• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

MSFS20 Opinions on Airport design wanted.

Messages
22
Country
us-arizona
Some years ago, I set out to recreate the 401st Bombardment Group (H) airfield from WWII in MSFS 2020. I'd originally done this in FSX some years prior. Unfortunately, life got busy and I got a little distracted.

Now, I'm making another attempt and am having better success this time. First bit of advice I'm looking for is how to texture this properly:
FlightControl.jpg

This is imported from FSX into FS20. The windows, for example, are textured with "glass" from an even earlier version of the sim, so I'm looking for the modern equivalent. The walls are using a smaller tiled olive drab stucco texture, but is very small and clearly tiled, so any suggestions on how to upgrade that would be welcome. Similarly, the observation room is tiled with a "translucent security glass", any suggestions to replace this is also welcome. The railings also look a bit off, but I intend to replace them with an olive drab that more closely matches the wall texture.

Thoughts and opinions greatly appreciated.
 
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Hello:

Looks like an interesting project. 😀



If you tell us what 3D modeling application you are using / prefer to use, we can advise on the best FSDEV sub-forum to post this thread in to elicit more specific replies.

GaryGB
 
I am using a combination of Sketchup & Blender. I find Sketchup easier to work with and it doesn't hurt any that many of the models I started working with were already in that format. I draw and texture everything there then export it as an object (.OBJ) into Blender where I use the Multi-Export glTF function to get the model into FS20.

All I'm looking for are suggestions on how to improve what I already have, including how to create/find more modern textures.

And, yea, I think it's interesting or I wouldn't be doing it. ;) As previously mentioned, I loaded the entire base in FSX. I really do want to get it into 2020 and maybe 2024 for the future.

P.S. I do realize I posted this in the wrong forum. I think it should be in the MSFS Airport Design General forum as I'm ultimately seeking more than just texturing advice. I haven't seen where I can move it.
 
Hi again (Edward ?):

Very nice video with what, IIUC, was a tribute in the credits ...to your Father's experiences with that type of WWII aircraft. :)


Regarding your workflow of doing most modeling / texturing in Sketchup, then import / export via Blender for MSFS, many of us here have a similar preference.


As to your goal of creating / finding more modern textures, do you mean implementing MSFS glTF PBR texture types ? :scratchch

NOTE: PBR = "Physically Based Rendering":

https://en.wikipedia.org/wiki/Physically_based_rendering


If so, FYI, there is a plugin Ruby script for Sketchup Make or Pro 2017 and later ...that makes use of PBR texturing possible: :idea:

https://sketchucation.com/plugin/2101-pbr

https://github.com/SamuelTallet/SketchUp-PBR-Plugin#documentation

https://community.sketchucation.com...based-rendering-v1-5-9-19-apr-2020?lang=en-US

https://github.com/SamuelTallet/SketchUp-PBR-Plugin


The Sketchup *.glTF export can be imported by Blender instead of the Sketchup *.OBJ export file, to use the PBR attributes.

The Sketchup *.glTF export requires use of this plugin (aka "Extension") by Samuel Tallet (aka "centaur"):

https://extensions.sketchup.com/extension/052071e5-6c19-4f02-a7e8-fcfcc28a2fd8/gltf-exporter


As you may know, there are numerous free and unrestricted use PBR texture download sites on the internet.


You may also wish to use another plugin by the PBR plugin author to more easily access and utilize such 'online' PBR textures:

https://sketchucation.com/pluginstore?pln=material_browser


Alternatively, a practical way to access ready-to-use PBR textures is to implement MSFS' default PBR textures via "Fallbacks":

https://www.google.com/search?q=site:+www.fsdeveloper.com+MSFS+default+texture+fallback&client=firefox-b-1-d&sca_esv=2b265522246b066d&ei=5ZA1Z-LaCs6fptQP4uXhMA&ved=0ahUKEwii4bPRkduJAxXOj4kEHeJyGAYQ4dUDCA4&uact=5&oq=site:+www.fsdeveloper.com+MSFS+default+texture+fallback&gs_lp=Egxnd3Mtd2l6LXNlcnAiN3NpdGU6IHd3dy5mc2RldmVsb3Blci5jb20gTVNGUyBkZWZhdWx0IHRleHR1cmUgZmFsbGJhY2tIAFAAWABwAHgAkAEAmAEAoAEAqgEAuAEDyAEA-AEB-AECmAIAoAIAmAMAkgcAoAcA&sclient=gws-wiz-serp


As to making transparent glass with specular reflections etc., you could search FSDEV forums for PBR texture requirement info.

Also, you could import glTFs exported by Sketchup via the above cited PBR plugin / extension into Arno's ModelConverterX.

https://www.fsdeveloper.com/forum/forums/modelconverterx.87/


Arno's ModelConverterX (aka "MCX") can perform many tasks to edit PBR and transparency settings for Textures (aka "Materials").


I hope this info helps with your interesting project. :cool:


PS: Which numeric or year version of Sketchup do you currently use ?


GaryGB
 
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Greetings again, GaryDB (Gary, I presume) :)

I go by "Ed".

Thanks regarding the video. I actually created it for the Champaign Aviation Museum. The plane featured is the "Champaign Lady" -- a 401st plane that never existed. Instead, it's currently under construction in Urbana, Ohio, by the museum. As such, the 401st BG Association has aligned itself with the Museum and I was asked to do this video for them.

As to PBR? First I've heard of it, so... :) I'll start looking into them, thanks.

I'm currently using the latest non Pro Sketchup. I guess that's called "Make" now.

I did try glTF, but that failed to create the .bin file on export and no textures were moved, so I ended up with .OBJ .

Thanks for the other tips, I'll start looking into them.

That said, maybe you or someone else has some advice on Taxiways? I implemented some here:
Station128PerimeterTrack1080p.jpg

but I can't complete the loop. Am I in error in thinking that the loop can be completed? I.e. no start or end points? I thought it could but may be misunderstanding. Ultimately, I intend to implement a huge amount of hard stands & aprons, as seen here:
overlay.png

but would appreciate some advice on these as well.

Thanks again for your attention.
 
Hi Ed:

Very nicely detailed work in your screenshots above. :)


Assuming you may intend to try the Sketchup plugins I cited above, it would be helpful to determine whether the numeric / year version of Sketchup you are using can utilize 3rd party plugins.

In your screenshot above, the Icon bar suggests it may be an "online" version, and thus newer than 2017 'Make'.

I have not used the "online" versions of Sketchup, and exclusively use version 8 (32-bit), as well as 2016 and 2017 (both 64-bit); all those install to the hard drive, and work locally only (except if one uses a special plugin to access web content).

IIUC, there may be limited import / export in the more recent "online" versions of Sketchup, but I would need to check whether they can still utilize 3rd party plugins.

IIRC, Sketchup "Make" production ended with 2017, and AFAIK Trimble sought to restrict use of plugins beginning in 2018, with an apparent effort to compel more upgrade and licensing fees.

Recently Trimble began making a basic online version available 'free', but IIRC it requires exclusively online use.


My experience after reviewing the descriptions of core features in newer 'payware' Sketchup versions is that there is almost no feature that is not already made available (often with more precision of control and options) by 3rd party plugins, most of which are free; so I use the free versions I cited above with no effective limitations.

If your current version cannot utilize 3rd party plugins, you could consider installing an earlier version such as 2016 or 2017.

But IIRC, one may actually be able to utilize 3rd party plugins in 'several' Sketchup versions since 2018, depending on its "year", so if you can find a reference to what "year" or other version you use, we could better determine whether it can use plugins.


Regardless, one can implement PBR textures via Blender and MCX if one is willing to expand ones workflow outside Sketchup.


BTW: Regarding enhancement of "realism" for Deenethorpe RAF Air Station "Flying Control" Control Tower building, IIUC it was a standard design used at multiple locations in the UK during WWII, but AFAIK, some were made with brick, and others cement.

I found only (1) WWII photo for Deenethorpe "Flying Control" Control Tower building, that appears to show cement walls rather than brick, which might guide one in selecting a PBR texture mix that might better enhance the appearance to your satisfaction.

MSFS SDK allows one to 'colorize' or 'tint' a visible texture image (Albedo) with PBR attributes in other "channels" (layers), so that may allow you to create a custom Olive Drab or other WWII era paint color that was actually in use at Deenethorpe ...on top of a proper cement base texture.

Assuming you are familiar with graphics applications such as PhotoShop, GIMP, Paint.NET etc. you can manipulate those layers.


Similar PBR concepts may be used to create a more realistic appearance for the glass in the control tower.


Again, I would encourage initial use of the default MSFS PBR textures to become familiar with the limited feature set of PBR that MSFS 2020 currently enables via its Blender exporter.


Perhaps we may see further implementation of PBR features in MSFS 2024 RTM, and in later updates of the SDK.

Generally speaking, MSFS requires precise UVW mapping coordinate placement to prevent anomalies when rendering textures from auto-tiling textures mapped by Sketchup.

This may be even more important when using multi-layered / multi-channel PBR texture images.

Thus, in Sketchup when finished applying Materials (aka "Textures") one can clip off all mapped texture content at Edges of Faces, by using "Make Unique Texture" to generate precise UVW mapping while combining tiled images into a 1-piece texture that should avoid rendering anomalies when displayed in MSFS.


[EDITED]

PS: When you refer to issues completing a Taxiway "Loop" above, IIUC, do you mean when editing airport infrastructure in MSFS SDK GUI ?

Or are you instead using Airport Design Editor (aka "ADE") for MSFS to create your project ? :scratchch

https://www.google.com/search?q=tax...gUQIRifBZgDHJIHBDEuMzWgB87dAQ&sclient=gws-wiz

https://aviation.stackexchange.com/questions/52663/what-is-the-purpose-of-this-loop-in-a-taxiway


If I am correct in my inference that you are referring to an airport infrastructure design issue in MSFS, this may interest you:

https://forum.aerosoft.com/index.ph...axiway-not-connected-to-the-main-graph-issue/

I am not certain as to how sophisticated the error checking is in the MSFS SDK airport design feature set compared to ADE 1.7x versions.

If I were having Taxiway or other infrastructure issues, I would make a FSX / P3D version of the airport infrastructure first in ADE 1.7x, run ADE "Fault Finder", fix all reported errors, then port that FS2Kx airport into ADE for MSFS using ADE itself, or Patrick Germains Airport 2 Project utility.

[END_EDIT]

GaryGB
 
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Very nicely detailed work in your screenshots above. :)

Well, as much as I'd like to take credit for that, it's the work of one of our historians. It's what I originally used for my FSX implementation and am using now for this version.

In your screenshot above, the Icon bar suggests it may be an "online" version, and thus newer than 2017 'Make'.

Yea... about that... Originally, I had 2017 but it stopped working. Tells me "your professional license has expired" even though I never bought a professional license. Whatever the reason, I can no longer activate it. I foolishly tried the latest version, misreading (apparently) that it would revert to Make after the trial. It didn't. Now I'm on the online.

That said, as I was typing this, I thought to go back to my downloads from years ago and reinstall that (2017) version. Looks like I'm operational again except that my latest work is in 2024 and it won't load back into 2017. Oh, and, of course, the online version won't export to any other format. Oi. What a PiTA. I also have to worry about this version's trial expiring in a couple weeks. I did save the serial, so... I'll try that shortly.

I found only (1) WWII photo for Deenethorpe "Flying Control" Control Tower building, that appears to show cement walls rather than brick, which might guide one in selecting a PBR texture mix that might better enhance the appearance to your satisfaction.

Actually, it was brick with stucco on top. I have photos of the Tower from the late '80s/early 90s -- before it was torn down -- where you can see patches of the stucco missing. I also believe that a number of vets took pieces of it after it was destroyed. There's also a control tower replica in Ohio that has bricks from various towers including one from Deenethorpe. Which is why I was looking for stucco textures.

All that said, unfortunately, I need to concentrate on getting the new website up and running, so I'm gonna have to leave this for a little while. Once I get that and my Sketchup issues squared away, I'll come back to this.

Thanks for your help so far, I do appreciate it. Looks like I have a bit of studying to do.
 
Hi Ed:

When you get the time to work on this project again, you may wish to review some of the info I posted to this recent thread:

https://www.fsdeveloper.com/forum/threads/ensx-stavanger-ems-helicopter.459356/#post-929041


Yea... about that... Originally, I had 2017 but it stopped working. Tells me "your professional license has expired" even though I never bought a professional license. Whatever the reason, I can no longer activate it. I foolishly tried the latest version, misreading (apparently) that it would revert to Make after the trial. It didn't. Now I'm on the online.

Regardless of Trimble's "obfuscation" efforts to compel payware licensing, one can always install / use Sketchup 2017 Make: :pushpin:

https://www.fsdeveloper.com/forum/threads/sketchup-15-on-new-computer.458633/post-925903

The linked installers are "official" Trimble installers from back when Trimble used 3rd party websites to help promote Sketchup.


That said, as I was typing this, I thought to go back to my downloads from years ago and reinstall that (2017) version. Looks like I'm operational again except that my latest work is in 2024 and it won't load back into 2017. Oh, and, of course, the online version won't export to any other format. Oi. What a PiTA. I also have to worry about this version's trial expiring in a couple weeks. I did save the serial, so... I'll try that shortly.

Of particular note are the additional plugins in my post here that allow saving / opening other Sketchup version project files:

https://www.fsdeveloper.com/forum/threads/ensx-stavanger-ems-helicopter.459356/post-929023


I look forward to seeing more posts on your further work with this interesting project. :cool:

GaryGB
 
Greetings and Happy Thanksgiving to all who celebrate it. :)

Now that my new website is up and running and I have most of the major issues ironed out, I'm turning my attention back to this. Since I have a little time before the Thanksgiving weekend starts, I thought I'd work through some issues here. I actually managed to get all of the models from the FSX version into FS20. They had some texturing issues but overall, everything looked decent. Then I accidently grabbed one of the runways and managed to distort the terrain in such a way that launched the aircraft I was testing with into the air. I don't know if that incident is connected in any way but after I quit and restarted MSFS to clear that mess up, my project went from looking like this:
Before.png
To this:
After.png


Please note that the scenery BGL is missing and the inspector is completely empty; nothing at all for me to load.

Does anyone know what the hell happened and how (if?) it can be fixed? It'd be nice if I didn't have to redo all that hard work.

Thanks in advance.
 
Returning to this...

Seems the above problem is caused by my use of a portable SSD. All my projects are on it so I can move between my primary computer and my laptop. I'm not 100% certain, but it appears to have been caused by my trying to access the project while the external drive was not connected. After that, when the drive is reconnected, it gives me the above. But if I open the project directly instead of using the "reopen" menu, it corrects itself. Strange...

That out of the way, I have more issues. I can't create polygons in FS20 Developer mode, but I can in ADE20. However, I can't create taxiways in ADE; it gives me the error "TAXI_NAME" is required or something. And, when I try to create the taxiways in FS20 and then import them into ADE, I get:

Code:
System.NullReferenceException: Object reference not set to an instance of an object.
   at ScruffyDuck.Flightsim.Scenery.SceneryObject.AirportRecord.Runway.ProcessSurfaceData(String pSurface)
   at ScruffyDuck.AirportDesignEditor.XmlClasses.LoadXmlSource.ProcessRunways(SceneryBase parent, ctAirport xmlAirport)
   at ScruffyDuck.AirportDesignEditor.XmlClasses.LoadXmlSource.ProcessAirports(SceneryBase parent)
   at ScruffyDuck.AirportDesignEditor.XmlClasses.LoadXmlSource.LoadXml2SceneryFile(SceneryBase parent)
   at ScruffyDuck.AirportDesignEditor.MainForm.OpenAirportXmlFileByName(String path, String ident)
   at ScruffyDuck.AirportDesignEditor.MainForm.NewProjectFromMSFSBglMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

So, can anyone offer any help here? Is there a way I can create polygons is FS20? I've scoured the All-Knowing 'Net, including here, and none of the solutions I've found work although I may be missing something. Is there something I need to do in FS20 when creating taxiways or as I'm importing into ADE to avoid either of these? Are there files I can edit in either to solve the TAXI_NAME issue or the object reference error?

I've been able to successful place buildings in FS20, but I need to set down exclusions zones, grass, fences and maybe even elevate some terrain and I can't do that without polygons. Any suggestions on how to move forward would greatly be appreciated.
 
Hi Ed:

Sorry I missed seeing your post from November. :oops:

I'm on the road today, but can try to offer some input on this thread later today.

Generally speaking, most ADE20 functions still work, but some things we may need to do exclusively in MSFS SDK DevMode GUI.

MSFS SDK DevMode GUI should have no problem creating Polygons.

Can you create an ADE20 Project Backup ZIP and link it here or via PM ?

Also, if you ZIP the MSFS SDK DevMode GUI version of the project folder chain and link to it, here or via PM, I can take a look at it.

GaryGB
 
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No worries. It is the holidaze now, isn't it? :)

Unfortunately, I'm not the only one with the polygon problem. And as much as I searched I couldn't find a solution that worked for me.

Even more unfortunately, ADE20 now hangs up when I try to compile. Where it used to launch a DOS window that showed me the results and any errors of the build, it now freezes and the only way I can unfreeze it is to go over to steam and stop FS20 as it is running.

I can still upload your requests but I think I'd like to verify the issue is still a problem before I do. Any suggestions on fixing this freeze? Do I need to reinstall MSFS & the SDK? And/or wipe and reinstall ADE20?

Oi. It'd be nice if I could make some progress here...
 
Hi Ed:

I finally got some time free (later) this evening.


After reviewing your info and other links, there may be several different factors involved in your troubleshooting scenario.

I do not recommend re-installing ADE20 and/or MSFS at this stage of inquiry into your current troubleshooting scenario.


First, I recommend you back up your entire ADE installation folder chain, and ADE project / output package folder chains.

Those folders may still contain work products you have invested a lot of time into, so you need to keep that content safe(-er).

Also, it is file content in those above folders that may require analysis for troubleshooting your reported issues.


I also suggest you make (1) backup of MSFS' Packages entire folder chain (both Official and Community sub-folder chains).

Yes, that may require significant storage space; but IMHO, time and stress is more costly than storage space nowadays. ;)


The above folders should also be kept as an investment in saving time with re-installs when that becomes necessary.

The reason I suggest doing that, is I can recover in minutes from a need to reinstall MSFS 2020 ...using some trickery.


AFAIK, the MS-Store (and Steam ?) installation process reads "hash" info in the initial compressed source files to validate them.

I have not yet seen a MS-Store MSFS re-install question- or reject- one of the files in a restored Official sub-folder chain.

When there is an update available for any of the existing files in a restored Official sub-folder chain, it simply is replaced.


However, I use MS-Store version, and not Steam; most Steam users seem to prefer allowing apps to simply reinstall themselves.

It is also possible that Steam is so Draconian that it just requires having total authority to do scorched Earth re-installs; YMMV.

So, my most important takeaway is to keep Official sub-folder backups so that you may recover quicker after troubleshooting.


In some cases solutions are simple, such as Builds, Cleans, JSON Edits, emptying Community folder and restarting MSFS etc.

In other cases, one may need to reinstall MSFS or even MS-Store (I had to do that 3 times, then re-install MSFS each time too).

That is why I developed my "quick reinstall protocol", which works 'acceptably' with re-installs of at least MS-Store version.

MS-Store inventories / verifies / 'accepts' all Official sub-folder chain MSFS files after restored during a 'paused' re-install.

Basically, after the first ~1 GB download is done, and the reinstall is started, pause it, to restore Official sub-folder chain MSFS files.

Then one resumes re-installing MSFS, which proceeds very fast, typically completing in minutes, as only a few files download.


I am pleased to say that I have not had a need for such troubleshooting in over a year with an updated MSFS 2020 & SDK.


But perhaps it is more practical to try a few basic things initially before attempting the more drastic options of re-installation.

It is possible that my Win-10 install of MSFS 2020 and ADE 20 are (thus far) free of issues which your installs may now have.

So I suggest you first consider allowing me to see if your projects from ADE20 and MSFS 2020 folder chain will load / work OK.


Make ZIP copies of folder chains described above, upload them to DropBox, GoogleDrive, MediaFire etc., and PM me links.

By folder chains described above, I mean only your ADE20 installation, ADE project folders, and MSFS project folders.

Specifically I would not need to see your MSFS' Packages folder chain, that has both Official and Community sub-folder chains


I can test if projects load in DevMode GUI, see if missing project components reappear, and test if adding polygons works OK.

I will then notify you promptly of the status of those test results.


I can also check the ADE install and project sub-folders, and the MSFS project sub-folders to see if your missing files still exist.

Alternatively, of course, you could first try doing all that yourself, assuming ADE and DevMode GUI allow you to do so.

Be aware that complex ADE projects may take a few minutes to be handed off to the DevMode GUI compiler via FSPackageTool.

Also, in some cases, the MSFS package compiler console window may not appear until it is launched via DevMode GUI menu.


I will check back to see what you decided to proceed with first, and would be glad to be of any help I can. :)

GaryGB
 
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I got it figured out... mostly. Yesterday, my main machine was freezing up when I tried to compile, even after reboots, but this morning, we're fine again.

As to the TAXI_NAME business, it appears I was not correctly connecting all dots on the taxiway. Easy to do, I guess, while working on an airfield this large. It took me several tries and project restarts before I could finally do it right.

All that said, I was able to do this:
DeenethorpeWithGrass.png


Try as I might, I still can't get the main runway 04/22 the same color as the rest - probably missing something obvious. More interested, however, on how to make that grass look more natural, although that might be more problematic with all those tan fields around it. I dunno. I'm using an apron for the grass. Should I be? Is there a better alternative? In order to get it looking a little more natural, I set the falloff to be 25. I don't know if that's 25', 25% or 25 of 255. Judging from the fact that some of the grass is covering the road, I assume that's 25 feet. Also, the grass apron is making it hard for me to see where to place buildings in ADE, so don't know if I should place that last. I can clearly see some tiling in the grass, I assume that's just because of the sheer size of this airfield. Also, not sure how to display the numbers and stripes on the other runways.

As always, any and all clues greatly appreciated.
 
Hi Ed:

Congratulations with the troubleshooting. :)


Please refresh my memory on whether you are using MSFS 2020 or 2024 ?


The "Falloff" units utilized in MSFS20 and MSFS24 SDK DevMode GUI is Meters.

https://docs.flightsimulator.com/ht...or/Objects/Apron_Objects.htm?rhhlterm=falloff

https://docs.flightsimulator.com/ms...or/Objects/Apron_Objects.htm?rhhlterm=falloff


AFAIK, typically for areas not directly involved in airport infrastructure, most developers would use a Polygon instead of Apron for Grass.

https://docs.flightsimulator.com/ht.../Objects/Polygon_Objects.htm?rhhlterm=falloff


It is possible that considering their comparable mechanisms for texture Material they may yield a similar result on the ground visually.


As to adding RWY Numbers, perhaps this might help point you in the right direction ?

https://docs.flightsimulator.com/html/Developer_Mode/Scenery_Editor/Objects/Runway_Objects.htm?rhhlterm=numbers number


Perhaps others here who have made complex airfields in MSFS via both ADE and MSFS SDK DevMode GUI might comment too ? :scratchch


Here is a quote from a thread which discusses options for implementing airfield backgrounds via aerial versus default 'canned' textures:

If replacing default photo-real aerial imagery tiles via this method:

https://docs.flightsimulator.com/html/Samples_And_Tutorials/Samples/Sceneries/SimpleAerial.htm?rhhlterm=aerial aerials imagery&rhsearch=aerial imagery

...one must utilize LOD-20 or higher resolution in conjunction with a mix of progressively lower LODs (...IIUC, as "MIPMAPs") to ensure display of intended replacement custom imagery tiles at various distances AGL between the user aircraft and the ground texture intended to be displayed.

This is because LOD switching by the MSFS rendering engine will also switch to higher or lower resolution MIPMAPs based on distances AGL between the user aircraft and the ground texture intended to be displayed.

Generally speaking, progressively lower resolution imagery will be displayed to simulate an increase of distance AGL between the user aircraft and the ground, and progressively higher resolution imagery will be displayed when the user aircraft is closer to the ground.


I am not yet familiar with which actual graphics utility MSFS SDK utilizes to create such MIPMAPs when using the above cited replacement tile method:

"All image files for aerial images should be authored as 16bit PNG with a fixed size of 256x256px, and the build process will automatically generate the images for the lower levels of detail"

...but IIRC, if you follow the SDK procedure above, you should not have a pop-up of the default imagery showing the unwanted cloud(s).

Using Polygons as distinguished from the above SDK 256x256 aerial imagery tile method "may" also work, but I am not certain as to whether it uses MIPMAPs or is susceptible to pop-up of the default imagery showing the unwanted cloud(s).

Perhaps Dick (aka Rhumbaflappy) is familiar with the best way to do this, and perhaps has posted an example elsewhere ?


Mamu (aka Federico Pinotti) also has a very nice video on using Polygons to fix such a cloud in MSFS' default imagery in his video here:


The tutorial above by Federico Pinotti (aka "mamu") on YouTube shows how to create a Grass replacement Polygon via a Material 'close' in color / texture pattern, which can be further edited to match its color to that of underlying default MSFS MSVE (aka "BING") PR imagery:

The segment on that method is at 22:40 elapsed time.

[EDITED]

PS: Be aware that MSFS apparently is increasing its run time 'realism' by superimposing content on top of the base photo-real aerial imagery layer, which IIUC, makes rendered terrain behave like PBR-enabled texture maps that IMHO generally look more 'accurate', with lighting and 'virtual' ambient occlusion shadowing that seems congruent to local 3D world environment context and time-of-day / season.

I have not yet seen documentation in the SDK as to whether this is added via BlackShark AI, or if this is new content added to terrain BGLs.

There may be some limitations as to how much of this newer "synthesized PBR land class" appearance may be achieved by end users / developers that utilize the aerial imagery tile method versus the Polygon / vector method for terrain textures ...both now, and in the future.

[END_EDIT]


This thread discusses issues regarding use of textures projected onto the ground, versus use of textured 3D object tiles to create ground:

https://www.fsdeveloper.com/forum/t...fault-land-detail-texture.456765/#post-912411


Hope this helps. :cool:

GaryGB
 
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