• 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.

FSXA Optimal design strategy

Messages
217
Country
azerbaijan
Hello,

I'm planning to make an airport which you can see on the attached image. It's located on an island. The image resolution is not bad but not the best one would expect. Therefore, before I start I would like to know what is the optimal strategy and workflow considering these factors:

# Shall I make it fully photoreal?
The island itself is not big but since I would like to include the neighbouring city also, the covered area is a bit more than 100 sq.km. The resampled BGL file (with water mask and color matching applied only) made from 14Kx12K px size image makes approx. 60 megabytes. The bitmap taken with SBuilderX is >600Mb. Not sure about the BGL size when I add ground polygons though.

# Looking at the image, is it possible/less troublesome to make the airport area photoreal (ground polygons) but work out the island and the adjacent city using SBuilderX capabilities including road vectors, landclass, ponds, autogen etc.?

# Are these questions enough for a start?! :)

Thank you!
 

Attachments

  • fsx_view.jpg
    fsx_view.jpg
    72 KB · Views: 459
Last edited:
TL;DR: It all depends on your time/level of patience and the capabilities of your hardware (especially RAM).

I have made sceneries at 1.2m/px covering approximately 750 sq/km using images that I combined and cleaned up in Photoshop. The resulting file size was over 22K x 25k pixels and 1.55GB in size. Closer to the airport, I have dealt with 28,000 pixel wide images at a zoom level of 0.5m/px. As you can see working with these file sizes is limited by your RAM, and I often used almost all of my 12GB.
If your RAM is the limitation, you can always chose to split the terrain into more manageable sizes before running them through resample and have them overlap a bit.
Also creating water masks and blend masks for these wide areas can also be slow depending on the method that you use and the accuracy you require, due to the large number of pixels on display.
If your RAM is not a limitation but your time/patience is, you can always use vector scenery to recreate simple terrain, but I always prefer photoreal as the result is nicer.
The upside of vector scenery is that you do not have to recreate the autogen yourself. Creating convincingly placed autogen can be even more time consuming than creating photoscenery in the first place.

 
Back
Top