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FSX Making a landable mountain using ADE for FSX

I went through the Annotator and pretty much figured out how to use it, but, again the best I can get is a textured landscape, no depth, just flat texture of the LC.

IIUC, you want to get Autogen annotations on underlying Areas of default LC textures to show through on top of custom PR LC ?

I would first ensure any underlying AB flattens have no 'Exclude Autogen' and 'MaskClassMap' attributes in their CVX vector GUID.


NOTE: MaskClassMap as an AB CVX vector type intended for use at airports, purposely may have / allow no Autogen annotation


For your project, I would only use: Airport_Backgrounds_Flatten {47D48287-3ADE-4FC5-8BEC-B6B36901E612}

Please note this screenshot from ADE loaded from the *.AD4 file of what, IIUC, is your latest "updated" 03-06-2025 build in:

ADE Menu > Lists > Terrain Polygons ...shows incorrect AB Poly GUID CVX vectors were used in multiple areas of the project:

KWR1_ADEX_TT_ALT_20250306081328_New Airports_KWR1_ADEX_TT_ALT_ad4_Updated_FSX_Lists_Multuiple_...jpg



The same thing I get with using a Mask, no change. I just can't understand why what the instructions show looks completely different than my results. I'm not doing anything different except using my own area instead of theirs. Instead of placing thousands of trees everywhere, I used a LC instead of just trees, I placed a poly like it said instead of individual little squares everywhere, I saved the annotation, it created a file in my \Nabira\Texture folder. I load it up in FSX and the LC shows, but it's all flat texture, no 3D at all, same results I get using a mask.

See above for an explanation; edit your GUID for the AB flatten polys; remember, RWYs already have their own flattens.

I still cannot get MediaFire to accept the zip file containing the BMP and BGL files created with SBX. It just keeps on telling me the file size exceeds the size allowed. I've tried reducing the size of the zip file to as small as it will allow, but it's still too big to upload. I've been trying to get the file size small enough to upload for the last hour, and just can't get it small enough. I'm going to have to see if I can figure out how to upload it to my OneCloud and see if I can link it from there. MediaFire just ain't gonna get it. I have to get more space. I cannot reduce the file size anymore than I already have.

Please review the procedure I posted here, after testing it with my own computer, files, and MediaFire account:

https://www.fsdeveloper.com/forum/t...mountain-using-ade-for-fsx.459364/post-931993


Note especially, the use of 7-Zip and the Split to volumes step:

7-ZIP Menu > Zip > Add to archive... > Add to archive dialog > Split to volumes, bytes: enter 200000000 (...a '2' followed by '8' zeroes). :teacher:

https://www.7-zip.org/

https://www.7-zip.org/a/7z2409-x64.exe


Let me know how the above procedures work for you. ;)

GaryGB
 
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I'll have to give it a try. However, I did finally manage to get it working using the annotator. It turns out I was selecting the wrong set of LC, I was using the 'regenalizations' instead of the 'groupings' when I selected my LC. I accidently clicked on the wrong one. I changed it and all is good. One thing I noticed though is that my map image, isn't lining up correctly with the KWR1 area. I don't know what is causing that unless there was some error in my coordinates when I created the Map. I can find a way to deal with that. Is there any way to overlay an image of KWR1 over the map image in the annotator? That would at least give me some idea where I'm putting the LC and not placing a bunch of trees over my roads due to missalignment of the PR map. I'm pretty much just guessing where to place things right now because I have no guide to go by. Now can this same thing be done with WC ,or is that a completely different process?

P.S>: It's not that I'm all that concerned with any WC at the moment, but it would just be nice to know if it can be done, in case I want to add some custom WC to certain areas. But not at the moment.
 
Ok, now why no buildings? I get the vegetation, but no buildings. I chose the 'terrain autogen class dry crop and town' for the LC. Everything shows, but no buildings, just trees. How do I get the buildings to show up. If it's a "town", it should have some buildings in it and not just trees. So how do I get the buildings to show up? I can't even find anything that relates to buildings, I can find a list of 'roofs' but no buildings. I know that if you use the same LC in ADE on an area with no PR, the buildings show up, so I know the LC contains buildings.
 
Please note this screenshot from ADE loaded from the *.AD4 file of what, IIUC, is your latest "updated" 03-06-2025 build in:

ADE Menu > Lists > Terrain Polygons ...shows incorrect AB Poly GUID CVX vectors were used in multiple areas of the project:

See above for an explanation; edit your GUID for the AB flatten polys; remember, RWYs already have their own flattens.

I'll have to give it a try.

I do not see where ADE has a 'selected group' Search-and-Replace feature for CVX vector GUIDs; Multi-Edit does not seem to do this.

If ADE does not have a Search-and-Replace feature for CVX vector GUIDs, Edits must be done manually for each Poly within the ADE list.


It may be possible to do this in a *.SBX derived file from the Appended FLX*.SHP file via SBuilderX, save edits, then Append the *.SBX.

However, I did finally manage to get it working using the annotator. It turns out I was selecting the wrong set of LC, I was using the 'regionalizations' instead of the 'groupings' when I selected my LC. I accidentally clicked on the wrong one. I changed it and all is good.

One thing I noticed though is that my map image, isn't lining up correctly with the KWR1 area. I don't know what is causing that unless there was some error in my coordinates when I created the Map. I can find a way to deal with that.

Is there any way to overlay an image of KWR1 over the map image in the annotator?

That would at least give me some idea where I'm putting the LC and not placing a bunch of trees over my roads due to misalignment of the PR map. I'm pretty much just guessing where to place things right now because I have no guide to go by.

FSX SDK Autogen Annotator is intended to load the actual PR aerial image from the BGL.

I am not certain if there is a way to 'fool' it by superimposing a properly aligned visible version of that BGL over a transparent version.

If one did that, one would have to create a visible version of the aerial imagery which would then already be properly aligned. ;)


Do you have corner coordinates for your entire project that can be used to create Quick-and-Dirty aerial imagery BGLs (without Masks) ?

I may be able to generate properly positioned 'work' PR LC BGLs to cover the extents Autogen Annotator needs to see as visible images.


IIRC, (and Arno or Dick may need to correct me on this), *an.AGN files work by FS coordinates and are not bound to images by name.

IIRC, it may be possible to copy the *an.AGN files from the 'work' BGL that covers the extents that Autogen Annotator needs to see only as a visible image, and use them instead for the final (properly aligned) custom PR LC image, by putting them in the \Texture sub-folder.

Now can this same thing be done with WC, or is that a completely different process?

PS: It's not that I'm all that concerned with any WC at the moment, but it would just be nice to know if it can be done, in case I want to add some custom WC to certain areas. But not at the moment.

I am not certain what you are describing here with regard to Autogen Annotator and Water; please explain your goal more clearly.

GaryGB
 
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Ok, now why no buildings?

I get the vegetation, but no buildings. I chose the 'terrain autogen class dry crop and town' for the LC. Everything shows, but no buildings, just trees. How do I get the buildings to show up ?

If it's a "town", it should have some buildings in it and not just trees. So how do I get the buildings to show up?

I can't even find anything that relates to buildings, I can find a list of 'roofs' but no buildings. I know that if you use the same LC in ADE on an area with no PR, the buildings show up, so I know the LC contains buildings.

In a web browser used to view LFT's Autogen tutorial once you have it on screen, use Buildings as a word query via Find-In-Page feature:

GaryGB
 
The best it will let you do is place generic buildings and houses in empty areas. I think what I will do is just place a few random library buildings around the area add a few road vectors and a few small trees to make up the 'town' manually using ADE. That would be the easiest way to do it I think. Small scenery objects like that shouldn't hit my FPS too bad, I've pretty much found a balance on my FSX settings that let me do most of what I want without loosing too much in the way of details and FPS. The hardest part is done and that was getting the LC to show up. I think what I can do is pull up the project in Google Earth, (it shows all of my ESRI**SHP stuff such as roads and polys) I can then approximate from landmarks on the ground imagery where to place things. It's a bit tedious but doable. That's pretty much how I've been placing my PR LC anyway, the coordinates are more accurate than either ADE or SBX shows. Arial imagery from Skywalker Ranch is quite detailed so there are plenty of landmarks I can use to place things. As far as WC ,not ready to even mess with that right now. There's plenty of stuff out there on doing WC as I mentioned before, so I'm sure I can figure it out. I do have one question though, this isn't related to LC or anything. Looking at the Google Earth landscape, the Skywalker Ranch area has plenty of hills and mountains, now they show up in the project, you can 'drive' or land onto them, I can place objects on top of them, now when you place a road in ADE, aren't the roads supposed to follow the topagraphy of the land? So if I were to place a road going up onto one of the small mountains, isn't the road supposed to follow the topagraphy and 'slope' up the mountain? I tried it, but the road just flattens the area all the way to the top making the area AGL with no height. I also tried placing a runway at the top, but the runway seems as if it's floating and not on the ground. I know runways have their own flatten, but can you adjust a runway to sit on slightly uneven ground? If I can do this, it would eliminate the process of having to make that 'mountain' when the land has plenty of them to work with on its own. I've been experimenting with it. So far the best I can do is use a 'road' vector line and change it to a road in SBX, but those are slightly hard to see AGL. I would like to place a physical road leading up the mountain.
 
The best it (SDK Autogen Annotator) will let you do is place generic buildings and houses in empty areas.

Indeed; Arno's ScenProc has more sophisticated capabilities for Autogen Annotation and CVX vector content generation from imagery.

I think what I will do is just place a few random library buildings around the area add a few road vectors and a few small trees to make up the 'town' manually using ADE. That would be the easiest way to do it I think. Small scenery objects like that shouldn't hit my FPS too bad, I've pretty much found a balance on my FSX settings that let me do most of what I want without loosing too much in the way of details and FPS. The hardest part is done and that was getting the LC to show up. I think what I can do is pull up the project in Google Earth, (it shows all of my ESRI *.SHP stuff such as roads and polys); I can then approximate from landmarks on the ground imagery where to place things. It's a bit tedious but doable. That's pretty much how I've been placing my PR LC anyway, the coordinates are more accurate than either ADE or SBX shows. Arial imagery from Skywalker Ranch is quite detailed so there are plenty of landmarks I can use to place things.

As far as WC, not ready to even mess with that right now. There's plenty of stuff out there on doing WC as I mentioned before, so I'm sure I can figure it out.

I do have one question though, this isn't related to LC or anything. Looking at the Google Earth landscape, the Skywalker Ranch area has plenty of hills and mountains, now they show up in the project, you can 'drive' or land onto them, I can place objects on top of them, now when you place a road in ADE, aren't the roads supposed to follow the topography of the land?

So if I were to place a road going up onto one of the small mountains, isn't the road supposed to follow the topography and 'slope' up the mountain?

I tried it, but the road just flattens the area all the way to the top making the area AGL with no height. I also tried placing a runway at the top, but the runway seems as if it's floating and not on the ground.


If I can do this, it would eliminate the process of having to make that 'mountain' when the land has plenty of them to work with on its own. I've been experimenting with it. So far the best I can do is use a 'road' vector line and change it to a road in SBX, but those are slightly hard to see AGL.

I would like to place a physical road leading up the mountain.

Indeed, CVX vector Roads can be assigned to a '0' Altitude AGL (relative to FS' local terrain surface) or 'x' Altitude AMSL.

If a mesh clinging Road with a particular texture is not available in FS' default scenery CVX vector LC list, one may insert it into PR LC.

That would actually be preferable, as CVX vector LC defined via Terrain.Cfg and default terrain tiles are limited to 1 Meter/pixel


One can use variable Altitude points matching local elevations along a poly-line, assign a poly-line width, and convert it to a Poly in SBuilderX.


RWYs can also be assigned to Altitude AGL (relative to FS' local terrain surface), if one disables RWY visibility, and uses Start locations.

IIRC, one may drape the RWY texture onto FS' local terrain surface as custom PR LC or as a textured FS-8 G-Poly; it need not be flat / level.


GaryGB
 
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I thoght it was possible. I will need to do some experimentation to play around with it. I'd be happy to get a road to follow the elevation up instead of staying flat at one alt.
 
I thought it was possible. I will need to do some experimentation to play around with it.

I'd be happy to get a road to follow the elevation up instead of staying flat at one alt.

After eliminating CVX vector AB flattens in your project, you may be surprised what can be done with existing local underlying terrain. ;)

GaryGB
 
That's why I removed that large Flatten that was originally under the entire KWR1 project, it allowed the real land to come through.
 
I don't get it. When I place a road over the land, no flattens or excludes, just the road, it 'carves' a trench in the land and don't follow the curvature of the land, it stays at the Ground Level of the ARP. Roads don't have an option for adjusting the ALT in ADE. I could just use vectors as roads, but that is troublesome because you can't see them clearly on the ground. I thought roads were supposed to follow the curvature of the land as long as there are no flattens under them. So why aren't my roads doing that instead of carving out the land and remaining flat roads. This is not realistic as the world is not flat. The ground level of the project is 5000ft. so the roads should also be at 5000ft. but shouldn't they follow the land even if the road goes over an area that is slightly higher than 5000ft Ground Level, or is there some 'fancy' thing I have to do to get the roads to follow the land correctly?
 
Never mind. I'm not going to attempt it anymore. Sounds like something that should be simple to do, but as with everything in FSX, you almost have to get a Master's Degree in graphics design in order to do the most simplest of things. I mean cum-on ,why should placing a simple thing as a road be so complicated? I'm just going to stick with the simple and semi-simple tasks I have already learned and leave it at that. I don't have the time or patients to sit here and learn how to do a simple thing. I have now been here for 2 hours trying to place a simple road leading up a very slight incline in the land, and all I can get is a flat road that cuts a trench in the land. So that's just how I'm going to leave it. I've noticed that I can't place anything, and I mean anything that is higher than the ARP even if it's only a couple of feet above the ARP. I don't know, it's probably something to do with the fact that this project was started several years ago using the first or maybe the second edition of ADE. I just found it on a HD and started working with it. It has come a long way since then, there's a lot of things that I would like to do with it, but I think I've done all that can be done. I'm going to finish putting in my PR LC and adding my LC with my towns and such and be done. I may go in and try adding some custom water areas, but as I've already seen, even that will probably be out of my expertise, I'll probably try it a couple of times, if it is as hard as the simple road thing, I'll leave it alone. Also, with the problems I'm having with Win11, that makes things even worse and harder. I want to thank Gary for helping me out with what I have learned, he's very good at what he does, but his patience is much more than mine. Thanks for getting me this far, but on to enjoying what FSX was meant for, my project is as good as it is going to get ,so I will leave it at that.
 
I don't get it. When I place a road over the land, no flattens or excludes, just the road, it 'carves' a trench in the land and don't follow the curvature of the land, it stays at the Ground Level of the ARP.

Taxiways used as Roads stay at the Ground Level imposed by the ARP; alternatively they follow the _ALT BGL's imputed "Ground level".

NOTE: The _ALT BGL airport 'stub' automatically saved by ADE in some scenarios, sets Altitude for airport-related purposes from:

[FSX install path]\Scenery\World\Scenery


Because AI Traffic is not used, an airport ARP or _ALT 'stub' is not required.

Instead, save a *.FLT file ....to easily load into FSX without a RWY or Start Location.


Otherwise ARPs- or misbegotten entities as ARPs in another 'skin', mess with FSX' Ground Alttude(s) independent of any terrain mesh. :banghead:

Roads don't have an option for adjusting the ALT in ADE.

Yes, they actually do.


RTFM: LFT's "Making Scenery for FSX with SBuilderX" tutorial.

See especially: Use Variable Altitude along poly-line vertices > assign line width > convert to polygon

Also sloped polygons using a "Slope" value may used.

KWR1_ADEX_TT_ALT_20250306081328_New Airports_KWR1_ADEX_TT_ALT_ad4_Updated_FSX_Lists_Multiple_T...jpg


I could just use vectors as roads, but that is troublesome because you can't see them clearly on the ground. I thought roads were supposed to follow the curvature of the land as long as there are no flattens under them. So why aren't my roads doing that instead of carving out the land and remaining flat roads. This is not realistic as the world is not flat. The ground level of the project is 5000ft. so the roads should also be at 5000ft. but shouldn't they follow the land even if the road goes over an area that is slightly higher than 5000ft Ground Level, or is there some 'fancy' thing I have to do to get the roads to follow the land correctly?

Yes:

1.) Make a 'copy' of the project

2.) Remove all CVX vector AB flattens (yes, I really do mean ALL, as in... every one). :teacher:


3.) Compile it to BGL(s)

4.) Load all BGLs via an 'active' Area layer in in FSX Scenery Library.

5.) Inspect, Rinse, Repeat ...until all flattens have 'gone the way of the Dinosaur' and/or 'Dire Wolf' (...extinct).

NOTE: If you decide you still want to put a flat / level 'flatten' under the PR LC imagery of a RWY, you can do so later.


6.) Re-assign Altitudes of vertices in Poly-lines / Polygons so they display on top of local terrain.

7.) Alternatively, use local sloped / variable Altitude vertex assignments as needed to blend Poly-lines / Polygons into local terrain.


GaryGB
 
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Never mind. I'm not going to attempt it anymore.

Sounds like something that should be simple to do, but as with everything in FSX, you almost have to get a Master's Degree in graphics design in order to do the most simplest of things. I mean come-on, why should placing a simple thing as a road be so complicated?

You do remember this is a Microsoft product, right ? < just kidding to inject some levity here :duck: >

I'm just going to stick with the simple and semi-simple tasks I have already learned and leave it at that. I don't have the time or patience to sit here and learn how to do a simple thing. I have now been here for 2 hours trying to place a simple road leading up a very slight incline in the land, and all I can get is a flat road that cuts a trench in the land. So that's just how I'm going to leave it.

I've noticed that I can't place anything, and I mean anything that is higher than the ARP even if it's only a couple of feet above the ARP. I don't know, it's probably something to do with the fact that this project was started several years ago using the first or maybe the second edition of ADE. I just found it on a HD and started working with it. It has come a long way since then, there's a lot of things that I would like to do with it, but I think I've done all that can be done. I'm going to finish putting in my PR LC and adding my LC with my towns and such and be done. I may go in and try adding some custom water areas, but as I've already seen, even that will probably be out of my expertise, I'll probably try it a couple of times, if it is as hard as the simple road thing, I'll leave it alone.

Also, with the problems I'm having with Win11, that makes things even worse and harder.

I want to thank Gary for helping me out with what I have learned, he's very good at what he does, but his patience is much more than mine. Thanks for getting me this far, but on to enjoying what FSX was meant for, my project is as good as it is going to get ,so I will leave it at that.

You have made quite a bit of nice progress just in a matter of days and weeks here.

Taking breaks is essential to prevent burn-out during these tasks; and you are, by your own admission, recovering from COVID-19.

I have a number of things which require my attention throughout the weeks to come, but I will try to post some worked examples ASAP.

GaryGB
 
I know, Microsoft...A dirty Word around here. They never make anything easy. A lot of the flattens , at least eh ones under some of the areas, are used to keep buildings and such from being on the sides of mountains, I could probably eliminate the ones under the roads, but then that leaves the problem of vegetation showing up on the roads (anoying). So in short any flattens and/or excludes are needed. I'm going to backup the project and try as you said, removing all of the flattens and backgrounds, and go from there and see what happens. As for sloping the roads, EEEEEHHHHHH!!!!, I have a LOT of roads, do you realize how long that will take? OUCH!! I would rather just leave them alone than having to slope every road in the project, I'd be here for years doing all of them. I don't think so. Not going to go there, too much work that would take F O R E V E R.

Oh and using PR Scenery is great for texturing the landscape, but if you plan on doing any kind of developement like towns and anything with buildings in it, forget it. Reading up on using the Annotator, it turns out that it won't produce the buildings that are in any of the LCs , it is only good for adding vegetation, and only if you have some sort of guide to show you where to put them. Otherwise you iwnd up with vegetation over roads and even on top of buildings. PR is really only good for those areas where you have no developements. If you're working with vegetation and such, it's great, but 3d landscaping, not so much.That is probably best done with some sort of scenery design Program, not SBX or ADE, those can only be used for simple things like polys and such, scenery, not so much, unless you're only concerned with scenery seen from above and not at ground level. It's great for that.

P.S>:Sorry for all the misspelled words and such, my keyboard is starting to have problems, it's old, and I need to get me a new one, half the keys don't type right, and some don't even type what they are. Like I said, it's old and needs to be replaced.
 
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I know, Microsoft...A dirty Word around here. They never make anything easy. A lot of the flattens , at least eh ones under some of the areas, are used to keep buildings and such from being on the sides of mountains, I could probably eliminate the ones under the roads, but then that leaves the problem of vegetation showing up on the roads (annoying). So in short any flattens and/or excludes are needed. I'm going to backup the project and try as you said, removing all of the flattens and backgrounds, and go from there and see what happens. As for sloping the roads, EEEEEHHHHHH!!!!, I have a LOT of roads, do you realize how long that will take? OUCH!! I would rather just leave them alone than having to slope every road in the project, I'd be here for years doing all of them. I don't think so. Not going to go there, too much work that would take F O R E V E R.

To illustrate the potential for CVX vector Roads to be "terrain mesh-clinging", here is more info on the Road screenshot in my post above:

https://www.fsdeveloper.com/forum/t...mountain-using-ade-for-fsx.459364/post-932108

KWR1_ADEX_TT_ALT_20250306081328_New Airports_KWR1_ADEX_TT_ALT_ad4_Updated_FSX_Lists_Multiple_T...jpg



Terrain.Cfg definition for that CVX vector object GUID:

// Roads - asphalt / 2 lanes / undivided median
[Texture.145]
Name=Roads_Asphalt_2_Lanes_Undivided_Median
Color=FFC00000
guid={325DD470-B342-4D15-AC54-F67ED9F5914F}
LegacyId=1163
Textures=hiway_2_lane_asphalt_su.bmp,hiway_2_lane_asphalt_hw.bmp,hiway_2_lane_asphalt_su.bmp,hiway_2_lane_asphalt_su.bmp,hiway_2_lane_asphalt_su.bmp,hiway_1_lane_lm.bmp
Layout=3_PLUS_4
StripWidthMeters=13
Size=2
FlattenMode=flat
FlattenPriority=21000
LandClassRemapType=none
VectorAutogen={B4011B59-8B6B-C446-B79D-A9DA97AC3C05} (Small road with telephone poles only)
ExcludeAutogen=Yes
RenderToTexture=Yes
RenderPriority=102200
Water=No


The above CVX vector Road is displayed with no ARP, Helipad, or Start Locations because I did not load the "airport" BGL.

So AFAIK, the underlying Taxiway Path should not be loaded either; and yet, the CVX Vector Road defaults to local terrain mesh-clinging.


The flattenmode parameters define the rendering attributes of that CVX vector object:

https://learn.microsoft.com/en-us/previous-versions/microsoft-esp/cc526967(v=msdn.10)


Oh and using PR Scenery is great for texturing the landscape, but if you plan on doing any kind of development like towns and anything with buildings in it, forget it. Reading up on using the Annotator, it turns out that it won't produce the buildings that are in any of the LCs , it is only good for adding vegetation, and only if you have some sort of guide to show you where to put them. Otherwise you wind up with vegetation over roads and even on top of buildings. PR is really only good for those areas where you have no development. If you're working with vegetation and such, it's great, but 3d landscaping, not so much.That is probably best done with some sort of scenery design Program, not SBX or ADE, those can only be used for simple things like polys and such, scenery, not so much, unless you're only concerned with scenery seen from above and not at ground level. It's great for that.

Bear in mind that there are numerous distinct types of CVX vector GUIDs available to perform different functions:

https://learn.microsoft.com/en-us/p...msdn.10)?redirectedfrom=MSDN#the-shp2vec-tool

https://learn.microsoft.com/en-us/previous-versions/microsoft-esp/cc526968(v=msdn.10)


You do not need to use Flatten and/or MaskClassMap attribute hybrid CVX vector AB objects to exclude default vegetation, just this:

Airport_Backgrounds_ExcludeAutoGen {6C0C6528-5CF1-483A-A586-2C905CF2757E}.


And as we see with the Road above, not separately specified in Terrain.Cfg (like certain legacy LWM-3 Vector objects are) ...to be terrain mesh-clinging, this CVX Vector object "clings" to terrain ...with no ARP.

It merits testing the project load scenario I described above to see what 'Roads' may- or may not- actually require fine-tuning afterwards.

GaryGB
 
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I went through and changed all the flattens to just 'ExcludeAutogen' didn't help though. Anyway, I think I may know why my Annotator is not producing the buildings. It's missing the default library xml. I can't seem to find a copy of it anywhere, nor can I find a new copy of the SDK kit. Mine obviously don't contain everything it should. I tried the FS2004 SDK, but it's missing more than mine is. I tried re-installing the SDK from my original disks but I'm still missing files. Where can I get a 'working' copy of the SDK for FSX? I don't even have the 'help' file that explains how to use the Annotator. I need a 'complete' copy of the SDK for FSX.
 
I managed to get all the files and the default xml. The program starts up fine, but, NOTHING WORKS AS IT SAYS IN THE MANUAL! All I wanted to do is place some buildings (since buildings won't show up in the LC used), I followed the directions TO THE LETTER, It will not work. Here is the process (the first part of it)

Creating Building and Vegetation Footprints​


  1. For Polygon Region(I), Vegetation(V), Polyline Building (J) and Building (B), first select the GUID of the footprints you wish to place, by opening up the appropriate file using the Configuration Editor dialog (which will appear when the Annotator tool is started), and then selecting the object name from the lists presented in the various windows. Click Set Guid in the Control Strip to load the details of that object into the Annotator tool. For vegetation areas refer to the notes in Vegetation Groupings.
  2. On the Control Strip, click Building (B), Row Houses (R), PolyLine Building (J), or Library (L), for buildings, or Vegetation(V) or Polygon Region(I) for vegetation. If a library object is selected, make sure to select the appropriate class of library object before placing the footprint. The classes of library object are in the large list box on the Control Strip, and include Industrial Complexes, Religious Buildings, Urban Buildings and so on. See Editing the default.xml file for details on how to add library objects.
  3. Move the cursor to the place on the image where you want to place a building, and draw a footprint as follows:
I did all of that EXACTLY as it says. I cannot even draw the footprint when I select the Library(L) building. It simply won't do it. All this thing will allow me to do is add vegetation to anything, cannot add buildings, or anything else. I don't understand, if it won't show the buildings in the Cool Crops and Town LC, then why even have it in the list? It shouldn't even have something like that in the list if all you're going to get are the trees. I've pretty much given up on using the Annotator as a method of adding a LC to a PR. That thing (obviously written by MS) ain't worth a darn, too limmited. I've pretty much given up on the LC thing. I just don't think it can be done ,at least not properly anyway. I'll still use my PR but only to texture land where there will only be land and no buildings, I may place a few trees here and there, but for complex things like towns and such, I'm not even going to go there. It ain't gonna work. It's probably my programs are either corrupted or out-of-date and don't match the instructions given, because the instructions don't work as they are written.
 
I went through and changed all the flattens to just 'ExcludeAutogen' didn't help though.

Anyway, I think I may know why my Annotator is not producing the buildings.

It's missing the default library xml. I can't seem to find a copy of it anywhere,


nor can I find a new copy of the SDK kit. Mine obviously don't contain everything it should. I tried the FS2004 SDK, but it's missing more than mine is.

I tried re-installing the SDK from my original disks but I'm still missing files.

Where can I get a 'working' copy of the SDK for FSX?

I don't even have the 'help' file that explains how to use the Annotator. I need a 'complete' copy of the SDK for FSX.

As previously stated, one may substitute Prepar3D version 1.4x SDK for FSX SP2 / Acceleration SDK, as the code base is nearly identical:

Rather than use FSX SDK from DVDs, use this one from P3D version 1.4x, as it is FSX SP2 compatible, and easier to install. :idea:

https://www.fsdeveloper.com/forum/resources/prepar3d-v1-sdk.227/

CAVEAT: One 'may' install / use FSX SDK from DVDs, but installs often fail due to poor documentation; use P3Dv1.4x SDK instead.


https://web.archive.org/web/20230504011627/http://cloud.prepar3d.com/SDK/Prepar3D_SDK_1.4.4747.0.exe


NOTE: This version contains an executable installer that auto-configures Registry entries after the folder chain installer is finished.

If installed when I originally posted this info, you do not need to re-install; ADE / SBuilderX / MCX / ScenProc all find it automatically.


PS: If that version fails to run due to a quirk of Prepar3D code base, use MS' FSX SDK from DVDs, but be sure to install Acceleration.



As for the Default.XML file used by FSX' scenery rendering engine at run time, it is located at:

[FSX install path]\Autogen

GaryGB
 
I managed to get all the files and the default xml. The program starts up fine, but, NOTHING WORKS AS IT SAYS IN THE MANUAL! All I wanted to do is place some buildings (since buildings won't show up in the LC used), I followed the directions TO THE LETTER, It will not work. Here is the process (the first part of it)

[Autogen SDK Text omitted from quote above]

I did all of that EXACTLY as it says. I cannot even draw the footprint when I select the Library(L) building. It simply won't do it. All this thing will allow me to do is add vegetation to anything, cannot add buildings, or anything else. I don't understand, if it won't show the buildings in the Cool Crops and Town LC, then why even have it in the list? It shouldn't even have something like that in the list if all you're going to get are the trees. I've pretty much given up on using the Annotator as a method of adding a LC to a PR. That thing (obviously written by MS) ain't worth a darn, too limited. I've pretty much given up on the LC thing. I just don't think it can be done ,at least not properly anyway. I'll still use my PR but only to texture land where there will only be land and no buildings, I may place a few trees here and there, but for complex things like towns and such, I'm not even going to go there. It ain't gonna work. It's probably my programs are either corrupted or out-of-date and don't match the instructions given, because the instructions don't work as they are written.

Autogen Annotation in FS2Kx is one of the worst aspects of FS Development; not surprisingly, that has been eliminated from MSFS SDK.


There are utilities that allow more control, and may even semi-automate the Autogen Annotation process.

Each of those utilities have some measure of learning curve.


For accuracy / control, Arno's ScenProc is available, although IMHO, his proprietary scripting method has a major learning curve.

Alternatively, using a hybrid of FS2004 sources and converting output for use in FSX may allow one easier but less accurate results.

These can all be very time consuming, but if you insist on making fictional scenery, this process may be your only option.


It is important that you recognize I have a valid reason for asking you to link files that may help me to help you.

The simple fact is that if you configure Blend Masks properly with custom PR LC, the underlying default scenery and Autogen displays.

Then you do not need to concern yourself with using Autogen Annotator to make forests and towns on top of custom PR LC.


I have repeatedly asked you to ZIP / link source files for your custom PR LC, to include BMPs, TIFFs, Masks, INFs etc. to help me help you.

If you are un-willing to be forthcoming due to fatigue, that is understandable.

If you are un-willing to be forthcoming due to risk for embarrassment due to uncertainty over methodology, link it via DM's.


Everyone here is always in a state of learning and uncertainty with a slowly building knowledge base, as the possibilities with FS are vast.


Welcome to our (virtual) world; your challenges in learning new things are fundamentally no different than any user here in other topics.

You must be forthcoming if info is requested, however; otherwise there is no point in allocating time to reply to your ongoing inquiries.


In either case, I must maintain multiple commitments in my affairs, and must be selective with where- and with whom- I allocate my time.



I suggest you start using MSFS ASAP (if not sooner), and instead make 'Career Mode' missions with 'customized' default scenery.

MSFS' pre-rendered 3D world saves vast amounts of work in scenery creation; a fictional world will require extensive learning and work.


FYI: ACES got their pink slips in December 2009; nobody is home there any longer to read your complaints.


MS-Asobo did / does scan forums, and changes slowly; but you will find working with any version FS' SDK is always a "Work-In-Progress".

There are other 3D world rendering engines, but AFAIK, none of them have an SDK and work-flow that is "easier" to use than that of FS.

GaryGB
 
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