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Photogrammetry with a hard surface / collision factor

Hello,

I implemented in Dev Mode a Photogrammetry area but it does not seem to be a hard surface. I wonder how to make it have hard surface properties for aircraft to land on it as well as cars to drive on it.

Thanks
 
Hello,

I implemented in Dev Mode a Photogrammetry area but it does not seem to be a hard surface. I wonder how to make it have hard surface properties for aircraft to land on it as well as cars to drive on it.

Thanks
make sure to enable road material in blender in the MSFS material properties to make it a hard surface
 
make sure to enable road material in blender in the MSFS material properties to make it a hard surface
Ok thanks, so I think each of the Photogrammetry 3D files should be edited in Blender one by one. MSFS dev mode does not assign hard surfaces or collisions to the imported models.
 
I've still had very little success with this. My models are baked to one material so I only need to change it one one place, but I've tried every combo of enabling "collision", "road", "collision & road" and it doesnt seem to have an effect. I've see some people do this successfully ... there is a flying avengers aircraft carrier for example. The author told me he enabled "collision & road" but only for the top surface material. I tried something like this with no luck.

There must be more to it under the hood.

Does MSFS limit the effect to a certain polygon count? I've created an invisible collider with a poly count reduced to about 170, but even that didnt really seem to have a consistent effect (I thought I might have had some collision, but can't tell if it was really with the terrain lying just beneath on certain areas)..

Do the collidable polys need to lie within a certain angle range of horizontal? (this would be a weird design choice, but I'm drawing at straws)

The schema files in the sample directory for Collision_Object seem to refer to a bunch of primatives (i.e. sphere, rectangle, cylinder). Is that the way MSFS really wants collisions to work?

I've been working on some scenery for Yosemite and really want to land a future helicopter on top of Half Dome... begging for advice from anyone who's gotten an object to become landable. Ideally, if you could share what the .gltf file xml lines look like for an object that works.
 
I've still had very little success with this. My models are baked to one material so I only need to change it one one place, but I've tried every combo of enabling "collision", "road", "collision & road" and it doesnt seem to have an effect. I've see some people do this successfully ... there is a flying avengers aircraft carrier for example. The author told me he enabled "collision & road" but only for the top surface material. I tried something like this with no luck.

There must be more to it under the hood.

Does MSFS limit the effect to a certain polygon count? I've created an invisible collider with a poly count reduced to about 170, but even that didnt really seem to have a consistent effect (I thought I might have had some collision, but can't tell if it was really with the terrain lying just beneath on certain areas)..

Do the collidable polys need to lie within a certain angle range of horizontal? (this would be a weird design choice, but I'm drawing at straws)

The schema files in the sample directory for Collision_Object seem to refer to a bunch of primatives (i.e. sphere, rectangle, cylinder). Is that the way MSFS really wants collisions to work?

I've been working on some scenery for Yosemite and really want to land a future helicopter on top of Half Dome... begging for advice from anyone who's gotten an object to become landable. Ideally, if you could share what the .gltf file xml lines look like for an object that works.
Interesting, since FS2020 does not feature helicopters, we don't know if the default photogrammetry areas have a landable surface? But cars drive over photogrammetry so I presume the road is enabled.

And I wonder if these parameters can be manually edited in some XML.
 
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