• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

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Layering

Hi all,

I remembered a problem that I had seeing the difference between concrete and cement on taxiways and aprons in FS9 a few years ago. There are two different bitmap images that FS9 will use. For concrete it's taxi_concrete.bmp. For cement it's taxi_tranm.bmp. There is a trick to getting FS9 to select which one it's going to use. It's explained at the bottom of this thread on Tom's CalClassic site. Ignore all the stuff about how to attach an image to the thread and go to the bottom.
http://calclassic.proboards.com/thread/3165/airport-apron-texture-selection
 
Ray

Taxiways and aprons pair up meaning they both use the same default texture and layer the same. If you look at my list everything covers concrete and most everything else covers asphalt.

The vehicle path is paired up with the runway textures (bad move on MS part). I am working on the list for runways / vehicle paths but will tell you this.

Concrete runways carries the top priority and covers all other runways, Asphalt is close to the top of the list also. Since the vehicle path is considered a runway texture in FS you will have to use the runway list that I post later today.

O/k thank's Jim,
vehicle paths seem to be a forgotten element as i know many use a vehicle path as a closed taxiway as AI will not use it..........
 
Helli

I hope this thread is still on target for all the questions you had in your OPost.

I am checking FS9 now for proper layering.

I am doing the runway layers in FSX and FS9.

I have all the polys on a picture somewhere in this computer.

etc
etc
Hello Jim :)

Don't worry, Jim, I am quite pleased with the result of so many ripples in the pond, which my stone created.
I am thankful for all the responses so far, in particular for those which are looking further. You are looking at the FS9 situation. So will I in the continuation of my original posting, which is still growing.
And I am glad, that even Jon, despite his present preoccupation with his house, is listening to your proposed changes.

This thread may grow beyond feasable proportions of a Manual, but I do not worry.
The more we know, the better I can condense it into a suitable form for the Manual.

So, please keep going :D

Helli
 
O/k thank's Jim,
vehicle paths seem to be a forgotten element as i know many use a vehicle path as a closed taxiway as AI will not use it..........

For you Ray I will prioritize the vehicle path textures.

Jon can code it.

Don can throw some GP's at it

Helli can write about it

Tom does not have FSX and

George, hhmmmm :D :)
 
Hi all,

I remembered a problem that I had seeing the difference between concrete and cement on taxiways and aprons in FS9 a few years ago. There are two different bitmap images that FS9 will use. For concrete it's taxi_concrete.bmp. For cement it's taxi_tranm.bmp. There is a trick to getting FS9 to select which one it's going to use. It's explained at the bottom of this thread on Tom's CalClassic site. Ignore all the stuff about how to attach an image to the thread and go to the bottom.
http://calclassic.proboards.com/thread/3165/airport-apron-texture-selection

Thanks for the heads up on this.
 
For you Ray I will prioritize the vehicle path textures.

Jon can code it.

Don can throw some GP's at it

Helli can write about it

Tom does not have FSX and

George, hhmmmm :D :)

LOL!!!! say no more :D thanks Jim....................
 
Jim, you are welcome. Layering is certainly the most important aspect of what is displayed in FS9 or FSX and something that we need to understand but as I found there are apparently some "curveballs" to deal with along the way.

Ed
 
It would be great if the landclass polygons (how they eventually turn up in sim depending on the underlying landclass) will be included in the results of this thread.
I know there is an excel sheet in SBuilder ("Airport_ground_masks"), but refers only to "airfield" landclass. Although it seems that any landclass polygon gets affected by the underlying landclass.
 
It would be great if the landclass polygons (how they eventually turn up in sim depending on the underlying landclass) will be included in the results of this thread.
I know there is an excel sheet in SBuilder ("Airport_ground_masks"), but refers only to "airfield" landclass. Although it seems that any landclass polygon gets affected by the underlying landclass.


working on it :)
 
Just bumping up, in case there is some development on the landclass polygons issue (posts 28,29).
Can anyone please confirm that when placing landclass polygons (over an existing landclass), the result is affected by the underlying landclass (while using raster landclass, e.g. using SBuilderX, the result is exactly as expected)?
 
The surface UNKNOWN seems to be a special thing. I once found one (!) airport in FS9 (VA1S in India) having a runway that was coded with HEX code 'FEh'. This surface code will not be translated by FS9 and FSX to any textured runway even if all other features like length, widths remain untouched. This is true for taxiways as well. The problem seems to be the compiler itself as this step results in CONCRETE. I did not check the layering (and I can't even do it for FS9 any more) but it would be interesting what is going on in this case. It would be just funny if this non-surface would overlay others being textured.
 
It would be great if the landclass polygons (how they eventually turn up in sim depending on the underlying landclass) will be included in the results of this thread.
I know there is an excel sheet in SBuilder ("Airport_ground_masks"), but refers only to "airfield" landclass. Although it seems that any landclass polygon gets affected by the underlying landclass.
I just wanted to ask the same question. Furthermore, does anybody know why some texture definitions never seem to show snow cover (BLACK SAND BEACH remains black even in the deepest winter)? Probably there is a way to force it.

EDIT: Sorry for being OT, referring to the original post...:(
 
While we're at it, it is possible to fix the bitumenous issue? If I use bitumenous for runway and taxiways, the lines get broken between the taxiway and runway. Or maybe this is a FSX coding issue?

Cheers,
:stirthepo
 
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