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FSXA Problem With Terrain Elevation

Hi Ken:

This scenario could take some time to sort out.

[EDITED]

If you read through the linked threads in my post above:

https://www.fsdeveloper.com/forum/threads/problem-with-terrain-elevation.460137/post-934826


...in the first thread, a post by rhumbaflappy explains FSX default CVX files are compiled with a setting equivalent to AddToCells=False

https://www.fsdeveloper.com/forum/t...-add-roads-or-other-things.433283/post-702757


So there are situations where that AddToCells=False may be used, but it is not recommended for most custom scenery.

[EDITED]


Regarding the ALT BGL, as I mentioned, that was made by ADE, and may be used when Altitude is changed at a default airport.


Failure to retain a ALT BGL as a 'stub' airport in [FS install path]\Scenery\World\Scenery may cause a terrain rendering anomaly.

https://www.fsdeveloper.com/forum/t...ntain-in-middle-of-airport.445548/post-824177


Some related search results:

https://www.google.com/search?q=site:+www.fsdeveloper.com+ADE+ALT+file+"Scenery\World\Scenery"&client=firefox-b-1-e&sca_esv=716e28d2d22fbf12&channel=entpr&ei=NCuEaIf8NqS8ptQPr9W-aA&ved=0ahUKEwiH5p_iq9mOAxUknokEHa-qDw0Q4dUDCBA&uact=5&oq=site:+www.fsdeveloper.com+ADE+ALT+file+"Scenery\World\Scenery"&gs_lp=Egxnd3Mtd2l6LXNlcnAiPnNpdGU6IHd3dy5mc2RldmVsb3Blci5jb20gQURFIEFMVCBmaWxlICJTY2VuZXJ5XFdvcmxkXFNjZW5lcnkiMgUQIRigATIFECEYoAEyBRAhGKABMgUQIRigAUisgQJQzQdY_P0BcAF4AJABAJgBlwGgAd0aqgEFMjQuMTK4AQPIAQD4AQH4AQKYAiWgAuMbwgIOEAAYgAQYsAMYsQMYgwHCAg0QABiABBiwAxhDGIoFwgIIEAAYgAQYsAPCAgsQABiABBiwAxixA8ICDhAAGLADGOQCGNYE2AEBwgIXEC4YgAQYsAMYsQMY0QMYxwEYyAPYAQHCAhcQLhiABBiwAxixAxiDARjIAxiKBdgBAcICDhAuGIAEGLADGMgD2AEBwgIKEAAYgAQYQxiKBcICERAuGIAEGLEDGNEDGIMBGMcBwgIFEC4YgATCAg4QLhiABBixAxiDARiKBcICBRAAGIAEwgIOEAAYgAQYsQMYgwEYigXCAgsQABiABBixAxiDAcICCxAuGIAEGNEDGMcBwgIIEC4YgAQYsQPCAhAQLhiABBjRAxhDGMcBGIoFwgIOEC4YgAQYsQMY0QMYxwHCAg4QLhiABBjHARiOBRivAcICCBAAGIAEGLEDwgINEAAYgAQYsQMYQxiKBcICHxAuGIAEGNEDGEMYxwEYigUYlwUY3AQY3gQY4ATYAQHCAgcQLhiABBgKwgILEC4YgAQYxwEYrwHCAhQQLhiABBiRAhjHARiKBRiOBRivAcICIxAuGIAEGJECGMcBGIoFGI4FGK8BGJcFGNwEGN4EGOAE2AEBwgIFECEYqwLCAgUQABjvBZgDAIgGAZAGE7oGBggBEAEYCZIHBTIxLjE2oAeg3QGyBwUyMC4xNrgH2hvCBwkxLjIzLjExLjLIB2Y&sclient=gws-wiz-serp


If you have the project working to your satisfaction, then you may be OK with that; Nauru is in the middle of nowhere in FS.

It is not likely to have an adverse impact on anything outside the local LOD-9 / QMID-11 TMF grid quad area.


In the future, use small exclude triangles to intersect / overlap CVX Polygon edges for each such CVX Polygon to be excluded.

That includes Airport Boundary Polygons (aka "ABP's").


And in the future, keep SBuilderX.ini set to AddToCells=True as its default setting.

This is used only when CVX vector BGLs are compiled; it does not do anything to CVX vector BGLs after they are compiled. ;)


GaryGB
 
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...in the first thread, a post by rhumbaflappy explains that FSX default uses an "incorrect" setting of AddToCells=True
https://www.fsdeveloper.com/forum/t...-add-roads-or-other-things.433283/post-702757

I didn't see where he mentions that. He just says that the default CVX files are compiled without the AddToCells flag. Correct me if I'm wrong but does that mean FSX default files uses the AddToCells=False? Just curious. He also stated that anyone should not add customs cvx files to the World\Scenery folder, and I agree. What does that mean when FSX uses an incorrect setting of AddToCell=True?

https://www.fsdeveloper.com/forum/t...-add-roads-or-other-things.433283/post-702757
So there are situations where that AddToCells=True may be used, but it is not recommended for most custom scenery.

I'm confused. If AddToCells=True is not recommended, why do we use AddToCell=True in the INI Settings, and why is it not recommended?


Regarding the ALT BGL, as I mentioned, that was made by ADE, and may be used when Altitude is changed at a default airport.
Failure to retain a ALT BGL as a 'stub' airport in [FS install path]\Scenery\World\Scenery may cause a terrain rendering anomaly.

So far, I've haven't had any redering anomalies. When the altitude file is placed in the World\Scenery folder, that's when I have the issue where the runway in the image is above the ADE Airport runway. I'm going to put it back and try again. I'll also change the altitude from 21 feet to 21.998 feet. That's almost a foot.


If you have the project working to your satisfaction, then you may be OK with that; Nauru is in the middle of nowhere in FS.

Well, I really don't want it to just work to my satisfaction. I also want to do it the right way and correctly, following the correct procedures.


In the future, use small exclude triangles to intersect / overlap CVX Polygon edges for each such CVX Polygon to be excluded.

Let me be sure I understand correctly. For example, you've noticed the choppiness in my water polygons in the images above. Are you saying that the exclude will remove, or smooth out that choppiness if I use small exclude triangles when they overlap?


And in the future, keep SBuilderX.ini set to AddToCells=True as its default setting.
This is used only when CVX vector BGLs are compiled; it does not do anything to CVX vector BGLs after they are compiled.

I now have ProjectMercatorTiles=True
AddToCells=True.

I went back and tried exporting the shoreline polygon again and it seemed to work okay now. Now that I have the INI set correctly, I'm going to start froml scratch and do the entire tutorial again and see how everything goes. It'lll probably be next week, and I'l post here the results. By the way, you don't have to worry about posting that you're out on the road. I'll wait until it's convienent for you.

Ken.
 
I didn't see where he mentions that. He just says that the default CVX files are compiled without the AddToCells flag. Correct me if I'm wrong but does that mean FSX default files uses the AddToCells=False? Just curious. He also stated that anyone should not add customs cvx files to the World\Scenery folder, and I agree. What does that mean when FSX uses an incorrect setting of AddToCell=True?

https://www.fsdeveloper.com/forum/t...-add-roads-or-other-things.433283/post-702757

I did post in error above, see my edited content in the post ...here:

https://www.fsdeveloper.com/forum/threads/problem-with-terrain-elevation.460137/post-934852


Please refer to the SDK Docs:

https://www.prepar3d.com/SDKv5/sdk/world/terrain/terrain_overview.html#The Shp2Vec Tool


"The default behavior of the tool is to provide replacement data for the quad cell. The flag -ADDTOCELLS is optional, and simply indicates the new data should be merged with existing data, and not replace it."

Essentially what that means is ACES expects the FS default files to establish the core scenery for the sim, and if end users add content that interferes by mis-matched extent, size, shape, overlap etc., that "add-on" content will not be added to the sim, and instead will be replaced and/or not render at run time, unless the end user add-on content is tagged internally within the CVX BGL with "ADDTOCELLS".

So one could infer that a SBuilderX or ADE compilation via SHP2VEC for a CVX BGL using -ADDTOCELLS allows it to display at run time.

And one may infer that a SBuilderX or ADE compilation via SHP2VEC for a CVX BGL NOT using -ADDTOCELLS disables display at run time.


Thus, a SBuilderX.Ini setting of AddToCells=False is the same as compiling a CVX BGL without using -ADDTOCELLS.

That should have only been used by ACES when compiling the FS default files to establish the core scenery for the sim.

It is not to be used as a "quick-and-dirty" way to exclude everyone else's CVX vector content, instead of using small excludes via GUIDs.


All other scenery by end users should be "added" to the core scenery in a compatible format, using -ADDTOCELLS.

Even then, one can disable display at run time, of multiple "add-on" CVX vector objects with the same GUID ...if they 'overlap'.

And technically, one can "Exclude and Replace" FS default core CVX vector objects to disable display at run time with the proper GUID.


I'm confused. If AddToCells=True is not recommended, why do we use AddToCells=True in the INI Settings, and why is it not recommended?

I did post in error above, see my edited content in the post ...here:

https://www.fsdeveloper.com/forum/threads/problem-with-terrain-elevation.460137/post-934852


So far, I've haven't had any rendering anomalies. When the altitude file is placed in the World\Scenery folder, that's when I have the issue where the runway in the image is above the ADE Airport runway. I'm going to put it back and try again. I'll also change the altitude from 21 feet to 21.998 feet. That's almost a foot.

The _Alt file is required by FS, and is thus made / written in the target sub-folder automatically, if a replacement Airport changes Altitude even a small increment of a Meter.


Well, I really don't want it to just work to my satisfaction. I also want to do it the right way and correctly, following the correct procedures.

Good.


Let me be sure I understand correctly. For example, you've noticed the choppiness in my water polygons in the images above. Are you saying that the exclude will remove, or smooth out that choppiness if I use small exclude triangles when they overlap?

Possibly; I would need to see your next build of the tutorial scenery when it is finished, to see what may be needed, if anything.


I now have ReprojectMercatorTiles=True
AddToCells=True.

Remember:

That parameter setting: ReprojectMercatorTiles=True is used when tiles in the workspace (projected non-warped EPSG:3857) for normal display, are re-projected to a compatible format to meet input requirements of SDK Resample for compilation; that format is EPSG:4326.

A non-warped EPSG:3857 is a GIS cartographic "projection" referred to as a "web Spherical Mercator type" projection for map display.

We only use ReprojectMercatorTiles=False to make a non-warped (EPSG:3857) background image for ADE, or for 3D modeling in Sketchup, Blender etc.


EPSG:4326 is "warped" imagery, and the FS terrain rendering system stretches that 'draped' image to fit quad vertices at run time.


The final rendered appearance of FS imagery on screen is non-warped in what becomes essentially a EPSG:3857 projection on screen.


I went back and tried exporting the shoreline polygon again and it seemed to work okay now. Now that I have the INI set correctly, I'm going to start from scratch and do the entire tutorial again and see how everything goes. It'll probably be next week, and I'll post here the results. By the way, you don't have to worry about posting that you're out on the road. I'll wait until it's convenient for you.

Ken.

Note that ReprojectMercatorTiles parameter setting in SBuilderX.Ini has no impact on compilation of CVX vector BGLs; only on imagery.

GaryGB
 
Last edited:
Hi Gary

I think I may have found the problem with the choppy water that's being rendered in the sim. I have 2 photo images below and I want you to look very carefully and see if you agree with my analysis. Here is the photo image from the tutorial:


Image1.png



In the image above, notice how the water is consistent all around the island. There are no 2 images that are merged with another. Now look at my photo image, the way it originally looked when I downloaded it:



Nauru.jpg


Look very carefully and you will see that another image, at a much lower altitude, has been laid over and merged with another image. Would you agree that this would cause distortion and anomalies when images like this are compiled? I'm going to correct this and see what happens. All of the polygons are at the exact same altitudes, and there should be no anomalies. I've tried the exclusions and they made no difference.

Ken.
 
Hi Ken:

What type of distortion and anomalies are you referring to ?

"Choppy water" in the surface of FS Hydro Polygons can occur in any type aerial image and / or water class Hydro polygon area.

That occurs due to the super-impostion of 2 or more aerial images taken top down when there are visible waves in the water.


Alternatively, that occurs due to FS' rendering via "Living Water" DLL and shaders of the Hydro Polygon and Water Color as visible waves.


The aerial image is just that an image only ...draped onto the flat surface of the Hydro Polygon surrounding Nauru.

The Hydro polygon is a CVX vector flat surface with a Water Class "color" texture; the waves are from the Living Water and/or shoreline Fx.

In neither case should the contour of the water surface be impacted by the aerial imagery or the CVX vector Hydro polygon.

That is, unless the CVX vector assigned Altitude of the Hydro Polygon near the shore slopes up to blend into land (aka "Water Creep").

That can also occur if there is a nearby RWY above the water level which also results in Hydro Polygons near the shore sloping up to blend into land (aka "Water Creep").

IIRC, the tutorial author mentions this, but did not actually later go back and fine tune the slope in the water at the end of the RWY.

Are you trying to fine tune the slope from the RWY into the nearby water ?

If so, the may require editing the assigned Altitudes of the CVS vector Hydro Polygons using "Variable Altitude" settings in SBuilderX.

You can extract the CVX vectors as ESRI *.SHP files and Append them to SBuilderX for editing, using Patrick Germain;'s CvxExtractor.

GaryGB
 
Last edited:
Hi Ken:

What type of distortion and anomalies are you referring to ?

The one I've posted, where the water looks very choppy and not smooth. The water also drops off the farther out you go. Here's the image:

Image_5.jpg


Even the waves start to rise up as it gets closer to the runway. That means the waves rises about 22 feet when it reaches the runway. This is what I'm referring to. This seems to have something to do with the runway being at 21 feet, which is correct. But the waves doesn't actually rise up level with the runway. It crashes against an embankment or a wall. I don't understand why I'm having this issue when your image looks perfect, with no distortions or anomalies.


"Choppy water" in the surface of FS Hydro Polygons can occur in any type aerial image and / or water class Hydro polygon area.

Well, I didn't mean that I was having this anomaly because the water was choppy in the image. What I'm referring to is that there are 2 different images, with a large difference in altitude. In the Photo01 image, the left side is much closer to the ground than the one on the right from where they were merged. I guess what you're saying is that these overlapping images, although at different altitudes, does not cause these anomalies. It seems that you're correct because I've replaced the image with a cleaner image and it still does the same thing, but not as bad. It did appear to be somewhat smoother.


In neuither case should the contour of the water surface be impacted by the aerial imagery or the CVX vector Hydro polygon.

I don't think the CVX vector hydro polygon is the problem because all of the vertexes are set to 0. The problem seem to occur around the left side of the airport boundary, which is 21 feet above the water. It's flat everywhere else except around the airport boundary.

That is, unless the CVX vector assigned Altitude of the Hydro Polygon near the shore slopes up to blend into land (aka "Water Creep").

Well, the hydro polygon near the airport boundary does slop up to meet with the land, as shown in the image above, but all of the vertexcies are zero. Every time I do a project, the polygons are always 0, unless I change them myself.


That can also occur when there is a nearby RWY above the water level which also results in Hydro Polygons near the shore sloping up to blend into land (aka "Water Creep").

Yes, that's exactly what's occurring. But how do I fix that if all the polygons are zero?


IIRC, the tutorial author mentions this, but did not actually later go back and fine tune the slope in the water at the end of the RWY.

I don't recall the author mentioning about the slopes. Do you recall where in the tutorial that he mentions about the slopes?

Are you trying to fine tune the slope from the RWY into the nearby water ?

Yes.

If so, the may require editing the assigned Altitudes of the CVS vector Hydro Polygons using "Variable Altitude" settings in SBuilderX.

When I assign the altitudes, do I assign the vertecies to 21 feet, or 6.7 meters, where the meet the airport runway boundary?


You can extract the CVX vectors as ESRI *.SHP files and Append them to SBuilderX for editing, using Patrick Germain;'s CvxExtractor.

I've tried that last night but all of the polygons are set to 0. What I don't understand is how the airport boundary polygon, being at 21 feet, causes the water polygon, that is totally separate, to rise up to it even though the water polygons are all set at 0 feet. But it appears that's what's happening.

Ken.
 
Last edited:
Hi Ken:

I would need to load the current build of your project to analyze it, and to make any meaningful recommendations; ZIP it and Link it. ;)



The tutorial author commented on a water slope at the RWY end, and a subsequent need to further adjust the ABP and Altitude:

How to create photoreal scenery for FSX

PART VIII - Working with Airport Design Editor (ADE) (continued)

21)

"...OK, no floating runway, looks quite good for an extremely basic airport. We might have to adjust our flatten polygon borders and altitude a bit later because there is some water flowing uphill. But so far it's ok, we can land there without falling off the runway and that's enough for this tutorial."


Water does not slope / "flow uphill" IRL, so the RWY edge land (21 Ft. AMSL) 'slopes', or has a sea wall with a drop-off to Mean Sea Level.

'Water seeks its own level', and is always flat / level, so any slopes must be in land- not water- to descend from the RWY to the surrounding flat / level water surface.


If there is a slope at the edge of the RWY, the ABP must be edited to become a sloped ABP flatten, which is best done in Sketchup.

That is a subject unto itself; while it is related to the context of this thread, it probably is best to start a thread in the Sketchup forum.

A subject heading for that thread might be something like: 'FSX' = FS version, and 'Sloped ABP Flatten by Water' = thread name


GaryGB
 
Last edited:
Hi Ken:

I would need to load the current build of your project to analyze it, and to make any meaningful recommendations; ZIP it and Link it.

Hi Gary,

I've deleted my previous project and working on a new Nauru Airport. I thought it would be best since I have some better understanding now and the INI setting are correct.


The tutorial author commented on a water slope at the RWY end, and a subsequent need to further adjust the ABP and Altitude:

How to create photoreal scenery for FSX

PART VIII - Working with Airport Design Editor (ADE) (continued)

21)

"...OK, no floating runway, looks quite good for an extremely basic airport. We might have to adjust our flatten polygon borders and altitude a bit later because there is some water flowing uphill. But so far it's ok, we can land there without falling off the runway and that's enough for this tutorial."

I remember reading that now. Notice in Part V - Working With SbuilderX - Polygons, instruction 4, where the author used the process of moving, not copy, the cvx9232.bgl file to the Nauru folder. What was the reasoning for moving the cvx9232.bgl file to another location? Would it be better to exclude the cvx9232.bgl rather than moving a default file from the Scenery\1104 folder? But I followed his instructions anyway. After deleting all of my previous project files, I loaded the default Nauru Airport in FSX and I've noticed that even the default water polygon does show the water rising uphill.


Water does not slope IRL, so the land at the edge of the RWY (21 Ft. AMSL) slopes, or has a sea wall with a drop-off to Mean Sea Level.

Correct. It crashes against the sloping wall at the end of the runway. You might say this airport sits on a platu. I was looking over this in google earth.


If there is a slope at the edge of the RWY, the ABP must be edited to become a sloped ABP flatten, which is best done in Sketchup.

I might like to try that when I finish here. It would be very interesting to see how that turns out.


That is a subject unto itself; while it is related to the context of this thread, it probably is best to start a thread in the Sketchup forum.

Yes, I agree.

Ken
 
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Hi Gary,

I think I may have found the reason for the water anomaly in my images above. First of all, what was your Mesh Resolution in your FSX at the time you posted your image? If you turn your Mash Resolution up to 76 or higher, you'll probably see the very save anomaly I'm seeing in my image post. Try it and let me know. If you turn it up to maximum, the water will no longer rise up but will instead crash against the wall. But in the real world, the wall is not perfectly vertical. It slopes.

Ken.
 
My FPS is 100 - 300 in FSX on my current computer build, so all settings are 'maxed out', and FSX.Cfg is set at:

[TERRAIN]
LOD_RADIUS=4.500000
MESH_COMPLEXITY=100
MESH_RESOLUTION=25
TEXTURE_RESOLUTION=29
AUTOGEN_DENSITY=5
IMAGE_PIXELS_FOR_AUTOGEN_POLYGONS=1024
DETAIL_TEXTURE=1
WATER_EFFECTS=7

GaryGB
 
My FPS is 100 - 300 in FSX on my current computer build, so all settings are 'maxed out', and FSX.Cfg is set at:

[TERRAIN]
LOD_RADIUS=4.500000
MESH_COMPLEXITY=100
MESH_RESOLUTION=25
TEXTURE_RESOLUTION=29
AUTOGEN_DENSITY=5
IMAGE_PIXELS_FOR_AUTOGEN_POLYGONS=1024
DETAIL_TEXTURE=1
WATER_EFFECTS=7

GaryGB

Thanks Gary for providing that information. So, I understand you to say that your in game scenery settings are all set to max. Well, that leaves me with another question as to why your water image looks flat, even though your settings are maxed out and mine is not. When I set the Mesh Resolution to 19, it looks like this:


Image_10.jpg




When I set the Mexh Resolution to 76, it looks like this:

Image_9.jpg



It looks like the image you've posted. Since your Mesh Resolution setting is maxed out, it should look like this:


Image_8.jpg


This is the way mine looks when the Mesh Resolution is maxed out. So, I'm wondering if the image you've posted has elevation data, or did you exclude the entire island, which would have removed all elevation data, according to the tutorial.

When you posted the image of the water that looks flat, is that the same project files I sent you or is that a project you've created?


Ken.
 
Thanks Gary for providing that information. So, I understand you to say that your in game scenery settings are all set to max. Well, that leaves me with another question as to why your water image looks flat, even though your settings are maxed out and mine is not. When I set the Mesh Resolution to 19, it looks like this:


When I set the Mexh Resolution to 76, it looks like this:


It looks like the image you've posted. Since your Mesh Resolution setting is maxed out, it should look like this:


This is the way mine looks when the Mesh Resolution is maxed out.

So, I'm wondering if the image you've posted has elevation data

Hi Ken:

Custom photo-real aerial imagery land class textures compiled with SDK Resample do not contain elevation data.

Only G-Polys as flat / level 3D models 'placed' at an assigned Altitude have any "elevation" data for where the textured object displays.

Terrain mesh is impacted only by other terrain mesh compiled with SDK Resample, or by CVX vector TINs compiled by SDK SHP2VEC.


When you posted the image of the water that looks flat, is that the same project files I sent you or is that a project you've created?

The same project files you sent me.

...did you exclude the entire island, which would have removed all elevation data, according to the tutorial.

No, I only had your files loaded; did you "exclude the entire island, which would have removed all elevation data, according to the tutorial" ?

GaryGB
 
Hi Ken:

Custom photo-real aerial imagery land class textures compiled with SDK Resample do not contain elevation data.

Yes, I knew photo real images do not contain elevation data. But do the cvx files contain elevation data as part of a vector file?


The same project files you sent me.

I thought maybe you just loaded my files but wanted to be sure.


No, I only had your files loaded; did you "exclude the entire island, which would have removed all elevation data, according to the tutorial" ?

Well, when I started my new project, I never did exclude the entire island. By the way, I've completed this project for the 2nd time and I'm still having the same anomalies as I did the first time regarding how the water rises up and is choppy. It's not smooth like yours. The only way that will smooth out is to move the Mesh Resolution slider to the left in the sim. But your settings in the sim are maxed out in Options\Display and it's still smooth. I've did a google search on how to exclude elevation data. I've tried it both ways, using the polygon and the Exclude Tool or rectangle. When I tried using the exclude rectangle, I get an error message saying:

BGLComp could not produce the file C:\\SbuilderX 315\tools\work\000_Nauru.BGL.
Try to compile the file...\tools\work\000_Nauru.xml in a MSDOS window to read the error report.

Google search says that I can use the Exclude Tool rectangle or the polygon tool to exclude elevation data. But in the list of excludes, there are only objects. So I tried using the polygon tool. Since there's no listing of elevation data in the list of excludes, I assume the AP exclude flatten would be the correct one. I've tried that and and I still have the anomalies. It's my understanding that excludes only exclude default sceneries, not the custom photo real sceneries. It doesn't seem that I'm going to ever figure this out. I assume that since everything shows up correctly in your FSX sim, I must have done everything correctly. Here's my completed work:


Image_10.jpg
 
Yes, I knew photo real images do not contain elevation data. But do the cvx files contain elevation data as part of a vector file?

Yes, some do; Airport Boundary Polygons (aka "ABPs") require 3D vertices (3D vertices = X,Y,Z = Lon, Lat, Alt)

Well, when I started my new project, I never did exclude the entire island. By the way, I've completed this project for the 2nd time and I'm still having the same anomalies as I did the first time regarding how the water rises up and is choppy. It's not smooth like yours. The only way that will smooth out is to move the Mesh Resolution slider to the left in the sim. But your settings in the sim are maxed out in Options\Display and it's still smooth.

I did a google search on how to exclude elevation data. I've tried it both ways, using the polygon and the Exclude Tool or rectangle.

When I tried using the exclude rectangle, I get an error message saying:

BGLComp could not produce the file C:\\SbuilderX 315\tools\work\000_Nauru.BGL.
Try to compile the file...\tools\work\000_Nauru.xml in a MSDOS window to read the error report.

We are only working with CVX vector AB Polygons for flattening and/or sloping terrain (technically in FS SDK, 'terrain' includes water).

Water should be 0 Meters AMSL.

CVX vectors of Land should slope from the assigned Altitude at / near edges of RWY sea wall area down into the CVX vector water tile surface.

That calls for a custom sloped ABP flatten, which can best be made in Sketchup, then exported for processing via MCX to a BGL.

Google search says that I can use the Exclude Tool rectangle or the polygon tool to exclude elevation data. But in the list of excludes, there are only objects. So I tried using the polygon tool. Since there's no listing of elevation data in the list of excludes, I assume the ABP exclude flatten would be the correct one. I've tried that and and I still have the anomalies.

[EDITED]

AB exclude flatten Polygon is incorrect; in FSX there is (3), in P3Dv4 there is (7) AB sub-type GUIDs, (1) of which is "flatten only".

But to exclude CVX vector object types individually listed in SDK SHP2VEC reference table and/or Vector Shape Properties GUIDs,
we must instead use a custom CVX vector Exclusion sub-type that utilizes the GUID of the CVX vector target object to be excluded:

https://www.prepar3d.com/SDKv4/sdk/world/terrain/terrain_overview.html#The Shp2Vec Tool

"Exclusions are polygons that exclude other shapes whose bounding boxes overlap the bounding box of the exclusion polygon.
The use of bounding boxes is less precise than using the actual shape geometry, but it's much faster at run time.
Exclusions only apply to shapes that are in lower priority scenery layers in scenery.cfg.
You cannot exclude shapes in the same or higher priority scenery layers.
These exclusions only apply to vector data, they do not apply to objects created by Autogen (for this, refer to the Airport Boundaries entry).

The .dbf file for exclusion polygons have a GUID column, and there are three options for what to enter here:

1. Exclude all vector data by using a null GUID (all zeros).

2. Exclude general classes of features that have an attribute block (for example, all roads or all water polygons)
by using one of the GUIDs from the Vector Attributes table.

Note that some of the entries affect vector autogen associated with the excluded feature.

3. Exclude specific types of shapes (for example, only one lane gravel roads or only golf course polygons)
by using one of the GUIDs listed in Vector Shape Properties GUIDs."

https://www.prepar3d.com/SDKv4/sdk/world/terrain/vector_shape_properties_guids.html

[END_EDIT]

It's my understanding that excludes only exclude default sceneries, not the custom photo real sceneries.

"Special" CVX vector exclude Polygons 'could' exclude custom photo real sceneries as they are a form of land class defined in Terrain.Cfg

It doesn't seem that I'm going to ever figure this out. I assume that since everything shows up correctly in your FSX sim, I must have done everything correctly.

Probably, but there may be another "Active" scenery BGL somewhere interfering with display of your 'worked' Nauru tutorial scenery.

ZIP your current "active" scenery.Cfg, and substitute a copy of it with just FS default scenery and your Nauru scenery Area layers in it.

GaryGB
 
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Hi Gary,

In the Properties, can you tell me what Type and Tag you used to exclude your airport.

Ken.

Are you referring to something I may have done that was added to your project to display it in FSX ? :scratchch

Or, are you assuming I can find a old copy of my original Nauru 'worked' tutorial for FSX somewhere in my many Terabytes of archives ? :laughing:


NOTE: I posted erroneous info in my latter reply above, see my edits here: :oops:

https://www.fsdeveloper.com/forum/threads/problem-with-terrain-elevation.460137/post-934985

NOTE: The latter info may prove pertinent to excluding Flatten type ABPs. :idea:

GaryGB
 
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Are you referring to something I may have done that was added to your project to display it in FSX ? :scratchch

Or, are you assuming I can find a old copy of my original Nauru 'worked' tutorial for FSX somewhere in my many Terabytes of archives ? :laughing:

No. I just wanted to know how you go about excluding a cvx file so that I know I'm doing it right. I just want to understand why the water looks jagged in my project and why yours look flat and smooth using my same project.


Ken.
 
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Hi Ken:

Please be more specific as to precisely what you wish to achieve, and we can go through the exclusion procedure required to accomplish that

Your post above asks me what Type and Tag I used to exclude my airport.


Airports by strict definition are Airport Facilities Data (aka "AFD" infrastructure objects excluded /replaced / compiled by SDK BGLComp.

Airports may also have varying types of CVX vector objects compiled / excluded by SDK SHP2VEC.


Thus, there would be no "Type and Tag" to exclude an 'Airport' per se, particularly since there are multiple elements that are used to make up an Airport, and these need to excluded individually using object specific exclusion code submitted to both SDK BGLComp and SHP2VEC compilers.

[EDITED]

IIRC the best tutorials on the procedures required to exclude Airports and related objects were authored by Scott Smart for FS2002 / FS2004), Jim Vile, and Jon Masterson (aka "scruffyduck"): FSX using ADE, and Christopher Britton (aka "Rotornut44"): FSX using SBuilderX.

[END_EDIT]

I recommend you review those tutorials for an optimal understanding of Airport exclusion.

[Links To Follow]

If you are inquiring about how to ensure all water surrounding Nauru stays at 0 Meters AMSL, that may be simpler to address at specific steps of the Nauru tutorial that is the subject of the thread.

It should also be easier to answer an inquiry as to how one chooses more than a single GUID / UuID input string pair required by the dialog boxes of ADE and/or SBuilderX to create a "specific" type of CVX vector exclude polygon, such as 'Exclude AB Flatten", which is not otherwise found as a ready-to-use choice in the pick lists of ADE and/or SBuilderX

I can post more detailed info and links to the above cited Airport exclusion tutorials when I return to my FS computers, as I am on the road at this time.

GaryGB
 
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Hi Ken:

Please be more specific as to precisely what you wish to achieve, and we can go through the exclusion procedure required to accomplish that

To understand why my water looks jagged in my project and why the same project I sent you looks smooth and flat.

Your post above asks me what Type and Tag I used to exclude my airport.

I probably didn't make myself clear. I guess to make things more clearer, you've mentioned to me that I should always exclude my default airport before starting a new project. Say for example, you're just starting on a new project. What procedures do you use to exclude before starting your new project? What I've always done is draw a polygon around the area I want to exclude and select one of the excludes from the list in the properties. The areas where the water is jagged, I've tried using a flatten and it doesn't flatten it. I've looked everywhere and have not found another file that could be interfering with my project.

IIRC the best tutorials on the procedures required to exclude Airports and related objects were authored by Scott Smart, Jim Vile, and Jon Masterson (aka "scruffyduck").

I recommend you review those tutorials for an optimal understanding of Airport exclusion.
[Links To Follow]

That'll be great. I'll be waiting for the links.

I can post more detailed info and links to the above cited Airport exclusion tutorials when I return to my FS computers, as I am on the road at this time.

Okay. Take your time.

Ken.
 
Hi Ken:

Please be more specific as to precisely what you wish to achieve, and we can go through the exclusion procedure required to accomplish that

Your post above asks me what Type and Tag I used to exclude my airport.

Airports by strict definition are Airport Facilities Data (aka "AFD" infrastructure objects compiled / excluded by BGLComp, and may also have varying types of CVX vector objects compiled / excluded by SDK SHP2VEC.

Thus, there would be no "Type and Tag" to exclude an 'Airport' per se, particularly since there are multiple elements that are used to make up an Airport, and these need to excluded individually using object specific exclusion code submitted to both SDK BGLComp and SHP2VEC compilers.

[EDITED]

IIRC the best tutorials on the procedures required to exclude Airports and related objects were authored by Scott Smart for FS2002 / FS2004), Jim Vile, and Jon Masterson (aka "scruffyduck"): FSX using ADE, and Christopher Britton (aka "Rotornut44": FSX using SBuilderX).

[END_EDIT]

I recommend you review those tutorials for an optimal understanding of Airport exclusion.

[Links To Follow]

If you are inquiring about how to ensure all water surrounding Nauru stays at 0 Meters AMSL, that may be simpler to address at specific steps of the Nauru tutorial that is the subject of the thread.

It should also be easier to answer an inquiry as to how one chooses more than a single GUID / UuID input string pair required by the dialog boxes of ADE and/or SBuilderX to create a "specific" type of CVX vector exclude polygon, such as 'Exclude AB Flatten", which is not otherwise found as a ready-to-use choice in the pick lists of ADE and/or SBuilderX.

[Links To Follow]

In this thread regarding use of ADE, opened by Helli Hauck:

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

...we find the Jim Vile "Airport" tutorial I cited above:

https://www.fsdeveloper.com/forum/threads/landclass-visibility-problem.15173/post-815139


Related info regarding ABP Exclusions using SBuilderX:

https://www.fsdeveloper.com/forum/t...ion-poly-to-work-in-p3d-v5.451847/post-877287


GaryGB
 
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