Hi Ed:
You may wish to review this excellent tutorial on using SBuilderX to make a photo-realistic scenery of an island, which includes clearly explained and detailed steps for the exclusion of default water polygons and creation of accurate replacement scenery content (to allow the mesh to show through the overlying water layer):
How to create photoreal scenery for FSX - by "Tiberius K."
http://www.flightsim.com/vbfs/showthread.php?250762-How-to-create-photoreal-scenery-for-FSX
A preceding thread apparently compelled
Tiberius Kowalski (aka "Tiberius K." at flightsim.com) to create the above tutorial, points out common errors which can be made when making islands (
ex: by incorrect use of Excludes, as well as failure to remove default CVX BGLs local to the area of an island and replace them with custom water polygons and other required content); that thread is here:
http://www.flightsim.com/vbfs/showthread.php?245629-Project-Nauru-PHOTOREAL-(in-progress)/page3
PS: Jim Robinson contributed
many additional valuable insights to that thread as well <
thanks Jim ! >
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After again reviewing that long and detailed thread linked above (and the linked threads therein), IMHO the above linked info still only '
alludes' to the mysterious step-by-step process of successfully creating an Island with or without exclusion of overlying default and/or 3rd party Hydro polys, so that a
ex: custom terrain mesh can show through, and to then have one's
ex: custom photoreal land class textures draped onto the terrain mesh.
It seems there is more than 1 way to create an island with a shoreline that allows the associated terrain mesh for the island to show through the surrounding Hydro poly(s):
* Polygon hole method with Parent and Child polygon designations
* Exclude / Rebuild Hydro polygons up to the edge of the island
Probably there is a better way to describe these 2 options when making an island (which apparently may be
different than how one might modify
ex: a continent shoreline).
Perhaps Jim Robinson could point us to one or more of those topics in which he suggests that such a subject may already have been explained "Ad Nauseum" ?
Nearly all threads I've found seem to get close to successfully explaining this in a manner that all could follow, and then the step-by-step details are not forthcoming.
Right about now I'm thinking there are significant complications and 'gotchas' which one might encounter when trying to implement the "Polygon Hole" concept and methodology via SBuilderX for both FSX vector terrain flattens
and excludes, which compels going back to legacy quad-tile segment based polygon re-drawing methods.
http://www.ptsim.com/forum/viewtopic.php?f=22&t=1062&start=0&hilit=clip
http://www.ptsim.com/forum/viewtopic.php?f=22&t=1629
http://www.ptsim.com/sbuilderx/videos/normans.swf
Thus far I've only found these few threads which address this "island" topic for
FSX (but IMHO, still in rather arcane language):
http://www.fsdeveloper.com/forum/showpost.php?p=231778&postcount=30
http://www.fsdeveloper.com/forum/showthread.php?t=18328
http://www.ptsim.com/forum/viewtopic.php?p=6016
http://173-233-77-148.static.turnkeyinternet.net/forum/showthread.php?p=212780
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Hope this helps !
GaryGB