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FSX Higher Lake Than The Terrain in Custom Mesh?

Messages
15
Country
indonesia
Hello everyone :wave:

Previously I'd a problem with my GeoTIFF mesh, but it fixed flawlessy (Thanks to
GaryGB) :wave:
See here if you wanna know.

And now I've a new problem, see picture below


eeeeee.jpg

Inside my .INF config

[Source]
Type = GeoTIFF
Layer = Elevation
SourceDir = "."
SourceFile = "NSUMATERA.tif"
MinValidValue = 0
PixelIsPoint = 1

[Destination]
DestDir = "."
DestBaseFileName = "NSUMATERA"
DestFileType = BGL
LOD = 4,12
FractionBits = 2

Can anyone give me a solutions?
Will appreciate your help
;)
 
Hi!

I know this problem. I don't have a real solution, but I have a little work around:
Open your terrain.cfg and look for the entries "Hydro Polygons".
For the entries "Generic Lake" and "Generic River" change the entry FlattenMode=Slope to FlattenMode=None

Note: You have to do this also after running FTX Central. So I have saved the edited terrain.cfg with another name and wrote and batch script, which replaces the terrain.cfg with the one I have modified.
 
Hi MatthiasKNU! :wave:
Happy you replied my thread :D

I've try your method and it's work!


waaaw.jpg

Thanks for your solution! ;)

Even I don't know why some water like the picture above :scratchch


Have a nice day! :wave:
 
https://www.fsdeveloper.com/forum/t...the-terrain-in-custom-mesh.445813/post-826887

Hello everyone :wave:

Previously I'd a problem with my GeoTIFF mesh, but it fixed flawlessly (Thanks to GaryGB) :wave:
See here if you wanna know.


And now I've a new problem, see picture below

(Image not included in quote)

Inside my .INF config

(INF not included in quote)

Can anyone give me a solutions?
Will appreciate your help
;)

What are the Geographic coordinates for the location of the water bodies shown above ?

Are they FS default CVX vector objects ?

If you instead created them yourself, please attach to this thread, a ZIP of the CVX vector BGL used to create them.

GaryGB
 
What are the Geographic coordinates for the location of the water bodies shown above ?

Are they FS default CVX vector objects ?

If you instead created them yourself, please attach to this thread, a ZIP of the CVX vector BGL used to create them.

GaryGB

Hi again GaryGB! :wave:

I'm sorry but I'm not sure what is CVX vector objects, as I'm new to develop Mesh.

Here's the picture inside Global Mapper, that is Toba Lake in Sumatera, Indonesia. The biggest lake in Indonesia and South East Asia.
toba.jpg

I'm using SRTM 1 Arc-Second Global
Here's the coordinate

zxxx.jpg

I'm sorry but I can't attached the files because that's too big :(

Please let me know if I'm wrong with those info

Hope you have some magic there :wizard:
 
Hi again GaryGB! :wave:

I'm sorry but I'm not sure what is CVX vector objects, as I'm new to develop Mesh.

Here's the picture inside Global Mapper, that is Toba Lake in Sumatera, Indonesia. The biggest lake in Indonesia and South East Asia.

(Image not included in quote)

I'm using SRTM 1 Arc-Second Global
Here's the coordinate


(Image not included in quote)

I'm sorry but I can't attached the files because that's too big :(

Please let me know if I'm wrong with those info

Hope you have some magic there :wizard:


Indeed, Lake Toba is what I had identified in Google Earth prior to your latter post above.

https://en.wikipedia.org/wiki/Lake_Toba

https://tools.wmflabs.org/geohack/g...98.88_E_region:ID_type:waterbody_scale:500000


Google Earth Desktop Edition:

https://tools.wmflabs.org/wp-world/earth.php?long=98.88&lat=2.68&name=Lake_Toba



While I admire Matthias' mastery of numerous aspects of scenery creation required to generate the large areas of FS scenery he has so generously shared with the FS Community, in this particular case, I must respectfully disagree with the method he suggested above to change display of an individual local CVX vector water body by making an edit to a terrain object definition in Terrain.Cfg which will affect ALL such water bodies throughout the entire FS world.

If the method Matthias alludes to above is implemented properly by very careful end users of a distributed scenery, that method may not be a concern if the end user flies heavies at high altitudes, and is typically paying attention to instrumentation inside the limited scope of a cockpit camera view on approach / takeoff at low altitudes in FS scenery.

However, IIUC, from your initial posts here at FS Developer, you want to make custom terrain mesh because you wish to more accurately represent the landscape seen on approach / takeoff at low altitudes in your scenery.


To more accurately represent that CVX water body in your scenery, there is a 'shortcut' method in Global Mapper. ;)

Let me know if you would like to learn more about this shortcut method to derive a polygon from elevation data in Global Mapper. :)


NOTE: I can view that data in Global Mapper, so it is not needed to attach or link to the image on a download web site.


To learn procedures to make more accurate scenery in local FS world areas, you may wish to review this tutorial: :teacher:

Terrain Design

sendfile.php

File Description:
Terrain Design for Flight Simulator X

This simple illustrated document explains the basic concepts in Flight Simulator X terrain, and how to change them using SBuilder for FS X. Make new water bodies, roads, vehicle traffic, airport flattens, remove autogen, add more detail - anybody can do it easily and quickly.
My most sincere apologies - I am unable, for lack of free time, to offer support of any kind. For questions or problems, please post in the Avsim scenery design forum.

Filename: terrain_design_for_flight_simulator_x.zip
License: Freeware
Added: 14th December 2009, 13:29:15
Downloads: 16648
Author: Luis Feliz-Tirado
Size: 3991kb

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=141643



To make more accurate FS scenery, you are likely to also encounter these topics at some point as well:

Make photo-real ground textures

sendfile.php

File Description:
It is very easy to create your very own high-resolution, custom (photo-real) ground textures. This document explains the concepts and techniques and illustrates the use of SBuilderX with which you can quickly and easily download aerial images and make this type of scenery. So, why hesitate? Make Flight Simulator scenery as real as it gets! Very sorry - no support of any kind is offered. Please do not write. For any questions, please post in the Avsim Scenery Design Forum.

Filename: make_photo-real_ground_textures_in_fs_x.zip
License: Freeware
Added: 21st November 2009, 23:20:06
Downloads: 17714
Author: Luis Feliz-Tirado
Size: 2143kb

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=140539


Using the Autogen Annotator

sendfile.php

File Description:
The Autogen Annotator is a powerful tool for modifying the autogen of default ground textures or adding autogen to custom (photo-real) ground. This document illustrates the use of the tool, and includes a pictorial guide to all autogen object types. Very sorry - no support of any kind is offered. Please do not write. For any questions, please post in the Avsim Scenery Design Forum.

Filename: using_the_autogen_annotator_264833.zip
License: Freeware
Added: 21st November 2009, 16:18:51
Downloads: 4220
Author: Luis Feliz-Tirado
Size: 8930kb

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=140537


GaryGB
 
Last edited:
While I admire Matthias' mastery of numerous aspects of scenery creation required to generate the large areas of FS scenery he has so generously shared with the FS Community, in this particular case, I must respectfully disagree with the method he suggested above to change display of an individual local CVX vector water body by making an edit to a terrain object definition in Terrain.Cfg which will affect ALL such water bodies throughout the entire FS world.

If the method Matthias alludes to above is implemented properly by very careful end users of a distributed scenery, that method may not be a concern if the end user flies heavies at high altitudes, and is typically paying attention to instrumentation inside the limited scope of a cockpit camera view on approach / takeoff at low altitudes in FS scenery.
GaryGB,

Thanks for all information above :)

However, IIUC, from your initial posts here at FS Developer, you want to make custom terrain mesh because you wish to more accurately represent the landscape seen on approach / takeoff at low altitudes in your scenery.


To more accurately represent that CVX water body in your scenery, I there is a 'shortcut' method in Global Mapper. ;)

Let me know if you would like to learn more about this shortcut method in Global Mapper. :)
Exactly! I want make a mesh as accurate as I can.

The "shortcut" method in Global Mapper seems challenging for me!

Would you teach me how to do that?

Also I just knew there's a method like that :D

Really appreciate your help, GaryGB.

To learn procedures to make more accurate scenery in local FS world areas, you may wish to review this tutorial: :teacher:

Terrain Design

sendfile.php

File Description:
Terrain Design for Flight Simulator X

This simple illustrated document explains the basic concepts in Flight Simulator X terrain, and how to change them using SBuilder for FS X. Make new water bodies, roads, vehicle traffic, airport flattens, remove autogen, add more detail - anybody can do it easily and quickly.
My most sincere apologies - I am unable, for lack of free time, to offer support of any kind. For questions or problems, please post in the Avsim scenery design forum.

Filename: terrain_design_for_flight_simulator_x.zip
License: Freeware
Added: 14th December 2009, 13:29:15
Downloads: 16648
Author: Luis Feliz-Tirado
Size: 3991kb

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=141643



To make more accurate FS scenery, you are likely to also encounter these topics at some point as well:

Make photo-real ground textures

sendfile.php

File Description:
It is very easy to create your very own high-resolution, custom (photo-real) ground textures. This document explains the concepts and techniques and illustrates the use of SBuilderX with which you can quickly and easily download aerial images and make this type of scenery. So, why hesitate? Make Flight Simulator scenery as real as it gets! Very sorry - no support of any kind is offered. Please do not write. For any questions, please post in the Avsim Scenery Design Forum.

Filename: make_photo-real_ground_textures_in_fs_x.zip
License: Freeware
Added: 21st November 2009, 23:20:06
Downloads: 17714
Author: Luis Feliz-Tirado
Size: 2143kb

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=140539


Using the Autogen Annotator

sendfile.php

File Description:
The Autogen Annotator is a powerful tool for modifying the autogen of default ground textures or adding autogen to custom (photo-real) ground. This document illustrates the use of the tool, and includes a pictorial guide to all autogen object types. Very sorry - no support of any kind is offered. Please do not write. For any questions, please post in the Avsim Scenery Design Forum.

Filename: using_the_autogen_annotator_264833.zip
License: Freeware
Added: 21st November 2009, 16:18:51
Downloads: 4220
Author: Luis Feliz-Tirado
Size: 8930kb

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=140537


GaryGB
Interesting!

Let me read all of those
:laughing:
 
Last edited:
While I admire Matthias' mastery of numerous aspects of scenery creation required to generate the large areas of FS scenery he has so generously shared with the FS Community, in this particular case, I must respectfully disagree with the method he suggested above to change display of an individual local CVX vector water body by making an edit to a terrain object definition in Terrain.Cfg which will affect ALL such water bodies throughout the entire FS world.

If the method Matthias alludes to above is implemented properly by very careful end users of a distributed scenery, that method may not be a concern if the end user flies heavies at high altitudes, and is typically paying attention to instrumentation inside the limited scope of a cockpit camera view on approach / takeoff at low altitudes in FS scenery.

Totally agree with you! I also have the problem myself, even with Payware sceneries. As I said, this isn't really a solution for the problem, it's just a way to shift the problem a bit... ;)
 
https://www.fsdeveloper.com/forum/t...the-terrain-in-custom-mesh.445813/post-826912

GaryGB,

Thanks for all information above :)

Exactly! I want make a mesh as accurate as I can.

The "shortcut" method in Global Mapper seems challenging for me!

Would you teach me how to do that?

Also I just knew there's a method like that :D

Really appreciate your help, GaryGB.

Interesting!

Let me read all of those:laughing:


If I do not get more free time available today (Sunday - Chicago time), I shall reply with further info on this tomorrow (Monday).


A basic rule for scenery design / modification is: Exclude and Replace any existing scenery where necessary. :pushpin:


You may wish to download / install / configure SBuilderX version 3.15 in preparation for the proposed work-flow to be used soon:


NOTE: For use of SBuilderX with Windows-10, it is now recommended that you perform a new install of SBuilderX version 3.15 which is kept entirely separate from any existing SBuilderX version 3.13 or 3.14 installation:


https://www.fsdeveloper.com/forum/threads/sbuilderx-v315.441705/

rhumbaflappy said:
I have made a full zipped version of the program, with all folders filled for immediate use without a previous installation of version 3.14:

Full SbuilderX v315


1.) If desired, ZIP any existing *.SBP project and/or *.SBX exchange format data files and save to a different 'backup' folder

2.) Place the SBX315.zip file (cited above) within the root of ex: drive D:\

3.) Use ex: WinRAR free demo version to extract (de-archive) that ZIP file with all its nested sub-folder intact

https://www.win-rar.com/download.html?&L=0


NOTE: Be certain that WinRAR is set to "Extract Relative Paths" to preserve folder structure when un-ZIP-ing. :pushpin:

You should end up with a ready-to-use install of SBuilderX version 3.15 containing all required folders and files.


4.) Browse to ex: D:\SBX315\SBuilderX.exe

a.) Right-click > choose Create Shortcut

b.) Within the ex: D:\SBX315\SBuilderX folder, Right-click the new 'Shortcut' to SBuilderX.exe (the one with a small arrow on it)


(1) From the Right-click pop-up context menu, choose 'Properties'

(2) In the 'Properties' dialog, choose the {Compatibility} tab

(3) On the 'Properties' dialog {Compatibility} tab, Left-click [Change settings for all users] button

(4) In 'Properties' {Compatibility} tab [Change settings for all users] dialog, check 'Run this program as an administrator'

(5) Left-click [OK] button]

(6) Back on the 'Properties' dialog {Compatibility} tab, Left-click [OK] button]


c.) Within the ex: D:\SBX315\SBuilderX folder, double-Left-click the new 'Shortcut' to SBuilderX.exe (it has a small 'arrow' on it)

d.) You should now be able to run SBuilderX version 3.15 as an Administrator without file / folder path permission errors


Hope this helps get you ready for tomorrow. :)

GaryGB
 
If I do not get more free time available today (Sunday - Chicago time), I shall reply with further info on this tomorrow (Monday).


A basic rule for scenery design / modification is: Exclude and Replace any existing scenery where necessary. :pushpin:


You may wish to download / install / configure SBuilderX version 3.15 in preparation for the proposed work-flow to be used soon:


NOTE: For use of SBuilderX with Windows-10, it is now recommended that you perform a new install of SBuilderX version 3.15 which is kept entirely separate from any existing SBuilderX version 3.13 or 3.14 installation:


https://www.fsdeveloper.com/forum/threads/sbuilderx-v315.441705/




1.) If desired, ZIP any existing *.SBP project and/or *.SBX exchange format data files and save to a different 'backup' folder

2.) Place the SBX315.zip file (cited above) within the root of ex: drive D:\

3.) Use ex: WinRAR free demo version to extract (de-archive) that ZIP file with all its nested sub-folder intact

https://www.win-rar.com/download.html?&L=0


NOTE: Be certain that WinRAR is set to "Extract Relative Paths" to preserve folder structure when un-ZIP-ing. :pushpin:

You should end up with a ready-to-use install of SBuilderX version 3.15 containing all required folders and files.


4.) Browse to ex: D:\SBX315\SBuilderX.exe

a.) Right-click > choose Create Shortcut

b.) Within the ex: D:\SBX315\SBuilderX folder, Right-click the new 'Shortcut' to SBuilderX.exe (the one with a small arrow on it)


(1) From the Right-click pop-up context menu, choose 'Properties'

(2) In the 'Properties' dialog, choose the {Compatibility} tab

(3) On the 'Properties' dialog {Compatibility} tab, Left-click [Change settings for all users] button

(4) In 'Properties' {Compatibility} tab [Change settings for all users] dialog, check 'Run this program as an administrator'

(5) Left-click [OK] button]

(6) Back on the 'Properties' dialog {Compatibility} tab, Left-click [OK] button]


c.) Within the ex: D:\SBX315\SBuilderX folder, double-Left-click the new 'Shortcut' to SBuilderX.exe (it has a small 'arrow' on it)

d.) You should now be able to run SBuilderX version 3.15 as an Administrator without file / folder path permission errors


Hope this helps get you ready for tomorrow. :)

GaryGB
Okay, GaryGB

I already installed it on my machine :D

I always ready anytime, take your time! :wave:

=====================================

Hey look what I've done!

After followed MatthiasKNU step above and follow some steps from here FSX Modified Terrain by Richard Ludowise &Luis Feliz-Tirado
I quoted it to make it simply

Perhaps you feel that it is better to have the occasional patch of rock in a river than water climbing up a slope.

No problem. Please install this modified terrain.cfg anyway, as it will still provide many advantages for future scenery, and follow these simple instructions;

1. after installing the file as per the above instructions, double-click to open it (using Notepad)

2. scroll down to the sections

// Hydro Polygons - Default - Perennial
[Texture.194]
Name=Hydro_Polygons_Default_Perennial
Color=FF2938FF
guid={CB2D5672-CCBC-429B-BA43-2EA24E37EF4C}
LegacyId=1209
Textures=OCEAN_SEA_LARGE_LAKE_0
Size=4
FlattenMode=slope
FlattenPriority=41000
ExcludeAutogen=Yes
RenderToTexture=Yes
RenderPriority=81000
Water=Yes
...........

to

// Hydro Polygons - Generic Ocean - Perennial
[Texture.199]
Name=Hydro_Polygons_Generic_Ocean_Perennial
Color=FF2938FF
guid={2D103429-89EB-4CB3-A61E-E188E79C77E7}
Textures=OCEAN_SEA_LARGE_LAKE_0
FlattenMode=slope
FlattenPriority=41000
ExcludeAutogen=Yes
RenderToTexture=Yes
RenderPriority=81000
Water=Yes

3. there are 6 sections defining FS X water bodies. In each section, you will find the key:

Textures=OCEAN_SEA_LARGE_LAKE_0

4. in each section, change this to

Textures=OCEAN_SEA_LARGE_LAKE

Please notice that the only difference is the missing ( _0 )

5. That is it!

Here's the result

00.jpg

0.jpg

It's always fun to do trial & error :laughing:

But, I always interested with "Shortcut" method that you have.
 
Last edited:
Before I proceed further with the Global Mapper work-flow tutorial I planned to post here, I must ask (2) questions. :)

* When you installed SBuilderX, did you also install the Modified Terrain.Cfg at the prompt ?

* Do you want more accurate terrain (including water bodies) , or do you prefer just using a FS default water / hydro poly for Lake Toba ?


I shall await a reply before I post a Global Mapper work-flow tutorial, as you may instead benefit from a tutorial on how to: :idea:

1.) Decompile to ESRI *.SHP files, the default FS default water / hydro poly CVX vector BGL for Lake Toba

2.) Import that data as ESRI *.SHP files into SBuilderX

3.) Create and compile to BGL, Exclude and Replacement water / hydro polygons at the proper altitude for your new terrain mesh.



PS: When you reply, I believe it would be best that you use a BLACK text color for posts in forums, as some readers may be color blind. ;)

https://en.wikipedia.org/wiki/Color_blindness

"Red-green color blindness is the most common form, followed by blue-yellow color blindness and total color blindness.[2] Red-green color blindness affects up to 8% of males and 0.5% of females of Northern European descent.[2] The ability to see color also decreases in old age.[2] "

NOTE: A significant percentage of FS users at FSDeveloper and elsewhere may have color blindness. :pushpin:


GaryGB
 
Last edited:
Happy to see you come back, GaryGB! :wave:

Sorry for very very late reply.

Apologize for my colourful text color, as that my habits every posting a thread.
Thanks for warned me :D


So my answers is
* When you installed SBuilderX, did you also install the Modified Terrain.Cfg at the prompt ?
Exatcly! After installing SBuilderX, I install the Modified Terrain.cfg. I have a backup for the default one.
* Do you want more accurate terrain (including water bodies) , or do you prefer just using a FS default water / hydro poly for Lake Toba ?
I think currently prefer to use FS Default Water :scratchch
 
Although the "shape" of the FS default water / hydro poly for Lake Toba before applying the Terrain.Cfg edit you described above is 'somewhat' accurate to the real world, its Altitude is incorrectly assigned to 822.722290039063 Meters AMSL, which is 82.277709960937 Meters (269.9392 Feet) below the real world water level Altitude of 905 Meters (2969.151 Feet) AMSL. :alert:

After applying the Terrain.Cfg edit you described above, the "shape" of the FS default water / hydro poly for Lake Toba 'may' change into an even more inaccurate "shape" when it conforms to the terrain configuration surrounding the caldera
at the FS default Altitude incorrectly assigned to that FS default water / hydro poly of 822.722290039063 Meters AMSL. :pushpin:

Correct Altitudes (and "shapes") for water / hydro poly scenery is important to seaplane pilots (like me ..IRL and in FS). :teacher:


Feel free to inquire further when you are ready to learn how to make more accurate terrain (including water bodies), rather than ex: just using a FS default water / hydro poly for Lake Toba. ;)

GaryGB
 
Last edited:
Correct! You're right, GaryGb! :laughing:

I believe that happening because the Mesh that I make :idea:

I always ready anytime anywhere, GaryGB :laughing:
 
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