<AssetDir>PackageSources\airport\</AssetDir>
<OutputDir>scenery\rhumbaflappy\LakeLawn\</OutputDir>
</AssetGroup>
<AssetGroup Name="mymaterials">
<Type>MaterialLib</Type>
<Flags>
<FSXCompatibility>false</FSXCompatibility>
</Flags>
<AssetDir>PackageSources\materials\</AssetDir>
<OutputDir>MaterialLibs\rhumbaflappy\</OutputDir>
</AssetGroup>
<AssetGroup Name="mymodellib">
<Type>ArtProj</Type>
<Flags>
<FSXCompatibility>false</FSXCompatibility>
</Flags>
<AssetDir>PackageSources\modelLib\</AssetDir>
<OutputDir>scenery\rhumbaflappy\LakeLawn\</OutputDir>
</AssetGroup>
<AssetGroup Name="myscene">
<Type>BGL</Type>
<Flags>
<FSXCompatibility>false</FSXCompatibility>
This gives me the needed definitions for materials in my project.
</Flags>
<AssetDir>PackageSources\scene\</AssetDir>
<OutputDir>scenery\rhumbaflappy\LakeLawn\</OutputDir>
</AssetGroup>
<AssetGroup Name="myshapes">
<Type>BGL</Type>
<Flags>
<FSXCompatibility>false</FSXCompatibility>
</Flags>
<AssetDir>PackageSources\shapes\</AssetDir>
<OutputDir>scenery\rhumbaflappy\LakeLawn\</OutputDir>
</AssetGroup>
</AssetGroups>
</AssetPackage>
In my PackageSources, I have a folder named "materials". Inside that, I have my material definitions, and a folder named "Textures". My material definitions are in the parent folder "materials". My new repalcement texture named as HELO4.TIF is in the Textures folder.
A file named as "helipadmarking.material" (just a text file) is in the "materials folder:
XML:
<Material Version="1.3.0" Name="Helipad_Marking" Guid="{EF9A5150-A617-463D-8394-24D4704A9D35}" SurfaceType="CEMENT" Type="CODE_DIFFUSE" Metal="0.000000" Rough="0.000000" Opacity="1.000000" BlendMode="Transparent">
<TagList/>
<FlagList/>
<TextureList>
<Texture FileName="HELO4.TIF" Binding="MTL_BITMAP_DECAL0"/>
</TextureList>
<Attributes>
<Diffuse Red="1.000000" Green="1.000000" Blue="1.000000"/>
<Emissive Red="0.000000" Green="0.000000" Blue="0.000000"/>
<UVOffset U="0.000000" V="0.000000"/>
<UVScale U="1.000000" V="1.000000"/>
<UVRotate>0.000000</UVRotate>
<ExtraParameters>
<Parameter X="0.020000" Y="0.600000" Z="0.000000" W="1.000000"/>
<Parameter X="0.000000" Y="0.000000" Z="0.000000" W="0.000000"/>
<Parameter X="0.000000" Y="0.000000" Z="0.000000" W="0.000000"/>
</ExtraParameters>
</Attributes>
</Material>
The GUID is the same as the default GUID... in fact it all mimicks the default. When the airport is compiled, it will use the replacement material for the helipad markings in the project and looks much better.
Attached is my "materials" source folder (It also has a nice red runway texture).
Before:
After:


