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Making new coastlines

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32
Hello..

I'm working on my first scenery project for FSX. I'm using google earth and FSX KML. The thing is that I want to make better and more detailed coastlines for a place. I have done so, using google earth and FSX KML. I have also created an exclude file for default shorelines. But what happens is that I see water between the fastland and the shorelines. Looks very strange. What am I doing wrong? Anyone?

By the way, FSX KML is a genious program :)
 
I don't understand the term fastland, so that may hinder me. But it sounds as if you're expecting the FSX scenery to match up to GE, but it's not always that accurate. So when you replace the shorelines, as per GE, it causes water to show inside the shorelines. That sound like the situation?

What you're left with is to tweak the shorelines to match FSX or the other alternative of taking out the default water and redrawing new polygons to match to the shorelines. Note shorelines don't stop the display of water inside of them. What may seem like two related objects, water and shorelines are really two different items, each handled seperately within FSX.


What I meant was that I have space between the mainland and the coastlines. I have water between the mainland and the coastlines. The mainland does not extend out to the coastlines without leaving a gap between these two, if you know what I mean. The problem is that the default coastlines in FSX is not acurate enough to make my airport fit in, so I have to make more accurate coastlines in order to make the airport fit in as in real life. How do I do this properly? I'm using both FSX KML and SBuilder X.
 
Not what you might want to hear, but you would need to exclude the existing water and then add back your more accurate water data.

In FSX, everything is land, with water added in.

Thanks! But I've been trying to do this today, but I'm stuck. I can't get this right. What is the proper way to do this in Google Earth and FSX KML? To make new and more detailed coastlines to the already existing ones? Without a gap between the mainland and the coastlines? Is this maybe easier to do in SBuilder X?
 
Hello,

The FSX world is covered with water tiles. Then, in continents and island regions, land tiles are placed on top of the existing water tiles. At this stage FSX is a tiled world. Finally water polygons are added in to make the coastlines and the shape of the islands.

So, the process of making coastlines is a process that consists in changing land into water. Therefore we need to have land in the first place. If no land exists we need to add land tiles on top of water tiles.

You need to consider this in addition to the other aspects of your project.

Kind Regards,

Luis
 
Hello

It's precisely what I'm doing with Madagascar shorelines (thanks for help of Luis Sa!), using GE and SBX.

I work with one QMID11 area.

- delete all waterpolygon (generally for ocean, but take care of other inner ponds,...).
- delete shorelines

- create new waterpolygon: generally 3 lines following the QMID box, and one precise line following the GE shoreline. Tag it as desired (Usually, same as original read in TMF Viewer).

- make a copy of project to get the exact shoreline from waterpoly without drawing it a second time: in this project, convert the poly to line, then delete the points so it just remains the shoreline. You have now to bring back this line to the main project.

- orient the shoreline for waves; they are set right-hand when following line in ascending order of points; if not, use reverse function. You may join the shorelines from different areas together.

- tag the shoreline: personnally, I use Generic Ocean (bottom of list); I tried the various Ocean items, but they don't display (?).

- you may add little islands with drawing polygons, and hole function (parent = ocean waterpolygon).

- endly, you may adjust WC tiles to display reefs, ...

Good work!
Pierrot - FMEP
 
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