• 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:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
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    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FSX Making a landable mountain using ADE for FSX

Hi Dick,

You have my permission to upload any of my tutorials if you like.

But like I said it’s aimed at FS9 and FSX, so not as useful these days.

Thanks,
 
Make a textured 3D model of the mountain in ex: Sketchup, then Geo-locate the center of the base of the mountain.

If desired, include a flatten area required for the airstrip / surrounding airport infrastructure terrain area.

This local ground 'replacement terrain mesh' can also provide any necessary airport flatten, either level or sloped.


Export the 3D model from Sketchup as a Google Earth *.KMZ file, then import it to Arno's MCX.

After imported to MCX, export it as "Scenery" specifying a file type of FSX CVX Vector-type Sloped Flatten BGL.

See MCX PDF Manual:

"10.2.2 BGL flatten

ModelConverterX can create a terrain flatten BGL file using shp2vec based on 3D objects.

This can be used to make an accurate flatten based on a 3D mesh in a modeling tool.

See Figure 10.1 for an example of a flatten made from a building shape."

View attachment 95011

Figure 10.1: Flatten made from object mesh

Note: MCX automatically hardens the terrain surface and when exported as a CVX Vector-type BGL, it is 'placed' as a terrain mesh tile. :wizard:

That means the entire surface of the "mountain" object converted to a CVX vector sloped flatten, will become the local ground surface, and will function as normal terrain, with the option of Autogen, Seasonal ground Texture / Vegetation changes etc..

You can make the flatten for the airport RWY, Taxiway, and Apron areas "level" if you intend to use AI Traffic; if you do not intend to use AI Traffic, you can make the RWY, Taxiway, and Apron areas "sloped" (if you wish).

ADE can also place 3D Scenery Library Objects, Roads and/or other Land Class vector objects on that local terrain.

Freeway Traffic can also be placed on that local terrain using SBuilderX or FSX-KML.

IIRC, all those scenery objects can be placed AGL, and not MSL.

GaryGB
This sounds more like I would be making an OBJECT that is actually a mountain and basically just placing that object into the airport using ADE. So actually the mountain is a MODEL (.MDL) that I can just put wherever I want it using ADE. That would actually make things so much easier. I just have to figure out how to use Sketchup to do all of this. What you're saying is the mountain is an object with hardened surfaces. I want to make it with a gradual slope going up to the top, making it drivable using an automobile (addon aircraft) and have a landable runway with taxi ways and a terminal building, in short an airport on top of the mountain. The entire project is really a city with one main airport and two other small airstrips with smaller towns accessable from these airstrips and the airport via an automobile. the whole project is located within one of the baren mexican deserts. Sort of my own community. I'm working on making it into a search and rescue mission for use in one of my online RPGs. I've already used the project as it is for several small scenarios in the RPG and it works great so far. I'm surprised that FSX allows me to stream it on the RPG website without slowing down or crashing. I really want to make this mountain thing work so any help in creating the mountain whether it be in the form of a moveable object or model, or just raising the ground, would be greatly appreciated. I would include a copy of the AD4 file, however it uses a lot of custom objects that I made myself and I doubt any of them would even load up in someone else's program. I can upload the AD4, if I really need to, just be aware that much of the objects won't load unless you have all of the custom textures and object files, so loading the AD4 file may just simply produce tons of errors and may not even load without those support files. You won't find the airport on any google map as it don't really exist, it is my own creation. Once I can finish this one, I plan on making two others that can be flown to and from in different areas of the world. But I have to make this one first to get the hang of new software, etc..But you guys are helping though. Especially the help with getting Sketchup to install and run, that was a big hurdle you guys helped me with. Thanks a bunch. I just need a little more help with this mountain project.
 
Hi Tom:

Sketchup can output a 3D model in several 3D file formats, either natively or via Ruby plugin scripts (extensions).

Sketchup can also output a 3D model in several 3D file formats, with- or without- textured Faces.

Again, this can be done, either natively or via Ruby plugin scripts (extensions).


There are many things which Sketchup can be used for when making FS scenery.

It is easier to configure tasks for FSX / P3D SDK processing if 'Appended' to SBuilderX via ESRI *.SHP files output by Sketchup.

We can also help you install / configure a complete file set for a working copy of SBuilderX version 3.15 64-Bit from a ZIP file.

And yes, as all of the SBuilderX Beta team- and the developer himself- are forum members here, and can offer help to use it.


I do also use ADE by Jon Masterson, and it is helpful to have the CAD layout of an airport's "Master Plan".

Jon thankfully put his time into doing the many unique things an 'Airport Design Editor' needs to do for FS2Kx and MSFS.


Apparently Jon found it preferable to make *.AD4 project files an as-yet un-documented format, based IIUC, on a ZIP core.

Perhaps with some post-retirement input by Jon, we could implement a way to decode *.AD4 files into an "exchange" format.


SBuilderX does this as well; the project file (*.SBP) is proprietary, but the "exchange" file (*.SBX) is text info that can be utilized.

SBuilderX can, for example, import (Append) ESRI *.SHP file content from other FS utilities, including ADE, if, immediately after compiling a CVX vector BGL, one retrieves the *.SHP file from one of ADE's sub-folders.

One can also process miscellaneous FSX / P3D CVX vector BGL files via CvxExtractor to output *.SHP files for use by SBuilderX.

And, one can also, import content from other SBuilderX projects into another SBuilderX project via a *.SBX file.


If one extracts parts of the text info in a *.SBX file, one could create input data for an *.AD4 project file ...if "documented".

But, unless Jon discloses how to create 3rd party *.AD4 project file content, we can not "import" / 'Append' external data.


So, one would otherwise be limited to creating everything from scratch in ADE, even if a external content source is available.


To help us help you, it is best you attach or link to a ADE project *.AD4 file, so we can see a size and location to be dealt with.

If you wish, you can PM the file attachment or link to me here at FSDEV if you are not yet comfortable disclosing a W.I.P. file set.


I shall once again reiterate a question I asked you previously, as it could help save some work and learning time.

Is there a mountain in the USA or other world location with a shape you would like to adapt for use in an initial project ? :scratchch


The reason I ask is, there may be a way to process GIS data into a format compatible with use in Sketchup and FSX / P3D SDK.

You could then customize it as you see fit, after moving the mountain Geographic coordinates into your 'Mexico' location.


More later, pending your reply. :)

GaryGB
 
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I can try to attach the AD4 file, but like I said, it has a lot of custom made objects that may prove problematic for anyone to load. I will attach my AD4 file so you can look at it. I don't really have any Real-World mountain in mind, I was just wanting to create my own to fit in the area I have designated in the AD4 project. As i said, the whole project is really a "fictional" location or "world" as it may be. It has individual airports and airstrips along with towns and cities, and a lot of forests and other things, (some of which are not working correctly as of right now, I'm still working on those). The mountain I want needs to be placed in the are of parking spot #51. I want it to be at least high enough to overlook the entire "world" and be able to "drive" up to the highest location and land at the airport at the top. I haven't created that airport yet, I just made a simple airstrip for temp use for now located just a bit North of the location I want the mountain. Ok, it says the file is too large to attach, what do I do? I don't know how to make the file any smaller, it's created by ADE so I have no control over its size. How can I attach it if it's too large? Is there a way to convert it to a smaller file type that I can upload?
 
HI again:

ZIP the *.AD4 file and upload it to a free download site that serves files to be download for free.

Examples are: Google Drive, DropBox, MediaFire, Mega, etc.; AFAIK, all those offer basic free space and do not spam you.

Just register, upload your ZIP, generate a linked URL, and post it as a web link using the FSDEV forum software (PM or public).

GaryGB
 
Weird, the file is only 16 KB, why the heck is it too large? Is there just no space left on the server or something. Should I just upload all of the airport files? I went ahead and uploaded the other airport files, it's strange because some of them are larger than the AD$ file and they uploaded. All I could get to upload were the TT.bgl,CVX.bgl,and the GP.bgl, the AD4 and the OBJ.bgl would not upload it said they were too large for some strange reason. Don't know if you can work with those or not. If not, then I'll try to take a screen shot of the area I want to put the mountain and upload that.
 

Attachments

HI again:

ZIP the *.AD4 file and upload it to a free download site that serves files to be download for free.

Examples are: Google Drive, DropBox, MediaFire, Mega, etc.; AFAIK, all those offer basic free space and do not spam you.

Just register, upload your ZIP, generate a linked URL, and post it as a web link using the FSDEV forum software (PM or public).

GaryGB
I'll have to figure out how to do all of that tomorrow or something, I have a free cloud server that I might be able to upload it too and provide a link to that.I might be able to use my microsoft cloud to do it. I have a little free space on there.
 
Hi again:

I just looked at the airport file via ADE Menu > File > Open airport from BGL.

The approximate extent of the area within the workspace is ~99,000 Meters, but the "Test Radius" is 5,000 Meters (FSX default).

That prevents display in FS until 5,000 Meters away from KWR1 Reference Point coordinates; you may wish to set it to 99,000.


I'll extract CVX vector data now via CvxExtractor, and Append it to SBuilderX to see where it is in Mexico on Satellite imagery.

If you wish, I'll post the *.SHP file so you can also 'Append' it in SBuilderX.

Alternatively, you could also 'Open' it in Google Earth Desktop Edition after it is installed ...from here:

https://www.google.com/earth/about/versions/

https://dl.google.com/tag/s/appguid={65E60E95-0DE9-43FF-9F3F-4F7D2DFF04B5}&iid={65E60E95-0DE9-43FF-9F3F-4F7D2DFF04B5}&lang=en&browser=4&usagestats=1&appname=Google%20Earth%20Pro&needsadmin=True&brand=GGGE/earth/client/GoogleEarthProSetup.exe


After Google Earth Desktop Edition is installed:

From Google Earth Menu > Tools > Options

{3D View} tab:

Texture Colors: True Color

Anisotropic Filtering: High

Labels / Icon Size: Large

Graphics Mode: DirectX

Show Lat/Long: Decimal Degrees

Units of Measurement: Meters, Kilometers

Terrain:

Elevation Exaggeration: 1.25

Use high quality terrain

Use 3D imagery

Atmosphere: Use photorealistic


{Navigation} tab

Do not automatically tilt while zooming

Click [Apply] button ,then [OK] button


In Google Earth map view workspace, Zoom with Mouse Wheel; Pan / Tilt / Rotate with Left Mouse + <Ctrl> key


Now you may wish to download / un-ZIP / double-click this attached KMZ: :pushpin:

https://www.fsdeveloper.com/forum/a....95425/?hash=ff95f39ae6d60a0ddae625d67ee203fc


The SRTM elvation data for this area is highly detailed, and could easily be made into an excellent terrain mesh for FSX / P3D.

You could modify the run time terrain render by making CVX vector sloped flatten BGLs via Sketchup / SBuilderX and/or ADE.

You could also more easily drape land class and/or custom land class photo-real textures onto it, then cut holes for roads etc.

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


More later, pending your reply. :)

GaryGB
 

Attachments

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You kinda lost me a bit there, but I'll figure it out. I do know the airport elevation for the area is 452.113 ft. AGL, so I assume it is already on top of some sort of mountain area. I would like to be able to see where I am looking at on Google Map or Google Earth just to get some idea of where I actually built this thing. How do I change the display radius in ADE, never done that before. All settings are Default as they were at installation. That could explain why some of my roads dissappear after going so far (really anoying problem I nver have figured out how to fix).
 
I'm not sure if this is significant or not, but Google Earth says the elevation for the midpoint is 12840ft, but the actual elevation for the airport is 452.113ft. Why the discrepancy there? That would definately confirm the whole airport is built on top of some sort of mountainous area which is what I suspected. Is that going to affect how I would make my mountain? Should I adjust my airport data to change the elevation, and does this explain why I have mountains showing in the distance beyond the actual airport?
 
Ok, just read the info about the area, it does seem I built this darn thing right on top of a stratovolcano (oopppsss...) That explains the elevation thingy. Good thing FSX doesn't show actual volcanos erupting in real-time or I'd be in real trouble. Good thing I flattened the whole area before starting the project. I'm working on getting that zip file loaded up for you. Can't get my cloud to work for some weird reason.
 

That is the link to the .zip file with the AD4 file and all other files that the backup creates. Hope it works out. Couldn't get any of my actual cloud services to work anymore, I think they discontinued the free services. I don't use cloud storage much so it doesn't warrant me paying for it. Google Drive is still free so that is where I put the file. That is the link to that file.
 
Hi again:

I just looked at the airport file via ADE Menu > File > Open airport from BGL.

The approximate extent of the area within the workspace is ~99,000 Meters, but the "Test Radius" is 5,000 Meters (FSX default).

That prevents display in FS until 5,000 Meters away from KWR1 Reference Point coordinates; you may wish to set it to 99,000.


I'll extract CVX vector data now via CvxExtractor, and Append it to SBuilderX to see where it is in Mexico on Satellite imagery.

If you wish, I'll post the *.SHP file so you can also 'Append' it in SBuilderX.

Alternatively, you could also 'Open' it in Google Earth Desktop Edition after it is installed ...from here:

https://www.google.com/earth/about/versions/

https://dl.google.com/tag/s/appguid={65E60E95-0DE9-43FF-9F3F-4F7D2DFF04B5}&iid={65E60E95-0DE9-43FF-9F3F-4F7D2DFF04B5}&lang=en&browser=4&usagestats=1&appname=Google%20Earth%20Pro&needsadmin=True&brand=GGGE/earth/client/GoogleEarthProSetup.exe


After Google Earth Desktop Edition is installed:

From Google Earth Menu > Tools > Options

{3D View} tab:

Texture Colors: True Color

Anisotropic Filtering: High

Labels / Icon Size: Large

Graphics Mode: DirectX

Show Lat/Long: Decimal Degrees

Units of Measurement: Meters, Kilometers

Terrain:

Elevation Exaggeration: 1.25

Use high quality terrain

Use 3D imagery

Atmosphere: Use photorealistic


{Navigation} tab

Do not automatically tilt while zooming

Click [Apply] button ,then [OK] button


In Google Earth map view workspace, Zoom with Mouse Wheel; Pan / Tilt / Rotate with Left Mouse + <Ctrl> key


Now you may wish to download / un-ZIP / double-click this attached KMZ: :pushpin:

https://www.fsdeveloper.com/forum/a....95425/?hash=ff95f39ae6d60a0ddae625d67ee203fc


The SRTM elvation data for this area is highly detailed, and could easily be made into an excellent terrain mesh for FSX / P3D.

You could modify the run time terrain render by making CVX vector sloped flatten BGLs via Sketchup / SBuilderX and/or ADE.

You could also more easily drape land class and/or custom land class photo-real textures onto it, then cut holes for roads etc.

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


More later, pending your reply. :)

GaryGB
Oh, go ahead and upload that .shp file, I want to take a look at it in SbuilderX as well. Not too sure how to create sloped vectors in ADE, is there any tutorial on that anywhere? Never done that.
 
Hi Tom:

Sorry if I was not more clear about coordinates used in the first KMZ I attached above (working into rather 'late' hours).

Those coordinates were from a 'proposed' alternate location.


To jump to the location used in your current ADE project, which IIUC, was a 'test of concept' use this KMZ:

https://www.fsdeveloper.com/forum/a....95426/?hash=b0cd54dd98bafb09fb03679d66f725f2


Otherwise read / copy the KWR1 ARP (aka "Airport Reference Point") RWY coordinates from ADE:

ADE Menu > File > Airport Properties > Location > Coordinates > [Drag] button > copy / paste Lat,Lon into Google Earth search.


FYI: The older (version 1.65)- but still very useful- PDF Manual for ADE is here:

https://www.fsdeveloper.com/forum/threads/ade-version-1-65-english-manual-released.433288/

http://www.mediafire.com/download/8rp6jr7en9xwdls


If you decided to relocate to the proposed site so you had more varied / exotic terrain to start with, we can move all coordinates.

If it was something you wish to do, I can show you how to do it semi-automatically in either of several utilities (or ADE).

But I will adapt my suggestions to any site you wish (a Bermuda Triangle "island" might take a bit more work to implement).


PS: Our posts may have crossed (the FSDEV website has been stalling to load and respond more with each passing day).


I do not access "cloud" links that do not allow anonymous downloads; you should have a "free" Google storage space available.

If you use Google's free storage option (which is 'free' to use, and provides download access anonymously, I'll download a file.


Otherwise, you could set up a free MediaFire account to be uploading / allowing anonymous downloading immediately via:

www.mediafire.com.

Note that both Jon Masterson and me have used MediaFire for many years, and have found them to be satisfactory and safe.


BTW: Per your request, I have attached the ESRI *.SHP files, and a *.KMZ file version of the same CVX data for Google Earth.

Alternatively, these can be Appended to SBuilderX; if you wish, I can show you how to install / use SBuilderX version 3.15.

GaryGB
 

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Ok here is the mediafire link to the .zip file created by ADE.
 
I don't think I want to go through the trouble of moving anything from where it is. I tried that once before and it caused all sorts of problems. It's fine where it is, I'll work with it there.
 
I would still like to know how to make a sloping terrain in ADE. I tried just creating a raised poly but it didn't do anything, the elev stayed the same. I have a flatten under the entire airport, it had to be done to flatten the mountainous terrain without excluding any of my land class polys. If I used any kind of exclusion poly, none of my land class polys will show up. I placed a exclusion poly on top of that flatten and changed its elev to 552.113 ft (that should make the ground 100 ft above the airport GL. But it didn't do anything, the ground was not raised at all although the poly properties show the elev to bee 552.113ft. Why didn't that work? I can lower the elev and I get raised land above the poly exclusion, but it won't work with raising the poly exclusion. Sounds to me that it should work if it works when I lower the ALT then it stands reason it should work if I raise the ALT.
 
Hi Tom:

See: 9.2.7 Sloping Polygon - Page 136 of 309 - ADEv1.65 PDF Manual :teacher:

Please explain in greater clarity what you wish to do at this point even if it is a test of concept.

Are you trying to increase the elevation of the ADE-GP(s) ?

Personally, I do not use the ADE-GP utility function.

Those are intended to be flat / level 3D objects with textures mapped onto them.

In Arno's MCX, you can use the Ground Polygon Wizard to import the ex: KWR1_ADEX_TT_GP.bgl file.

Keep in mind that the ADE_GP's- or those made via MCX GP_Wizard- are intended to be flat / level at assigned Altitudes.

I am not certain that one would be able to reassign the placement Altitude of the GPs without editing its placement BGL.

That would require editing the assigned Altitude in the utility that created it, before compiling to BGL.

Since it is essentially a BGLComp placed object in a Geo-locked BGL, you should be able to exclude the entire GP.

I would need to better understand what you wish to achieve with the GP's and the terrain in general.

Could you make a screen shot of the ADE workspace for KWR1 and label it in MS-Paint or another graphics application, and show what you want to achieve, and where you want to put a mountain etc ? :scratchch


PS: Do you plan to have AI Traffic at this airport ?

If so, it would be best to use ADE "Fault Finder" to check the project, and fix all faults; some may be causing FSX crashes. :alert:


Also, in FSX you would have to use all terrain with that AI Traffic at the same exact Altitude.

If you want SimObject Ground Vehicles to drive over the terrain between the airport and a mountain etc, that can all be sloped.

If you needed / wanted to, you could make your GP textured areas into terrain mesh-clinging custom land class draped onto sloped terrain, and not be limited by the flat / level GP object models. ;)

GaryGB
 
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I was just trying to think of some easier way to create a mountain in the specified area. I've attempted all that I can think of and nothing seems to work. If you look at the airport, you will find an area in the middle surrounded by water. It's a small area, what I want to do is make the last section of that area at least 100 feet above the airport ground level which is 452.113ft. I want to slope it so that there is a gradual climb to the 100 ft. peak if driving. I want to place an airport on top of that peak to land aircraft at for passenger pickup and departure using FSpassenger. This will be the actual starting point for the search and rescue mission I am working on. I don't plan on having any AI traffic using the mountain, I can't even get AI traffic to work correctly on the ground anyway. The only thing holding me up is making the mountain itself. I thought I could just raise the terrain up to the alt I want it and then just gradually decrease that alt as you travel down the road going up there until you reach the end which will be at ground level. I just can't get the ground to rise up to any alt, no matter what I do, it stays flat at ground level. I have flatten poly for the airport background and everything else is just placed on top of that poly. I think that is what is keeping me from raising the ground up. I read somewhere that in order to create a raised poly, you can't have a flatten under the one you want to raise. That creates a problem because it would be extremely difficult to remove the flatten and re-create it around the area I want to make the mountain. I was hoping to find some easier and less time consuming way to do it. I want to keep trying, but it's getting frustrating. Would it be easier to maybe create some sort of terrain object and convert it to a .mdl with solid surfaces to allow landing and driving onto it. What would be the best shape to create such an object, that I could do that with. I could then just create several of the same types of objects at various heights to simulate a mountain instead of attempting to raise the airport terrain which is proving to be nearly impossible at this point without doing some major re-designing. What do you think, would using objects with surfaces be easier? It would take some time to create the objects, however I have a few 3d bolder objects I might could just change to a mountain by using Sketchup to slope the sides a bit then MCX to add the solid surfaces. A little time consuming, but less than other methods.
 
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