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FSX Making a small 50ft recess

I will need to test this further, but AFAIK, we may need to make some custom CVX Vectors for your Terrain.Cfg.

Notice the use of "FlattenMode=flat" in Terrain.Cfg for CVX Vectors that may allow them to be hijacked by ARPs,

// Airport Backgrounds (FSX) - Flatten
[Texture.266]
Name=Airport_Backgrounds_Flatten
Color=FFFFFF00
guid={47D48287-3ADE-4FC5-8BEC-B6B36901E612}
FlattenMode=flat
FlattenPriority=51000
LandClassRemapType=none
ExcludeAutogen=No
RenderToTexture=No
RenderPriority=20000
Water=No

It may be a custom definition with FlattenMode=none in Terrain.Cfg disallows ARP hijacking of a terrain mesh clinging attribute


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

flattenmodeFlattening to apply. One of: none, flat, offset or slope.

If none is entered, then no flattening is applied.

If flat is entered, the region underneath the vector object (such as a road or railway line) will be flattened.

If offset is entered, then an entry should be made for flattenoffsetmeters, which raises or lowers the terrain for the vector object.

If slope is entered, then the program will look for a slope attribute to the vector data, and apply that slope (for example, the gradient of a river) to the terrain.
Hydro Polygons - Generic Lake - Perennial( FlattenMode=slope )
Airport Backgrounds (FSX) - MaskClassMap only( FlattenMode=none )
Airport Backgrounds (FSX) - Flatten only( FlattenMode=flat )
Stream Lines - stream lines / unknown / perennial( FlattenMode=offset )

GaryGB
 
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The reason for so many parking spots is the use of FSpassengers, in order to create a 'flight' in FSpassengers you must have a departure and a designation. Also the multi-spot allows me to place my vehicle at FSX startup in a specific area without having to 'drive' to the area everytime. I could actually eliminate the spots and just start out at the runway then use ADE to 'move' the vehicle to where I want to start out at. Which I may actually do to eliminate some alignment problems. But still creating separate airports is very time consuming and I run into other unforseen problems. Perhaps there is a way to do what I want, but I have yet to find it. I'm going to keep trying different things that 'pop' into my head, but as for now, I'm going to leave things alone. So I'm putting this part of the project to 'sleep' for now, I'll 're-awaken' it at another time. There are other things I want to experiment with for now. I have a backup of the project stored elsewhere, so if I mess up anything, all I have to do is load the backup AD4 and start over. I always keep an update Backup AD4 file of the project in a 'working' state in case something goes horribly wrong and I am unable to recover from it. I keep my backup on a flash drive so there is no danger of accidently overwriting it or deleteing it.
 
I will need to test this further, but AFAIK, we amy need to make some custom CVX Vectors for your Terrain.Cfg.

Notice the use of "FlattenMode=flat" in Terrain.Cfg for CVX Vectors that allow themselves to be hijacked by ARPs,

// Airport Backgrounds (FSX) - Flatten
[Texture.266]
Name=Airport_Backgrounds_Flatten
Color=FFFFFF00
guid={47D48287-3ADE-4FC5-8BEC-B6B36901E612}
FlattenMode=flat
FlattenPriority=51000
LandClassRemapType=none
ExcludeAutogen=No
RenderToTexture=No
RenderPriority=20000
Water=No

It may be a custom definition with FlattenMode=none in Terrain.Cfg disallows ARP hijacking of a terrain mesh clinging attribute


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

flattenmodeFlattening to apply. One of: none, flat, offset or slope.

If none is entered, then no flattening is applied.

If flat is entered, the region underneath the vector object (such as a road or railway line) will be flattened.

If offset is entered, then an entry should be made for flattenoffsetmeters, which raises or lowers the terrain for the vector object.

If slope is entered, then the program will look for a slope attribute to the vector data, and apply that slope (for example, the gradient of a river) to the terrain.
Hydro Polygons - Generic Lake - Perennial( FlattenMode=slope )
Airport Backgrounds (FSX) - MaskClassMap only( FlattenMode=none )
Airport Backgrounds (FSX) - Flatten only( FlattenMode=flat )
Stream Lines - stream lines / unknown / perennial( FlattenMode=offset )

GaryGB
Let me know if that works. It sounds 'logical' enough. If that's all I need to do, then so be it. However, I forgot where the heck the terrain.cfg file was.
 
Ok, I found it. I did try just for the heck of it, changing that mode to none, but it kinda creates a whole new set of problems. For instance, all my roads and buildings and such, all seem to 'float' in the air, and anywhere I have flattens. it messes with the visual of any water and land polys elsewhere. So it didn't really work. I could go in and change the altitudes of all objects and SBX placed polys, but I would be worried other issues would show up if I did that. So I'll let you do some testing and see what you come up with.
 
how do you de-select a single poly from the rest in SbuilderX. The instructions say to hold the Shift Key and then click on the poly you want to de-select. I tried that and it don't work. I want to de-select three of my polys and leave the rest selected so I can multi-delete the other polys without deleting the three I want to keep.
 
Zoom out so you can better see the edges of the polys of interest, then click the edges to be selected or deselected.

If that does not work, zoom outside the project area, click a blank area of the SBuilderX work space, then start re-selecting and deleting polys one-by-one, rather than attempting to process several at a time (that takes a little practice).


GaryGB
 
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BTW: I did a quick test by changing via Search-And-Replace, FlattenMode=Flat to FlattenMode=None.

The results were inconclusive for most large default type CVX LC terrain texture polys, but Roads were terrain mesh clinging.

I plan to test changing the Poly Altitudes to 0 to see if that allows large default type CVX LC terrain texture polys to be fully terrain mesh clinging.

We can only do edits that change attributes, but not those which add or delete numbered CVX Vector texture entities, as that requires changes to object statistics in certain other parts of the Active Terrain.Cfg.

If need be, we can go over how to do that later.

I'm at O'Hare KORD and will soon be on the road again until tonight.

GaryGB
 
Sorry I haven't replied for a while, but my computer got infected last week and it has kept me from logging into any websites. I just recently got all of it fixed. It took updating MalwareBytes to get everything working, and I had to do that through 'safe mode' and no internet connection. I've been doing some work on the project, I removed a lot of the PR because it was causing FPS problems. I'm changing things back to a 'natural' and more 'real world' look. I left in a few of the PR LC but I don't want to add any more because the system can't handle it. I'm still having issues with creating signs as they all appear invisible except for the pole and the back of the sign, If you look at it from the front, it is completely transparent, if looking at the back, it is solid. I've tried changing the format of the texture to different things, and nothing seems to work. I will prpbably have to just create a whole new model, I think there is something completely screwed up with the model keeping it from working. I'd like to add signs, but if I can't make them work, they are not important enough to spend months trying to make them work. If I sent you one of the signs with the textures, could you take a look at it and see if you can figure out what needs to fixed before I spend the time modeling a completely new sign model? It has to be something that is making the texture transparent but I can't figure out what.

BTW: It used to work fine. It's an old model I created years ago with Gmax.
 
I seem to have a problem logging on to this site from my computer. It keeps getting blocked by malware bytes. I tried adding it to the exemption list but it still gets blocked. It comes up as outgoing as malicious site. So until I figure out the cause I can no longer provide any files. I may have to re activate my VPN in order to log in from my computer. I think someone is hijacking my internet. In fact this may be the last message I can reply to because after a couple of hours my mobile device may also get blocked. You may not hear from me for a while after today. I will just go ahead and make a new sign model since I will not be able to receive any more help from here. I might wind up joining a different site to get help. I will try the VPN and see if that helps. If not I will have to say farewell.
 
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