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Priority of GroundTextures

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germany
Hey,

just a little question which I hope is easy to answer :)

I already worked on many airports using this great tool. There's one thing I am a bit confused about:

How can I "tell" ADE to put LandClass textures above the "AirportBackground Textures"? It sometimes works, and it sometimes doesn't work.

In the current case there is a "MediumCity Texture" all over the area, luckily the "AirportBackground Texture" is placed over that one. But now you can't see the "Dirt Textures" I placed to simulate the Dirt (non asphalt) apron.

So, how can I solve that?

Thanks,

Ian
 
How can I "tell" ADE to put LandClass textures above the "AirportBackground Textures"? It sometimes works, and it sometimes doesn't work.
If, by airport background textures you mean the grass, you can't. The grass itself is a landclass texture and priorities are pre-assigned. But, I would expect the grass to always appear above background landclass

How did you place the dirt? If by ground poly, it should appear above the landclass - but it would have to be in a flattened area. If by landclass poly, you're up against pre-assigned priorities again.

Don.
 
I'm not sure the two examples are comparable. In the fist case, the dirt is underlayed (underlain??) by an airport background; in the second the dirt (which apparently you can't see) has been applied over a different landclass. Also, you have referenced "MaskClassMap" in the first case but not in the second

Why not solve your problem by drawing a dirt apron with ADE? That way, it's sure to be on top. Or, if you don't like MS's dirt texture, apply a ground poly with your own texture.

Don
 
Ah, no, sorry: Of course I also applied "MaskClassMap" in the second one :)

I forgot to add that.

So...

Airport Background + Dirt LandClass Polygon --> Dirt Surface can be seen.

Airport Background + CityTexture + Dirt LandClass Polygon --> Dirt Surface can't be seen.

Its interesting.. ADE places the city texture - even if you place it yourself - under the AirportBackground Texture (That also has been placed by yourself).
If you only place a Dirt Texture, this one is placed above the AirportBackgound Texture.
But if you place both, a Dirt Texture and a City Texture, both are placed under the AirportBackgound.

I know I am explaining as complicated as possible. Can't do that so well in English :o
 
Pff, I just noticed that I posted my problem in a completely wrong forum section.

My problem has nothing to do with that new feature!

Sorry for that :o
 
Speaking on behalf of Jon, let me get in this one last word.

ADE has no control over which landclass textures are drawn above another; it (like SBX) simply tells FSX where each area of landclass is to be placed. The drawing priority of landcall textures (i.e., which ones appear on top of or below others) are predefined in the terrain.cfg file.

Airport aprons/runways/etc. are always placed on top of landclass textures. and ground poly object are always placed on top of both. That's why I suggested if you want to remove the mystery, use a dirt apron or ground poly.

Don
 
Let me just make this clear:

Ground Polys are not the "things" I was talking about..? It is the new feature?

So.. I'll try this out when I have time (maybe next weekend). And yes, you're right, I don't want to use a dirt apron since it looks weird if this one is connected to a dirt runway.

But thanks for the help and the time you spent helping me :)
 
If VTP polygons work the same way in FSX as they did in FS9, there should be a "layer number" given to each polygon. The layer number of the dirt polygon (that you want "on top" must be higher than the dirt polygon you created as an airport polygon (in the second case).

And if you create a dirt apron using ADE, that will sit on top of all landclass polygons - you can't change that.
 
FSX has a totally different terrain engine from FS9 - although is seems FS9 files are interpreted correctly.

Don
 
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