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FS2004 How to create an underpass?

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22
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italy
Hi everybody, I have a problem with my airport scenery I'm working to.
I would like to create, as in real thing, a road with side walls and an underpass which goes under a taxiway connecting two separate airport areas.
I have no idea about creation of such a sort of slope in the terrain, which is covered by the flatten file.
But I guess that even editing the terrain mesh i could not obtain such a well defined slope simulating an underpass.
I tried a trick banking the side walls longitudinally as they get close to the taxiway to cross, so that they sink in the terrain and it looks as if the road was downhill and going under the taxi, but it only works from great distance, not when you are on runway threshold.

Any suggestion about that?
 
The first one was my thread.
It is difficult but you can get through it.

At first you have to decide what you need beside the tunnel. If you don't want to make animation (traffic, cars) go to plan A. If you want to make animation, go to plan B.

Plan A:
I think you are making under pass (under the ground). You need to make flatten first to the level that you want. Such as -3 meters to the flatten that you have for your airport. Flatten you did must be small enough that does not make a big hole in the terrain. Then you make your hill, tunnel and terrain in gmax. You need to include all the tunnel, hill and the terrain you just made in ground poly of satellite photo. Export them together as one picece and tweak asm. file as usual. You will get the tunnel under your runway and taxiway.

This cannot be used if you have animation under tunnel since ground poly will be seen through as this fig. The tunnel is gmax with fs2004 gamepack. So cars will been seen through as well.

tunnelproblem.jpg



Plan B:
Do the same flatten as plan A. Making Gmax tunnel and terrain but this time you have to cut the runway/taxiway which cover that part of tunnel. Make the cover bigger than the tunnel itself to help not being seen through ground poly. The layer of the runway/ taxiway can be preserve but you need to make material name for them using ZBIAS_n_(name). The bigger number will be higher. So the asphalt or concrete of the runway/taxiway will be ZBIAS_1_XXXX. The line will be ZBIAS_2_xxxx. The dirt or skid mark with DXT3 won't work so well. I had to throw them away. Then you export them with fs2004. For FSX, I haven't try that but there are ways to tweak transparency of the texture. May be skid mark and dirt can be kept. I'm not sure either ZBIAS still need to be done. May be someone can clearify this further. Actually, I have tunnel for trains too in my VTPH project. I'm not sure about convert this scenery to FSX. It might be complex and time consuming, but the result worth it.

VTPHcar01.jpg

VTPHcars.jpg

VTPHtrain.jpg
 
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