Hi Gary,
Haven't heard from you in a few days and was wondering if you're still testing things out. If it's going to take a lot of your time, we can hold off for a while. From what I understand, you were going to post a tutorial about creating these ground polys and CVX vectors using Sketchup and SBuilderX for the Nauru Airport. While I was waiting for you to get things tested out, I've been working with QGIS but it seems to have certain limitations, and may not be as good as Global Mapper. I won't bother you with that right now since you're still working on this project. I'll be posting about QGIS in another thread and hopefully someone here will give me some ideas about it and if I'm using it correctly.
Ken.
Hi Ken:
I am making some further progress (albeit slowly) with testing prospective workflows to obviate use of a GIS application.
However, there is complex geometry involved at the shoreline of Nauru that must be retained for realism at SW side harbors.
Otherwise, one must follow Tiberius' tutorial with the utmost of precision to match my own rendering results in FSX.
As you have seen from my screenshots, it is possible to achieve a 'tolerable' falloff of land Altitudes down into 0 Meters AMSL.
But upon closer inspection of the perimeter of Nauru, we see offshore coral pinnacles have skewed SRTM elevation data.
https://en.wikipedia.org/wiki/Geology_of_Nauru
The resolution at 30 to 90 Meters between elevation data points is not sufficient to allow photogrammetry, so it is anomalous.
If the cursor moves over the DEM in TMFViewer and/or one slews in FSX with TCalcX, 'Breaker' area Altitudes vary Meters +/- AMSL.
https://www.google.com/search?clien...AFHc1DEBMQtKgLegQIFhAB&biw=1440&bih=744&dpr=1
I have edited my post above to remind you of our discussion on this related subject matter in the context of Luis Feliz-Tirado's tutorials:
https://www.fsdeveloper.com/forum/threads/problem-with-terrain-elevation.460137/post-935245
Note that you have previously been successful in achieving a sloped flatten from land, across a beach, and into sea-level water:
https://www.fsdeveloper.com/forum/t...ects-in-sbuilderx-for-katl.444877/post-818235
With Tiberius' methods, we get "flat" water off shore in
all non-land areas of aerial imagery, including 'breaker' areas.
I am instead attempting to create a TIN for white sand beaches to slope realistically from land areas down into water offshore.
SBuilderX does not have a feature to scale copied Polygons, or to Triangulate them (this differs from SHP2VEC "quad clipping")
Thus, I have further testing to do that may yield a feasible workflow to do that, using only SBuilderX, Sketchup, and GIMP.
QGIS, like GIMP and other innovative applications coded in Python, can perform a number of tasks, but it has a learning curve.
Python code runs slower than other GIS applications if performing certain tasks, but that should not be a deterrent to use.
FYI: I do not have time to study QGIS or provide tutorials for its use, as I already have workflows involving Global Mapper.
Regarding your use of QGIS to make KBHM scenery, IMHO, you do not need QGIS or Global Mapper to do that.
You can access freely downloadable US elevation data via web portals, and aerial imagery via SBuilderX' and SASPlanet's GUIs.
The built-in feature set of SBuilderX for making custom photo-real aerial imagery land class textures is ready-to-use.
I have previously linked you to those tutorials by Luis Feliz-Tirado- and of course this same Tiberius et al Nauru tutorial- as well.
You need to define what extent of coverage you want surrounding KBHM for FS2Kx high resolution imagery and mesh BGLs.
I can then point you to sources for the freely downloadable US elevation data, and aerial imagery (Google=personal use only).
Airport infrastructure textured surfaces are often best rendered via synthetic- or modified- aerial imagery in
any FS version.
I must remind you MSFS default scenery saves
vast amounts of work as it uses IRL high detail elevation data / aerial imagery.
You may be pleasantly surprised at what is available for use via pick-lists in MSFS SDK DevMode Scenery Editor GUI.
But if we wish, we can still make G-Polys via MCX and convert them to MSFS glTF if we do not want to use 'projected mesh'.
We can also still customize default MSFS scenery via ADE / SBuilderX along with MSFS SDK DevMode GUI Scenery Editor.
But... "
Be Not Afraid"

; there is a lot to 'fix' in the MSFS world; just compare these screenshots of Nauru in 2020 vs. 2024:
2020: (Full Autogen Vegetation other than Grass so far; why would Asobo not also use this existing
excellent data in 2024 ?)
BTW: Palm tree 3D models "pop in" to replace generic trees at close distances; is Asobo using "Proxies" for lower LODs now ?
2024: (No Autogen Vegetation other than Grass / bushes so far; why would Asobo delegate 2024 to a separate development team ?)
There are benefits to saving time and stress by building upon default MSFS scenery, as we 'may' need to do less customizing.
So, although I regard FSX and P3D as useful platforms for learning / testing / prototyping, MSFS is "
The Way of The Future".
...
After using MSFS for a few seconds / minutes / hours, we may be less compelled to say:
"
Show me all the blueprints. Show me all the blueprints. Show me all the blueprints... show me all the blueprints... show me all the blueprints... show me all the blueprints..."
-Howard Hughes:
The Aviator
GaryGB