Hi Terry:
A few initial considerations may help achieve more predictable results when making vector objects in SBuilder for FS9 ...for use in FS2004 (aka "FS9"), and when displaying one's scenery on another computer installation of FS9.
First, when using "tilted" or "sloped" flattens (whether to build a hill or tunnel, or to blend the edge of the airport background / RWY flatten into the surrounding terrain elevations) in either FS9 or FSX, it is important to decide what terrain mesh resolution you intend for your airport to be used with, because the terrain mesh "shape" may change with different factors.
Then, to paraphrase my statements in the above linked post:
http://www.fsdeveloper.com/forum/showpost.php?p=239862&postcount=4
To better control factors affecting displayed FS terrain mesh "shape" ...on the FS developer's and end user's computer installation of FS and one's custom add-on scenery :
1.) Be sure each FS9 installation uses the same resolution terrain mesh BGL files ("density" of mesh expressed in Meters between elevation data points)
NOTE: Maximum displayable resolution of the terrain mesh quad matrix grid in FS9 is 19.1 Meters (aka "LOD-11")
2.) Be sure each installation uses the same TERRAIN_MAX_VERTEX_LEVEL (aka "TMVL") setting in the active FS9.Cfg file (located in the main FS9 install folder); it should read:
TERRAIN_MAX_VERTEX_LEVEL=19
NOTE: Be sure to save that edited Fs9.Cfg file with a ".Cfg" file extension and not ".Txt"
3.) Be sure each FS9 installation intended to display one's add-on custom scenery uses the same FS9 GUI terrain mesh complexity slider setting of "100" (100 percent complexity)
BTW: Unlike FSX, FS9 GUI does
not have a slider for setting / limiting the displayed FS run time terrain mesh resolution; this is done via the TMVL setting inside the FS9.Cfg file, and by loading a 3rd party add-on FS9 format terrain mesh BGL file of the desired resolution (expressed in Meters and/or LOD as described above).
NOTE: If one does not load a 3rd party add-on FS9 format terrain mesh BGL, the default (
very low !) resolution terrain mesh of FS9 itself is what will be used at run time.
FYI: If a 3rd party add-on FS9 format terrain mesh BGL is used, the Area entry for its folder location should be placed physically lower in the FS9 Scenery Library GUI stack of layers (Ex: in Addon Scenery\Scenery folder or a separate folder chain added to the the FS9 Scenery Library GUI using the "Add Area" button).
One's custom vector LWM3 hill should be placed physically higher (Ex: at the top) in the FS9 Scenery Library GUI stack of layers than the entry for any 3rd party add-on FS9 format terrain mesh BGL(s).
Doing all the above allows LWM3 BGLs to modify the terrain shape otherwise displayed by underlying default or 3rd party add-on FS9 format terrain mesh BGL(s) for one's scenery area of interest.
PS: I found the original post by SBuilder's author on implementing LWM3 vector polygons which was the basis for the section in the Help file for SBuilder for FS9:
http://www.ptsim.com/forum/viewtopic.php?f=18&t=299&start=0
The SBuilder for FS9 Help file version of the above is found via:
SBuilder Menu > Help > Search Tab > Search String: "
Tilted"
> click '
List Topics'
> LWM Scenery > Scroll to: "
LWM tilted polygons"
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EDITED]
I also would like to point out the SBuilder Help topic on how to display a LOD-21 Grid and how to select, and how to snap all polygon vertices to that LOD-21 Grid ...for better predictability of results when drawing your custom "hillock" upon the underlying hill in your FS9 terrain.
How to display a LOD-21 Grid
SBuilder Menu > Help > Search Tab > Search String: "
Grid"
> click '
List Topics'
> Display Grid
How to "Snap" points / vertices to a LOD-21 Grid
SBuilder Menu > Help > Search Tab > Search String: "
Grid"
> click '
List Topics'
> Snap to LOD
Again, I would draw your attention to the importance of pre-visualizing the alignment of ones "intended" vector polygon vertices within the framework of the FS quad matrix LOD-21 grid as shown by this post:
http://www.fsdeveloper.com/forum/showpost.php?p=632954&postcount=28
...within the context of this topically pertinent thread:
http://www.fsdeveloper.com/forum/showthread.php?t=425495&highlight=LWM3&page=2
NOTE: Although the above post was for FSX, the author still chose a QMID grid of LOD-23 in SBuilderX ...which was the same as a LOD-21 grid in SBuilder for FS9.
The max displayable terrain grid resolution in FS9 is LOD-11; but a LOD-11 quad has a sub-matrix of 256x256 "Area Points" per LOD-11 quad that is technically on a LOD-21 grid, and which is available for purposes of FS9 point / vertex placement.
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END_EDIT]
Hope this helps a bit more !
GaryGB