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Good morning.
I've been trying to figure out how to make polygons of runway/taxiway/apron surfaces. I've been watching videos from both Bill Womack and Soarfly Concepts and have a very basic understanding. I've used both FS Earth Tiles and Sim Builder X to get an image of the airport I want to make. Not sure which is better. FSET seems a little more stable on my system so I've gone with that. I've been playing around a little bit with SketchUp and Blender and this is where I'm lost. I put the ground image for the airport in SketchUp and started outlining all the hard surfaces to make the initial asphaly layer. And that's where a few problems arose.
First, am I right in assuming that you want to raise each layer up a little using the push/pull finction? I've found that if there isn't enough space between two texture layers, it results in flickering. So I have my base image being the google earth image of the airport. I traced out the runways, taxiways, etc. Next step was making a box around one of the runways, raised it up 5cm, and made it a group. I then assigned an asphalt texture and used the paint bucket on the runway. Next step was to do the centre line and threshold markings. I traced the outline of the runway markings, raised it another 5cm, and again made it a group. Found a texture to use and applied it. Two issues here. First is that I am now looking at something 10cm off the ground level which is pretty significant I think. Second was that none of my textures appear to have transparent sections. I'll need to figure out how to make a texture, but I'll save that for another day.
Am I doing this correctly, or is there a more efficient way to do this? Probably not the best quality picture, but here is what I have so far:
The threshold markings should be lines instead of two white boxes. I'm guessing that is where I need to figure out the whole transparency issue. The number 13 has a dark box around it that isn't the same shade as the runway - same issue as before. It also tends to fade from view depending on the way I'm looking. I've read a little about z-bias, but don't quite undertand what it is for. I thought I saw that I don't actually need to make different layers, but I can assign different values for z-bias within MCX. Am I correct? I know the values are supposed to be negative, but does it matter what number I chose? Would a base level (asphalt) be a -1 and then runway markings be a -2?
I am slowly trying to figure out Blender, but no where near as functional as I'd like to be yet. Not sure which one is better to use or if there is a third option to look at.
Thanks in advance.
Colin
I've been trying to figure out how to make polygons of runway/taxiway/apron surfaces. I've been watching videos from both Bill Womack and Soarfly Concepts and have a very basic understanding. I've used both FS Earth Tiles and Sim Builder X to get an image of the airport I want to make. Not sure which is better. FSET seems a little more stable on my system so I've gone with that. I've been playing around a little bit with SketchUp and Blender and this is where I'm lost. I put the ground image for the airport in SketchUp and started outlining all the hard surfaces to make the initial asphaly layer. And that's where a few problems arose.
First, am I right in assuming that you want to raise each layer up a little using the push/pull finction? I've found that if there isn't enough space between two texture layers, it results in flickering. So I have my base image being the google earth image of the airport. I traced out the runways, taxiways, etc. Next step was making a box around one of the runways, raised it up 5cm, and made it a group. I then assigned an asphalt texture and used the paint bucket on the runway. Next step was to do the centre line and threshold markings. I traced the outline of the runway markings, raised it another 5cm, and again made it a group. Found a texture to use and applied it. Two issues here. First is that I am now looking at something 10cm off the ground level which is pretty significant I think. Second was that none of my textures appear to have transparent sections. I'll need to figure out how to make a texture, but I'll save that for another day.
Am I doing this correctly, or is there a more efficient way to do this? Probably not the best quality picture, but here is what I have so far:
The threshold markings should be lines instead of two white boxes. I'm guessing that is where I need to figure out the whole transparency issue. The number 13 has a dark box around it that isn't the same shade as the runway - same issue as before. It also tends to fade from view depending on the way I'm looking. I've read a little about z-bias, but don't quite undertand what it is for. I thought I saw that I don't actually need to make different layers, but I can assign different values for z-bias within MCX. Am I correct? I know the values are supposed to be negative, but does it matter what number I chose? Would a base level (asphalt) be a -1 and then runway markings be a -2?
I am slowly trying to figure out Blender, but no where near as functional as I'd like to be yet. Not sure which one is better to use or if there is a third option to look at.
Thanks in advance.
Colin