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one dang tree on runway and it's driving me crazy

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I ran a search and I couldn't come up with a previous post that seemed completely pertinent to my issue.

I'm running P3D 4.5 and have built a nominal representation of KSZP with ADE. I've had this custom addon working great before but I don't know what has changed.

I have placed it over Orbx Southern California. In my World-Options menu I have "scenery complexity" as Very Dense, "autogen vegetation density" as Very Dense. I have an exclusion rectangle under the whole airport area. I have a shape poly under the whole airport area with FlattenMask ClassMap ExcludeAutogen enabled.

The addon scenery file for this airport is located above all the Orbx addons. The Static Objects file for the objects utilized in this airport are below my ADEX scenery file and above the Orbx addons.

Any idea what I am doing wrong here? Do I have a conflict with a default Orbx KSZP somewhere? If so, where is the FTX file located so I can disable it?

Obie
 

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1,001
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us-florida
I don't have any version of P3D so this is based on my FSX experience. I would make a Terrain Polygon to cover the area where the default landclass is showing between the runway and apron. Make it type Airport Background, Mask Class Map Exclude Autogen. This should eliminate the trees. Autogen is created based on the landclass underneath. When you mask the landclass and don't replace it the Sim defaults to the airfield grass landclass defined for that area of the world. Normally there is no autogen on airfield grass landclass. Hope this helps.

Ed
 
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Ed thanks for your suggestions. I found the problem. Somehow I deleted or moved the default Orbx FTX files for KSZP and it created the problem. When I reinstated them, the custom ADE KSZP I made was restored without issue.
KSZP_5.jpg
 
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7,450
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us-illinois
Hi Obie:

Apparently your design depends on allowing the underlying non-airport background-type land class to show through at KSZP.

In KSZP_2.jpg above, elliptical ground areas surrounded by your Apron / Taxiway textures near the Helipad show underlying land class through your 'gaps'.

In the case of OrbX FTX land class at that geographic location, there is Autogen objects extending off the elliptical areas onto the Apron / Taxiway area.

kszp_2-jpg.77519


Instead of depending on underlying FTX land class to provide textures (which have Autogen annotations), in ADE, create your own land class terrain polygons mapped with an assigned texture that does not have any Autogen annotations in your own airport layer.

kszp_helipad_area_ge-1-jpg.77528



Also, to prevent issues with this and other add-ons in the future, you can create an FTX Central Insertion Point for all OrbX FTX layers to keep them from re-inserting themselves at the top of the priority stack of layers in Scenery Library GUI.

By keeping OrbX FTX layers near- but not at the top of- Area layers in Scenery Library GUI, you may see more predictable results.


PS: A "exclusion rectangle under the whole airport area" only excludes 'some' default land class Autogen, not custom or FTX land class Autogen.

To exclude custom or FTX Autogen, one must create a Terrain Polygon with ExcludeAutogen enabled, positioned above land class with unwanted Autogen.

GaryGB
 

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Thanks Gary. Good info. I see the ground poly tool in ADE but where (or how) do I create or obtain the textures?
 
Messages
7,450
Country
us-illinois
Hi Obie:

The last ADE manual in PDF format is linked here:

https://www.fsdeveloper.com/forum/t...65-english-manual-released.433288/post-702796


See: 9.2.2 Terrain Polygons: with ADE for FSX on Page 132 of 209


I recommend a review of Jim Vile's tutorial in a thread regarding how to utilize ADE with terrain land class texture polygons:

https://www.fsdeveloper.com/forum/threads/landclass-visibility-problem.15173/



Additionally, if you are familiar with SBuilderX, you may wish to review Luis Feliz-Tirado's tutorials:


Terrain Design

sendfile.php

File Description:
Terrain Design for Flight Simulator X

This simple illustrated document explains the basic concepts in Flight Simulator X terrain, and how to change them using SBuilder for FS X. Make new water bodies, roads, vehicle traffic, airport flattens, remove autogen, add more detail - anybody can do it easily and quickly.
My most sincere apologies - I am unable, for lack of free time, to offer support of any kind. For questions or problems, please post in the Avsim scenery design forum.

Filename: terrain_design_for_flight_simulator_x.zip
License: Freeware
Added: 14th December 2009, 13:29:15
Downloads: 16648
Author: Luis Feliz-Tirado
Size: 3991kb

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=141643



To make more accurate FS scenery, you are likely to also encounter these topics at some point as well:

Make photo-real ground textures

sendfile.php

File Description:
It is very easy to create your very own high-resolution, custom (photo-real) ground textures. This document explains the concepts and techniques and illustrates the use of SBuilderX with which you can quickly and easily download aerial images and make this type of scenery. So, why hesitate? Make Flight Simulator scenery as real as it gets! Very sorry - no support of any kind is offered. Please do not write. For any questions, please post in the Avsim Scenery Design Forum.

Filename: make_photo-real_ground_textures_in_fs_x.zip
License: Freeware
Added: 21st November 2009, 23:20:06
Downloads: 17714
Author: Luis Feliz-Tirado
Size: 2143kb



How to create photoreal scenery for FSX
https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=140539


Using the Autogen Annotator

sendfile.php

File Description:
The Autogen Annotator is a powerful tool for modifying the autogen of default ground textures or adding autogen to custom (photo-real) ground. This document illustrates the use of the tool, and includes a pictorial guide to all autogen object types. Very sorry - no support of any kind is offered. Please do not write. For any questions, please post in the Avsim Scenery Design Forum.

Filename: using_the_autogen_annotator_264833.zip
License: Freeware
Added: 21st November 2009, 16:18:51
Downloads: 4220
Author: Luis Feliz-Tirado
Size: 8930kb

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=140537


You may also wish to review at least the first few pages of this (long) very informative thread by Tiberius et al:

https://www.flightsim.com/vbfs/showthread.php?250762-How-to-create-photoreal-scenery-for-FSX:


Hope this helps with the learning process on this topic. :)

GaryGB
 
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Thanks Gary. Lots to study there. Your Google Earth comparison has spurred me to make a more accurate KSZP. It is a gem of an antique and GA airfield. There's a reason Steve McQueen made his home there.
 
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