• 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

I have a question for anyone else out there reading this, has anyone else ever created a textured poly using SbuilderX, and actually gotten that texture to show up in FSX? If anyone has, please let me know what you did to make it work. Where did you put the texture files, the BGL files, etc..

I have tried for hours now to make it work, I've changed file loading order, I've put the files everywhere I can possibly think of, I've looked at the Texture Poly BGL file, and it shows the texture as being there. It simply will NOT show in FSX. I've even tried changing the altitude of the poly thinking maybe it's at the wrong alt. ,Still nothing I do will make it show in FSX. Does ANYONE know whether or not textured polys will even work on FSX? Or is there something not working correctly in SBuilderX that is keeping the texture from working in FSX? I'm at a loss. If anyone has ever gotten Textured Polys to work on FSX, please let me know. I do not know what else to try.
Oh, and I even tried using a stock airport and creating a textured poly, nope, still won't show. So I am either doing it completely wrong, or, it simply will not work in FSX.
 
One last thing I tried, I made the bgl into a mdl and placed that over the area to see if it shows, nope, still don't show. I'm completely lost now. I honestly don't think FSX will display textured polys. So unless someone has actually gotten it to work, I'm not going to try any further with it. I've looked at other threads on here that show others trying to do the exact same thing, and so far, no one has gotten it to work. That kinda tells me that it can't be done with textured polys. Now it's time to figure out some other way to change the ground to resemble a Mars landscape, textured polys ain't gonna do it. Does anyone have any ideas? I want to give the ground that "Mars" look. What would be the easiest and best way to do that, or can it be done?
 
Hi Tom:

There are numerous types of "Textured Polygons" in the FS product line over decades.

We must use specific terminology to avoid misinterpretation by respondents between multiple versions of FS SDK object types.

Let us please refer to the object in question as a "VTP Polygon", compiled with SCASM / ASM code.


Here is what SBuilderX Help file states regarding Polygon types it can create:

SBuilderX Menu > Help > {Content} tab > Topic Pick List:

Making Scenery with SBuilderX > Polygons​

"Polygons

You can make different polygons with SBuilderX:

1. Vector Polygons, including:
- exclusion polygons that only exclude terrain items, not objects
- airport backgrounds, that is, flattens, autogen exclusions, and airport skirtings (grass masks)
- hydro polygons, water bodies such as oceans, lakes, rivers
- land class polygons that display a land class of your choice with associated autogen

2. Textured Polygons with a texture of your choice"



My initial test results: the "VTP Polygon" does not show in FSX (yet).

This is true even if the Polygon and mapped texture(s) are converted to a FSX 'Ground Polygon' via MCX G-Poly Wizard.

That is odd, and I would normally expect this to work if MCX G-Poly Wizard did the processing, FSX conversion and placement.

And is odd, as when MCX G-Poly Wizard processed it for FSX conversion and placement, it was given an assigned Altitude AGL.


I recall SBuilder used different SCASM / ASM code for VTP G-Polys compared to MCX, but IIRC Arno said they were equivalent.

Perhaps FSX SP2 / Acceleration changed a SCASM / ASM rendering criteria for G-Polys compared to FS9 or FSX RTM / SP1 ? :scratchch


I shall do some additional tests tomorrow (Thursday) while compiling custom photo-real (aka "PR") imagery land class textures.

Note that Source imagery can be edited with a graphics application, and may be useful to test preferred FSX ground display.



I believe you should now back up your default Terrain.Cfg, and install the new "Modified Terrain.Cfg" file.

Both ADE and SBuilderX will automatically:

* Detect the new "Modified Terrain.Cfg" file in [FSX install path] root folder itself.

* Detect all entries that the new "Modified Terrain.Cfg" file makes available in FSX system folder chains.


FSX_X_Modified_Terrain_Cfg.htm

"Installation instructions

The original terrain.cfg file is located in the root directory- normally, this should be

C:\Program Files\Microsoft Games\Microsoft Flight Simulator X

...but can vary if you have installed to a different directory or on a different hard drive. In any case, if you cannot find the file, simply run a search on your hard disk, and follow these simple instructions.

1. rename the original file, for example, to terrain_original.cfg
2. place the included file in the Microsoft Flight Simulator Xroot directory
3. that is it!

To uninstall:

1. delete the terrain.cfg file
2. rename the terrain_original.cfg to terrain.cfg
3. That is it!"

FSX, ADE, and SBuilderX must all be restarted to automatically detect all configuration changes.

ADE and SBuilderX land / water class / vector Autogen object pick-lists will automatically be updated.

GaryGB
 
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Where do I get the modified terrain file?
I did get the texture to show up, but, it's ABOVE the original ground instead of at the original ground level. I tried various altitudes, but altitude does not affect the altitude of the poly, no matter what alt I put it at, so my conclusion is that FSX does not recognize the ALT setting put forth by SBX, so alt. has no effect on polys. I believe now after seeing this outcome, that yes, you can display a textured poly, but, it will always be slightly higher than your original ground assigned by ADE. You CANNOT change this alt in SBX, it will have NO EFFECT on the poly's alt. I even put it as low as -450m, that should have put it so far underground you wouldn't even see it, it didn't, it stayed right where it was with no change in alt. I think this is an unseen fault in SBX that is not compiling the alt information with the BGL, unless it's in another file someplace that needs to be put somewhere, whatever the case may be, it's not going to work. So, my idea is no longer valid since it can't be done with the current programs that I have at my disposal. This is another project to be put on hold until some better program can be found that will do what I need. Maybe it could be done with Blender or Sketchup, but not with SBX. Blender refuses to run on my machine and I don't even know how to begin trying to do something like this in sketchup.

One last thing, what do I do with the SCM file? It seems to contain the poly's information including its alt. Should that file be put somewhere perhaps?
 
Where do I get the modified terrain file?

The URL was previously posted in one of your recent threads here:

https://www.fsdeveloper.com/forum/threads/editing-bgl.459694/post-931566

I did get the texture to show up, but, it's ABOVE the original ground instead of at the original ground level. I tried various altitudes, but altitude does not affect the altitude of the poly, no matter what alt I put it at, so my conclusion is that FSX does not recognize the ALT setting put forth by SBX, so alt. has no effect on polys. I believe now after seeing this outcome, that yes, you can display a textured poly, but, it will always be slightly higher than your original ground assigned by ADE. You CANNOT change this alt in SBX, it will have NO EFFECT on the poly's alt. I even put it as low as -450m, that should have put it so far underground you wouldn't even see it, it didn't, it stayed right where it was with no change in alt. I think this is an unseen fault in SBX that is not compiling the alt information with the BGL, unless it's in another file someplace that needs to be put somewhere, whatever the case may be, it's not going to work. So, my idea is no longer valid since it can't be done with the current programs that I have at my disposal. This is another project to be put on hold until some better program can be found that will do what I need. Maybe it could be done with Blender or Sketchup, but not with SBX. Blender refuses to run on my machine and I don't even know how to begin trying to do something like this in sketchup.

One last thing, what do I do with the SCM file? It seems to contain the poly's information including its alt. Should that file be put somewhere perhaps?

[EDITED]

Please attach a link to that file set of BGL and all mapped texture(s) with the SCM source code file for the textured poly that actually displayed at any Altitude in FSX ...packaged in a ZIP file

Then we can analyze why its compiled SCASM / ASM BGL is not rendered by FSX as expected.

[END_EDIT]

It is possible Arno adapted MCX G-Poly Wizard to only output G-Polys as "snap-to-ground" AGL and not as assigned Altitude AGL (Meters).

http://scasm.de/doc/sca_tply.htm#tvpoly

http://scasm.de/doc/sca_cmdl.htm#conventions

GaryGB
 
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Ok,I finally got the poly to show up at the right alt. I had an old remnant file in one of my scenery folders, after I deleted it, things worked. Now, is there any way to have my Land Class polys show over the Textured Polys? If not, I can work around that problem. Would I do that in SBX or in ADE?
 
How do you add a vertex to a poly in SBX? I need to touch up some of my poly alignments but can't figure out how to add a vertex where I need one.
 
Ok, I finally got the poly to show up at the right alt. I had an old remnant file in one of my scenery folders, after I deleted it, things worked.

Please state "which" type of file was an old remnant file in one of my scenery folders.

For example, was it an earlier test version of BGL or texture file related to the textured polygon?

If not that type of BGL, was it an elevation correction related file generated by ADE ?


Now, is there any way to have my Land Class polys show over the Textured Polys?

If not, I can work around that problem. Would I do that in SBX or in ADE?

Hi Tom:

We must bear in mind that there are numerous types of "textured polygon" types that are used in multiple versions of FS2Kx.

It is imperative that we know which type of Textured Polygon you made in SBuilderX.


Assuming you refer to CVX vector 'land class polygons' ...with texture numbers listed in Terrain.Cfg, the answer depends on the type of actual Textured Polygon you made in SBuilderX. :pushpin:


In the context of the (2) types of Polygons described by the SBuilderX Help file cited above in this thread post:

https://www.fsdeveloper.com/forum/t...mountain-using-ade-for-fsx.459364/post-931659

...please clearly identify the option you chose to make a Polygon currently being discussed at this time in this part of the thread:

1. Vector Polygons, including:
- exclusion polygons that only exclude terrain items, not objects
- airport backgrounds, that is, flattens, autogen exclusions, and airport skirtings (grass masks)
- hydro polygons, water bodies such as oceans, lakes, rivers
- land class polygons that display a land class of your choice with associated autogen

We must assume these are types only made available via FSX Terrain.Cfg in the SBuilderX pick-list, as "CVX Vectors"

Thus, these are compiled by SDK SHP2VEC from ESRI *.SHP files with accompanying XML source code instructions

2. Textured Polygons with a texture of your choice

As custom textures are used, these are NOT made available via FSX Terrain.Cfg in the SBuilderX pick-list, as "CVX Vectors"

Thus, these are compiled by SCASM / ASM (BGLC ?) from SCA / SCM files with accompanying source code instructions.

They do not use MDLs, and are a legacy "Scenery Assembler" instruction set that is only partially supported by FSX / P3D.

Which method did you use to make your "textured polygon" ?

GaryGB
 
How do you add a vertex to a poly in SBX? I need to touch up some of my poly alignments but can't figure out how to add a vertex where I need one.

SBuilderX Menu > Help > {Contents} tab > Working with SBuilderX > Working with Points, Lines and Polygons

SBuilderX Menu > Help > {Search} tab > query string: Insert > click: [List Topics] button > Special Keys


GaryGB
 
I used method 2. And I found how to add the vertex. The Remnant file was an old Polygon file that I was working on before I figured out how to make it work. It was left over and no longer needed. I don't know how it got copied to the Global/scenery folder in the first place, but it's gone now and everything works except for getting my land class to show over the Textured Poly, that I am still trying to figure out. I'm sure there is a way. How the heck do I find out "what type" of textured Poly I used, you have to keep in mind, I'm still a newb on this stuff and I only know the basics. Does it matter what DXT format I use? I used DXT1(no alpha) for the texture. I just want to place some LC textures over the now newly created landscape (which looks good BTW). Doesn't quite show the Hi-Res detail I'd like, but it will do until I figure out how to get more detail.
Most likely has something to do with the actual RES I used to create the texture itself. I'll have to try bigger resolution files next time. BTW, is BMPDXT better than DDS as far as Resolution goes, or is the BMPDXT better?
 
I used method 2.

So, you used a 'custom' texture, and did not use an item from SBuilderX' pick-list of CVX Vectors defined in FSX' Terrain.Cfg. ? :scratchch

And I found how to add the vertex.

Congratulations ! :)

At first glance SBuilder for FS9 and SBuilderX can be baffling; but study their Help files, and it becomes easier to understand.

The Remnant file was an old Polygon (BGL) file that I was working on before I figured out how to make it work.

It was left over and no longer needed. I don't know how it got copied to the Scenery\Global\Scenery sub-folder in the first place, but it's gone now and everything works except for getting my land class to show over the (custom) VTP Textured Poly, that I am still trying to figure out. I'm sure there is a way.

How the heck do I find out "what type" of textured Poly I used, you have to keep in mind, I'm still a newbie on this stuff and I only know the basics.

Does it matter what DXT format I use? I used DXT1 (no alpha) for the texture.

You stated above having used "Method 2" cited in SBuilderX Help file; that was a 'custom' textured VTP Polygon.

Depending on the VTP poly 'layer number' actually output, it 'may' superimpose on other default land class ground textures.

It 'may' be possible to assign a "VTP layer number" that puts the custom VTP Polygon below the default land class textures.

One 'may' also be able to assign a "VTP layer number" that puts a custom VTP Polygon above default Airport *.R8 textures. ;)


As I linked previously in another post to your threads:

https://www.fsdeveloper.com/forum/threads/editing-bgl.459694/post-931605

Ground2K scenery utility from FS9 era uses VTP type polygons for terrain land class or objects

Luis Feliz-Tirado's tutorial explains them:

https://library.avsim.net/esearch.php?CatID=fs2002sd&DLID=33724

Ground2K_for_beginners

See: Create a textured polygon
"Create a textured polygon
There are two types of textured polygons (VTP, or Vector-Based Textured Polygons):

a) The first type (VTP2) can receive a land class value (and display a default ground texture). Autogen will appear as normal over this polygon.

Or, you can assign any other texture that you wish and provide seasonal variants – the texture will change in appearance through the year.

b) The second type (VTP1) can use a land class value, but there will be no autogen displayed. You can also use any texture of your choice and provide seasonal variants.

In addition, this type of polygon has the advantage that you can shift the position of the texture so that only a part of it is displayed in the polygon. This possibility is not present in the first type of textured polygon.

We shall create the pool using the second type of textured polygon.

Note: We refer to the first type and the second type of textured polygons because of the order in which they appear on the Attributes page in Ground2K. Be aware that the first type of textured polygon is, in fact, a VTP2 polygon while the second type is a VTP1 polygon.

Warning: While you can use any image as your texture, it must be a bitmap (no JPEG or other allowed) in either 8-bit color (256 color) or in DXT1 format (the standard format for ground textures.) Any other format for the texture will either prevent Flight Simulator from launching or crash it. You may even find that some 8-bit color bitmaps will crash the game. You are safest using DXT1 bitmaps. Place your textures in the FS2002/Texture folder."


That said, it is possible that transparency may be implemented via use of DXT3 texture format in 'newer' VTP polys via SBuilder:

https://www.fsdeveloper.com/forum/threads/vtp-polys-photo-and-groundmaker.1834/post-10502


Rather than citing a Ground2K guide legacy water poly method targeting FS-8 / FS9, we will once again refer to a "FSX" guide:

https://www.fsdeveloper.com/forum/threads/how-do-you-edit-shore-lines.444306/post-927596

Terrain Design for Flight Simulator X

NOTE: This HTML file may require MS-Edge web browser to display properly.

See: Drawing a Hydro Polygon


I just want to place some LC textures over the now newly created landscape (which looks good BTW).

Doesn't quite show the Hi-Res detail I'd like, but it will do until I figure out how to get more detail.

All default / custom land class textures / objects defined by FSX Terrain.Cfg are limited to FS default 1-Meter / pixel resolution.

For higher resolution ground textures, we can use:

* 'custom' land class photo-real satellite / aerial imagery compiled via SDK Resample

...Or:

* 3D 'G-Poly' (usually- but not required to always be- flat / level) textured with any image ...compiled via SCASM / ASM.

GaryGB
 
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Now it's time to figure out some other way to change the ground to resemble a Mars landscape, textured polys ain't gonna do it. Does anyone have any ideas? I want to give the ground that "Mars" look. What would be the easiest and best way to do that, or can it be done?

Hi again:

You may find that the local custom photo-real imagery already looks like Mars when compared to FSX default textures: :idea:

Uinta_Basin_ESRI_World_Imagery-1.png


Uinta_Basin_ESRI_World_Imagery-2.png


Uinta_Basin_ESRI_World_Imagery-3.png


More to come after I compile some FSX high resolution terrain mesh to drape the high resolution imagery onto. :cool:


GaryGB
 
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I pretty much have the terrain looking the way I want it. Now can you explain in lamen terms, how to get land classes to display over my Textured Poly? I went through all of the links above, but as I seem to find everywhere I look, the explanations "assume" I know what I'm doing. I DO NOT know what I'm doing. I need some simple expanation as to how to add Land Classes to my new Textured Polys. I'm going to be replacing all of the "bare" land areas with new "alien" land textures and I need to be able to keep my Land Classes. I don't know anything about all this "layer numbering" and stuff. I need someone to explain things in a way that someone that has NO IDEA what to do can understand, sort of a "Sbuilder for Dummies" kind of thing. Because I'm the biggest "dummy" there is. Design is not something I've been doing for years or months, I just started so I don't understand most of this. I couldn't get "dummy" help so I bassicaly just sat here for several hours "playing around" to figure out how to get the textures working right, because no one was willing to explain in a way I understand, how to do it. I can't even find answers on google, the information I find there is either outdated or just completely "WRONG" altogether. I'm sure there are other people out there that would love to get into design work, but because of the lack of "proper teaching" ,they are afraid to even start. I took a shot at it myself. I read LOTS of links, and messages, and threads on other sites, but again, everyone assumes I know what I am doing. I tell you this much, learning to "repair" TVs, was 100 times easier than learning this stuff. But I had a good teacher for that. I have no such luck with this. Guess it's just time to sit here for another several hours and "play" around with stuff, maybe I'll get lucky, who knows?
 
My poly is #53, so what number should my Land Class be? Should it be lower or higher than 53? Or is that not the layer number. It's the only number I can actually change, so I took a guess that this is the layer number. I could be wrong, and probably am.
 
I pretty much have the terrain looking the way I want it.

Now can you explain in laymen terms, how to get land classes to display over my Textured Poly?

I went through all of the links above, but as I seem to find everywhere I look, the explanations "assume" I know what I'm doing.

I DO NOT know what I'm doing.

I need some simple explanation as to how to add Land Classes to my new Textured Polys.

I'm going to be replacing all of the "bare" land areas with new "alien" land textures and I need to be able to keep my Land Classes.

I don't know anything about all this "layer numbering" and stuff. I need someone to explain things in a way that someone that has NO IDEA what to do can understand, sort of a "SBuilderX for Dummies" kind of thing. Because I'm the biggest "dummy" there is. Design is not something I've been doing for years or months, I just started so I don't understand most of this. I couldn't get "dummy" help so I basically just sat here for several hours "playing around" to figure out how to get the textures working right, because no one was willing to explain in a way I understand, how to do it.

I can't even find answers on google, the information I find there is either outdated or just completely "WRONG" altogether. I'm sure there are other people out there that would love to get into design work, but because of the lack of "proper teaching", they are afraid to even start. I took a shot at it myself. I read LOTS of links, and messages, and threads on other sites, but again, everyone assumes I know what I am doing.

I tell you this much, learning to "repair" TVs, was 100 times easier than learning this stuff. But I had a good teacher for that. I have no such luck with this. Guess it's just time to sit here for another several hours and "play" around with stuff, maybe I'll get lucky, who knows?

OK, to try and help you further, we must agree on references for the meaning of some terms that need to be used here.

I am again going to recommend a review of Luis Feliz-Tirado's tutorials as well as the ADE Manual and SBuilder Help file(s).


Your statement above suggests that you want to Exclude and Replace default land class textures with new custom textures.

Be aware custom land class textures have no Autogen annotations, and using them requires adding entries to Terrain.Cfg file.

Creating Autogen annotation on custom land class textures is challenging to learn even for advanced SDK users.

Adding entries to Terrain.Cfg is for expert users only.

IMHO, in that case, you are better off using custom photo-real satellite / aerial land class textures without Autogen, and editing them.

If you wish to learn that, I 'may' be able to assist you.


Historically, very few FS Developers have been inclined to create custom land class textures and then add them to Terrain.Cfg; it is very complex to do, and the FS infrastructure is far more complicated than you may realize.

One should Exclude and Replace, but not swap ...default files.


I am fairly certain that most forum participants here may consider it unreasonable for you to expect customized tutorials intended to work around the requirements of learning FS SDK concepts / terms / methods; these are entry-level prerequisites for discussing FS Development.

If you have College education beyond High School, you should be familiar with institutions having admission requirements.

If one cannot submit proof of meeting those requirements, one is not allowed to enroll at most Colleges.

If one successfully enrolls in a College, one has prerequisites for each curriculum and course that must be met in order to enroll in them.

Obviously FDEV is not a formal- or informal- educational 'institution'.

But a principle of needing to have demonstrable entry level knowledge in order for other forum participants to be willing to allocate time to help a person that may appear to be seeking to 'skip the learning time investment', is likely to result in few- if any- replies to queries here.


You should be objective with your self about how few replies you have received in the 6 months since you started posting at FSDEV.

Part of that is due to the topic of an unusual and infrequently seen subject matter: fictional scenery involving D&D / RPG "game" activity.

Very few FS Developers worked with Adventures in FS2Kx, Missions in FSX / P3D, or in MSFS 'Career Mode' thus far.

And very few appear to have worked with user controlled Ground Vehicles for driving etc. in all cited FS versions cited above

Maybe Lockheed-Martin or those employed by / on behalf of the US Military, but not most public domain FS Developers


I find your project to be interesting as an exploration of the "3D world rendering engine" capability of SDK code in FSX / ESP.

But that is less a focus here, so you are less likely to receive many replies due to the very specialized topic of your project.


I agree that learning how to use the FS SDK should be easy to do; but it is actually highly complex.

I would not be doing you a favor by telling you that FS Development is not challenging.

I do believe you actually are up to the challenge; whether you progress with learning, will require a commitment of time and patience.

My poly is #53, so what number should my Land Class be? Should it be lower or higher than 53? Or is that not the layer number. It's the only number I can actually change, so I took a guess that this is the layer number. I could be wrong, and probably am.

[EDITED]

Are you referring to the assigned "Priority" number in SBuilderX - Polygon Properties > {Textured Polys} tab ?

SBuilderX_Polygon_Properties_Textured_Polygon_Tab_Prioritry-1.jpg


You may wish to review legacy FS9 VTP attribute info as cited / linked in my previous post here:

https://www.fsdeveloper.com/forum/threads/editing-bgl.459694/post-931605


SBuilder for FS9 Help file 'may' answer your questions regarding VTP Textured Polygons made by SBuilderX as well: :idea:

SBuilder9 Menu > Help {Content} tab > Working with SBuilder > Working with Points and Polygons > The order of Lines and Polygons

SBuilder9 Menu > Help {Content} tab > Working with SBuilder > Making Scenery with SBuilder > VTP Scenery


For examples using VTP Poly layers and 'drawing priority', see also:

Tutorial: Working with Textured Polygons in SBuilder - by Scruffyduck (Jon Masterson)

https://library.avsim.net/esearch.php?CatID=fs2004misc&DLID=77980

[END_EDIT]

GaryGB
 
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Just FYI to anyone else trying to place Land Classes on top of a Custom Textured Poly, you can't. I just went through every land class one by one, and none of them will show over a Custom Textured Poly. I also tried putting the poly at a level 10 priority which is above the priority of EVERYTHING else, but it still does not show. The only real (painstaking) way to do it is to place you land class, then create the Custom Texture Poly around that land class. You cannot put it under the land class, the Poly will take president over everything else. I may go in and do it, but I don't know if I want to do that or not, it would be very painstaking and time consuming, I will most likely just put my custom poly in places where there are no land classes as ground cover. I just don't want to go in and re-do all of my land classes, there is just too many of them.
 
That's just as I had figured out, bassicly without expert knowledge, it can't be done. So I'm going with my backup plan and just placing the custom textured polys in places where a land class is not required or does not exist. I'm not even going to attempt to put land classes in there. You just confirmed what I had figured out a few hours ago. It can't be done unless you're an expert designer that knows the required stuff. It was just a fun challenge to actually make custom land textures, I can use them, but just not like I was hoping to. I'm going to practice working on making those hills now, to at least take some of the "flatness" out of the land and maybe add some "alien" rocks and plants. I also want to practice working with custom water textures. I think I can do it the same way using custom textured polys, just don't know how it will look and if any of the water effects will work with custome textured polys. If not, I can just use the preset water classes. I'm going to play around with that for a while.

Just one thing, could I possibly use a exclusion poly over the textured poly then place a land class on top of that? If I can do that, which excl. poly would I use?
 
I just thought of something, it's a bit of work, but maybe it could work. What if I created a SOLID and flat surface as a MODEL, placed that on top of the Textured Poly (ground), then put a Land Class poly on TOP of that flat and solid platform, could that possibly work? Models and objects are showing over the textured poly, so I would think that having a thin or even invisible platform under the land class, would allow it to show up since it is NOT sitting on the actual ground itself, basically it becomes part of the model, or....I could create a model (flat and solid) then just add a land class texture onto the model and compile it as part of the model and just place the model on top of the textured poly. That's at least 2 ideas that might just "work around" the problem of land class not being able to be placed on top of a textured poly. Once you create the model using Sketchup or some other 3D rendering software, all you would have to do is just change the land class that you put on top of the model. A little work, but could possibly work. What do you think?
 
I was just wondering, can you make photoreal scenery from downloaded photo images? I downloaded some actual "official" photos of the Mars surface, these are actual very Hi-Res photos, Is it possible to make those photos into photoreal imagery that can be used in FSX? If it can be done, I can learn myself how to do it, I just wanted to know if it can even be done. It would really be nice to have some good land imagery instead of just textures. A project for a later time, but would like to know if something like that can actually be done and actually imported into my airport.
 
Just FYI to anyone else trying to place Land Classes on top of a Custom Textured Poly, you can't. I just went through every land class one by one, and none of them will show over a Custom Textured Poly. I also tried putting the poly at a level 10 priority which is above the priority of EVERYTHING else, but it still does not show. The only real (painstaking) way to do it is to place you land class, then create the Custom Texture Poly around that land class. You cannot put it under the land class, the Poly will take president over everything else. I may go in and do it, but I don't know if I want to do that or not, it would be very painstaking and time consuming, I will most likely just put my custom poly in places where there are no land classes as ground cover. I just don't want to go in and re-do all of my land classes, there is just too many of them.
There may be exceptions and poorly documented- but actually SDK compliant- methods which can work around that conclusion of limitation.

GaryGB
 
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