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Mesh resolution - Shared Scenery

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unitedstates
Hi guys, I'm working on an island that I've imported custom mesh into, however, I just now realized that I've made my mesh corrections (via SbuilderX) with a particular mesh resolution setting in P3D - 19m. When I moved the mesh resolution slider all the way up, the mesh looked great but my 'edits' via sbuilderX now looked off. I am looking to make this scenery redistrubtable so do need it to cater to all user's settings.

My question is: Is there a way to override the mesh resolution for a particular area? Or, better yet, what is the process for developers when doing something like this? Again, I'd like to always keep this particular area at a particular "mesh resolution" (1m) - regardless of what a user has in their P3D settings.

Hope this makes sense. Many thanks in advance!

PEACE FARM
 
Hello:

When you state that you've imported a "custom mesh" for an island, and you've made your mesh "corrections" (via SbuilderX) with "a particular mesh resolution setting in P3D - 19m", are the custom mesh and the mesh corrections referring to the same BGL, or do you actually have (2) separate BGLs ex: ? :scratchch

* A 'gridded' terrain mesh BGL with a resolution of 1 Meter between elevation data points ...compiled via SDK Resample

...and:

* A CVX vector sloped flatten BGL via SBuilderX with LOD-11 terrain quad grid vertices ...compiled via SDK Resample


GaryGB
 
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Hello:

When you state that you've imported a "custom mesh" for an island, and you've made your mesh "corrections" (via SbuilderX) with "a particular mesh resolution setting in P3D - 19m", are the custom mesh and the mesh corrections referring to the same BGL, or do you actually have (2) separate BGLs ex: ? :scratchch

* A 'gridded' terrain mesh BGL with a resolution of 1 Meter between elevation data points ...compiled via SDK Resample

...and:

* A CVX vector sloped flatten BGL via SBuilderX with LOD-11 terrain quad grid vertices ...compiled via SDK Resample


GaryGB

Thanks for the quick reply, Gary.

Correct, I have the two BGL's as you described: One at 1 meter compiled by Resample AND a CVX BGL with vector data from Sbuilderx.

Sitting on the edge of the seat ...
 
Hi again:

If you have a 1 meter terrain mesh BGL compiled by SDK Resample, that will always require end users set their FS GUI terrain mesh slider at 1 Meter resolution


If you wish, you can enable an even higher resolution terrain grid independently from that provided via the internal resolution of a terrain mesh BGL; this will create more closely-spaced grid vertices onto which vector objects and terrain mesh data can be displayed with less aliasing (...as a function of the FS rendering engine quad 'tile' infrastructure).

Assuming you have a DX-11 video card, in Prepar3D.Cfg, you may wish to test:

[TERRAIN]
LOD_RADIUS=3.500000
TESSELLATION_FACTOR=100 ; Tessellation Factor is

aka "Terrain Mesh Complexity" in MSFS2Kx

MESH_RESOLUTION=25 ; 25 = 1.2 M, 26 = 60 cm, 27 = 30 cm, 28 = 15 cm, 29 = 7.5 cm, 30 = 3.75 cm
TEXTURE_RESOLUTION=30

See: https://www.fsdeveloper.com/forum/threads/flattens.425495/post-633002

If you do not have a DX-11 video card, and you have a problem displaying Hi-Res mesh in P3D, let us know.


If needed, you can edit the *.SBP project file for the CVX vector sloped flatten BGL in SBuilderX to align TIN vertices to the FS LOD-15 / 1.2 Meter between elevation data point terrain grid vertices as discussed in this thread:

https://www.fsdeveloper.com/forum/threads/flattens.425495/page-2


GaryGB
 
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Hi again:

If you have a 1 meter terrain mesh BGL compiled by SDK Resample, that will always require end users set their FS GUI terrain mesh slider at 1 Meter resolution


If you wish, you can enable an even higher resolution terrain grid independently from that provided via the internal resolution of a terrain mesh BGL; this will create more closely-spaced grid vertices onto which vector objects and terrain mesh data can be displayed with less aliasing (...as a function of the FS rendering engine quad 'tile' infrastructure).

Assuming you have a DX-11 video card, in Prepar3D.Cfg, you may wish to test:

[TERRAIN]
LOD_RADIUS=3.500000
TESSELLATION_FACTOR=100 ; Tessellation Factor is

aka "Terrain Mesh Complexity" in MSFS2Kx
MESH_RESOLUTION=25 ; 25 = 1.2 M, 26 = 60 cm, 27 = 30 cm, 28 = 15 cm, 29 = 7.5 cm, 30 = 3.75 cm
TEXTURE_RESOLUTION=30

See: https://www.fsdeveloper.com/forum/threads/flattens.425495/post-633002

If you do not have a DX-11 video card, and you have a problem displaying Hi-Res mesh in P3D, let us know.


If needed, you can edit the *.SBP project file for the CVX vector sloped flatten BGL in SBuilderX to align TIN vertices to the FS LOD-14 / 1.2 Meter between elevation data point terrain grid vertices as discussed in this thread:

https://www.fsdeveloper.com/forum/threads/flattens.425495/page-2


GaryGB

Makes complete sense. Thank you, Gary.

So bottom line, the user will need to have the mesh resolution setting at 1m (or whatever resolution the mesh is) in order to make the scenery 'work' ?

A method that makes sense and that I'm fine with, but do you believe the community would take it well? As in, forcing them to make a change in their global settings?

Thanks again for the input!

PEACE FARM
 
Indeed, a 1.2 Meter terrain mesh resolution BGL requires a 1 Meter terrain mesh resolution FS GUI slider setting ...in order to be displayed in FS at run time.

AFAIK, nearly any modern computer hardware capable of running FSX should have no problem with run time rendering of terrain mesh and/or CVX vector sloped flattens which modify terrain mesh "shape" configured for maximum precision with terrain mesh resolution set to 1 Meter. ;)

That said, if you don't have numerous layers of custom land class tiles and blending masks burdening the FS rendering engine like some popular add-ons do, IMHO, end users may not object to configurations that enable a ground shape more detailed than a 10 Meter maximum terrain mesh resolution typically seen in OrbX scenery. :)

GaryGB
 
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