tgibson
Resource contributor
- Messages
- 11,658
- Country

Hi,
We are completing a large airport project (London Heathrow in 1962), and it has become so complex that the FS9 BGLComp will no longer compile if we add any more nodes or apron vertices. We decided that one way to avoid this limitation would be to replace some of these aprons with Ground Polygons, using a copies of the default concrete texture (taxi_concrete.bmp)placed into our ADE/Textures and Textures_Dpy folders. We then added that texture using Tools/GP Texture Editor, created our ground polygons, and compiled the airport. However, we quickly discovered that if we released our airport with a given taxi_concrete texture in our airport's texture folder, it often did not match the texture that a given user had decided to use in place of the default texture.
The solution was deceptively simple. If we deleted the taxi_concrete.bmp file that ADE had copied into our airport's Texture folder, then FS9 reverted to using the existing taxi_concrete.bmp file present in the main FS9/Texture folder. This means that no matter what concrete texture a user would decide to use, our GP aprons will use the matching texture.
The only thing we need to remember is to delete the taxi_concrete.bmp file in our airport's Texture folder just before release, since ADE keeps pasting another copy into that folder during every airport compile.
BTW, the values in the GP Texture Editor that worked well for us was Sizes - 82.5 and 82.5 feet, Uniform = Yes.
Hope this helps,
We are completing a large airport project (London Heathrow in 1962), and it has become so complex that the FS9 BGLComp will no longer compile if we add any more nodes or apron vertices. We decided that one way to avoid this limitation would be to replace some of these aprons with Ground Polygons, using a copies of the default concrete texture (taxi_concrete.bmp)placed into our ADE/Textures and Textures_Dpy folders. We then added that texture using Tools/GP Texture Editor, created our ground polygons, and compiled the airport. However, we quickly discovered that if we released our airport with a given taxi_concrete texture in our airport's texture folder, it often did not match the texture that a given user had decided to use in place of the default texture.
The solution was deceptively simple. If we deleted the taxi_concrete.bmp file that ADE had copied into our airport's Texture folder, then FS9 reverted to using the existing taxi_concrete.bmp file present in the main FS9/Texture folder. This means that no matter what concrete texture a user would decide to use, our GP aprons will use the matching texture.
The only thing we need to remember is to delete the taxi_concrete.bmp file in our airport's Texture folder just before release, since ADE keeps pasting another copy into that folder during every airport compile.
BTW, the values in the GP Texture Editor that worked well for us was Sizes - 82.5 and 82.5 feet, Uniform = Yes.
Hope this helps,
