• 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.

Qgis users? Qgis saving my Float 32 and/or int 16 files as 8 Bit

Hi Scott:

If you prefer doing some reading prior to delving in to use of SBuilderX for various aspects of scenery building, see this post:

https://www.fsdeveloper.com/forum/threads/import-gp.456338/post-910111


However, you are IMHO, familiar with most basics of working with SBuilderX, so we can start by doing (2) things local to 2NC0:

* Making a terrain mesh (10 Meter, or 1 Meter maximum resolution) BGL via a SDK Resample INF file

* Making a 7.5 cm/pixel maximum resolution photo-real Satellite imagery land class BGL via a SDK Resample INF file


One "should" be able to use only (1) source GIS file at the highest intended LOD, and SDK Resamples 'makes' all other LODs.

Depending on source data / INF parameter value precision, SDK Resample 'may' require multiple sources for blending of LODs.


I believe it would be best to use a specific set of GIS source files under their original names from the same online web portals.

If we work with an agreed, common set of data files, we can more efficiently achieve successful results.


Initial results of terrain mesh and imagery BGLs local to 2NC0 will be useful to learning the how-to's for these scenery types.

By keeping the source files intact, we can make copies and learn the procedures to enhance the results with other features.


Next, IMHO, would be to ensure your terrain mesh and imagery BGLs blend aesthetically into default scenery around 2NC0.


After that, additional enhancements available via SDK Resample under FSX include:

* Night textures, and seasonal variants that automatically switch with time of day / year


Another related airport surface enhancement implemented via 3D modeling and SDK XtoMDL / SDK BGLComp compilers:

* Ground Polygons (aka "G-Polys) as 3D objects (derived from sloped TINs) ...textured with FS attributes 'terrain' does not show.

* Ground Polygons (aka "G-Polys) as flat / level 3D objects ..textured with FS attributes 'terrain' does not show (for A.I. Traffic)


I will review the GIS file names / URLs local to 2NC0 that might be used for a basic procedural guide, and will post that here.

I shall also provide step-by-step guides of procedures I would use to accomplish initial basic terrain mesh and imagery BGLs.


Next we could review how to make your terrain mesh and imagery BGLs blend aesthetically into default scenery around 2NC0.

After that, if / when you are interested, we can explore how to implement additional feature options into your scenery project.


If I do not have time to get started on this today, I may be able to put this info together and post it some time tomorrow. :)

GaryGB
 
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Gary,
Copied your link for reading and am perusing that thread now.
These things I would like to learn to implement into my scenery projects! Certainly appreciate your time. Please don't feel as this has to happen under any time restraints. (This is a hobby!). I get notifications of posts to this thread. So you'll notice I usually reply to your posts pretty quick. This isnt lack of patience on my part!
I can keep reading and trying to learn these things as you move us forward and post your replies. All of it, as your time permits!

Again, Thanks for all your help!
Scott
 
Thanks Gary.

Scott, I think I was able to cut out SBuilderX for creating high-resolution scenery at and around the airport once I started using SASPlanet. That program generates a KML file with the GeoTiff which I believe I used for the INF file. But like I stated previously, the problem I ran into was that plugging in high-res scenery around an airport somehow excluded nearby autogen grids for trees and buildings. Not the end of the world, but was yet another thing to figure out what was wrong and I never got around to it.
 
Hi Chris:

Thanks for the heads-up on SASPlanet's KML Metadata option; it helps clarify which image / tile server one is working with. :)

I also like the LOD-21 variant imagery on some tileservers showing "leaves-off" views for easier 3D modeling of buildings.


I will be doing some comparison of the imagery quality output between SASPlanet and SBuilderX' tile down loaders.

It seems SBuilder may do some graphical optimization with the tileserver imagery that it has down loaders for.

[EDITED]

SBuilderX creates a "image pyramid" of multi-level tile LODs / Zoom levels internally in its tiles sub-folder chain.

By comparison, with SASPlanet, there seems to be some mis-match of imagery tile versions in downloaded images, apparently due to internal lack of "GIS image pyramid building" with a spectrum of sequential LODs / Zoom levels being needed for creation of a composite multi-tile source image.



While SASPlanet is remarkably fast in its ability to create a composite (1-piece) image, some images when examined after creation show artifacts of mis-matched LODs and dates of creation may have been different among source tiles utilized.

This is in spite of having specified that the SASPlanet composite image outup should include the 'visible tile cache'.

Apparently, SASPlanet may require some time to internally download / resolve all required tiles for a tile cache in a Selected area before one may actually derive a complete and congruent tile composite image.

What IMHO seems to not have been explained by SASPlanet documentation is that one should have first slowly Zoomed up from LOD 14 to LOD 21, allowing each level to resolve all tiles required for the on-screen image before stepping up to the next higher LOD.

The tile downloader for SBuilderX can do this automatically during a requested Add Map > From Background tile download.

IIUC, it is only during a manual Zoom up / down in the SBuilderX work-space background map while performing other scenery building tasks, that one might wish to first manually Zoom up from LOD 14 to LOD 21, allowing each level to resolve all tiles required for the on-screen image before stepping up to the next higher LOD.

That assumes one has not already allowed an internal automatic Add Map > From Background tile download to build a cache.

If one already did Add Map > From Background to build a internal tile cache, SBuilderX' Zoom process will be more 'smooth'.

[END_EDIT]

Additionally, SBuilderX outputs an INF for each downloaded background Map or Map loaded from Disk, that can be edited.


The work-flow I intend to present to Scott will use SBuilderX' built-in multi-source INF engine for BMP / Channel imagery types.

This should simplify what I anticipate may be his desire to utilize Night and Seasonal imagery variations in his Resample BGLs.

And if he is OK without Night / Seasonal imagery variations, SBuilderX' project / file suffix engine will simplify Alpha Blending.

Having numerous imagery sources available is a mixed blessing / curse ...when it comes to keeping things clearly organized. ;)

GaryGB
 
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Hello Gary, Chris,

Might be learning a little bit here. Using the tutorial link you sent, I have made some nice looking photo scenery around 2NC0.😁

Had a heck of a time getting the nice Summer texture because Virtual Earth Server was showing current season, and Google kept crashing SBX. Finally got "Google api 3 satellite" to download tiles and they were the nice summer texture!

Notice I haven't tackled any mesh here or relocating the Runway, (You can see it floating in the air to the east!)

Scott
 

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Congratulations, Scott. :cool:

Looks like you are making some good progress.


If you use the exclude file I attached on Page 1 of this thread, you will eradicate FSX' airport flatten and reveal the sloped RWY.

https://www.fsdeveloper.com/forum/attachments/2nc0_ab_flatten_exclude_cvx_bgl-zip.84911/


Now you can correct the RWY / paved area GroundRoll surface attribute as I described above using ADE and MCX:

"This can be done in ADE by tracing an Apron over 2NC0 RWY / Apron areas, copying its XML, and processing via MCX' XML Apron to SurfaceType converter."

This is quoted from the MCX PDF Manual in MCX' root install folder:

"8.7 XML Apron to SurfaceType converter

With the XML Apron to SurfaceType converter, see Figure 8.7, you can make SCASM SurfaceType
commands that ensure that your aprons are smooth and don’t show dirt behind the wheels, based
on BGLComp aprons defined in a XML file. This technique can be used if you want to see the
photoreal scenery below the apron.

After selecting the XML file to load and the SCA file that should be written, you can press
the Convert button and the SurfaceType commands will be written to the SCA file you have
selected.

1670222372441.png


Figure 8.7: XML Apron to SurfaceType converter."

Basically, one makes an Apron object over all paved airport areas in ADE via:

* Slewing the user A/C in FSX and capturing coordinates in ADE by means of FSUIPC

...or:

* Tracing over a background image added to the ADE workspace


After creating that 1-piece Apron object in ADE, save and compile the (replacement) 2NC0 airport BGL.


In MCX > Menu > Special Tools > XML Apron to SurfaceType converter:

Browse / Select / load the ADE (replacement) 2NC0 airport XML file which matches the name of the ADE airport BGL file.

Click [Convert]


In Windows Explorer (aka "My Computer / This PC"), drag-and-drop the resulting *.SCA file onto:

[MCX install path]\Tools\SCASM.exe


Place the resulting BGL into your active 2NC0 \Scenery sub-folder along with your other custom 2NC0 BGL scenery files

Test the new "paved surface" GroundRoll attribute at 2NC0 on the sloped RWY to confirm A/C wheel 'Dirt *.Fx' are eliminated. :wizard:

If the surface fix works over all intended areas at 2NC0, backup your ADE project, and disable / hide / delete the 1-piece Apron in ADE.

Then save and re-compile your ADE 2NC0 replacement airport.


You can also use ADE to make an exclude for the default RWY (rather than leaving it there for a bungee jumping venue). :laughing:

And, a Blend Mask in the Alpha channel of your BMP would limit the hi-res imagery to the immediate area of 2NC0.

GaryGB
 
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Hey Gary,

Updated all MCX (1.60) and ADE (1.79) and SBX (3.15), all with fresh installs.
If you use the exclude file I attached on Page 1 of this thread, you will eradicate FSX' airport flatten and reveal the sloped RWY.

https://www.fsdeveloper.com/forum/attachments/2nc0_ab_flatten_exclude_cvx_bgl-zip.84911/
That is fabulous!! I remember having your exclude loaded but it was in another scenery folder that has since been deactivated. I put in this latest scenery folder and...WOW!😲
Now you can correct the RWY / paved area GroundRoll surface attribute as I described above using ADE and MCX:...
I Installed ADEX 1.79 From Scruffyducks page. If I did this correct, I opened the stock airport. I carefully outlined the stock runway with an apron. Saved project and compiled.
In my "H:\Program Files (x86)\Microsoft Games\ADE1.79\FSX\Projects" folder, (which I set in options). The AD4 file is there but no .bgl or .xml?
Any insight as to what I am doing wrong?

Edit...

GRRRRRRRR....I restarted ADEX and it created the bgl and the xml in the projects folder!🤬

Thanks,
Scott
 
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Back again,
Help?🙄

I get this when I exclude the runway and compile. I delete the cvx bgl and looks right.
Also ground rolls nicely. Can we fine tune the runway "level"? Looks like in places it rolls off a hill to the right a bit!

I missing something on making the old runway disappear. Its not going away!

Fun flying around and seeing the nice ground textures and smooth correct mountain shape.
FYI...2NC0 was cut from the top of a mountain in 1969, I think. The removed material was then used to fill areas around the east side of the runway for the golf holes on that side. So it is an unnatural mountain top!
 

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https://www.fsdeveloper.com/forum/attachments/latest2nc0-jpg.85358/Back again,

Help? 🙄

I get this when I exclude the runway and compile.

latest2nc0-jpg.85358


I delete the CVX bgl and it looks right.

I'll have to look at this scenario with the same file set that you are using; I'll check back here tomorrow to list what's needed.

UPDATE: Please make a backup of your ADE 2NC0 Project.

Then, in using ADE with new copy of 2NC0 project, delete SDK BGLComp infrastructure for 'visible', navigable airport objects:

* RWYs

* Taxiways

* Taxiway Paths

* Aprons

Please Save / Compile / Test that 2NC0 ADE project scenario again in FSX, and post a screenshot here.

Also ground rolls nicely. Can we fine tune the runway "level"? Looks like in places it rolls off a hill to the right a bit !

That is because there is no hi-res terrain mesh in place yet; at 10 Meters or less, RWY 32 slopes into the Golf course green.

I had planned to post info / files to help you output / test that hi-res terrain mesh later today (Tuesday).

BTW: We need only a relatively small area of Hi-Res LiDAR DTM-derived elevation mesh for 2NC0 (see RED arrow / square):

2nc0_elevation_test_source_file_extents-jpg.85366



But, if you want a flat / level RWY for use of A.I. Traffic at 2NC0, just "move" it in ADE v1.79x with (now free) ProKey installed:

https://www.fsdeveloper.com/forum/threads/ade-now-free-for-personal-and-commercial-use.453946/


NOTE: It will defeat the IRL "look-and-feel" of 2NC0, IMHO, to use a flat / level default type RWY at this unique airport. :oops:

In MSFS we can hide a RWY but keep its markings by setting a visibility flag; such a "transparent" RWY aligns with underlying terrain.

But in FSX Acceleratiion, a "transparent" RWY is still flat / level, and a airport flatten is required underneath to keep terrain flat / level as well.

https://www.fsdeveloper.com/forum/threads/fsx-invisible-runways.431556/

https://scruffyduck.screenstepslive.com/s/help_docs/m/20268/l/259855


Otherwise, if you meant to only change the RWY Altitude, that is in ADE Menu > File > Airport Properties ...dialog.

However, if you change the Altitude / move a RWY in ADE, and you use A.I. Traffic, you must also change the Approach code. :alert:

https://www.fsdeveloper.com/forum/r...roaches-in-airport-design-editor.220/download


If you do not plan to use A.I. Traffic at 2NC0, in ADE v1.79x, just Add > Start Location ...at each end of the imagery RWY axis.

That way 2NC0 appears in FSX' airport list, with a sloped RWY just like IRL, after we make your hi-res terrain mesh BGL for 2NC0. :idea:

I'm missing something on making the old runway disappear. Its not going away!

As stated above, in ADE:

* "move" the existing FSX default type RWY, and change its dimensions to match IRL at 2NC0 if you use A.I. Traffic.

NOTE: (... this will disable having a sloped RWY like IRL)

...or:

* "Delete" the FSX default type RWY object if you do NOT use A.I. Traffic (... this will enable having a sloped RWY like IRL) ;)

GaryGB
 

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I'll have to look at this scenario with the same file set that you are using; I'll check back here tomorrow to list what's needed.

UPDATE: Please make a backup of your ADE 2NC0 Project.

Then, in using ADE with new copy of 2NC0 project, delete SDK BGLComp infrastructure for 'visible', navigable airport objects:

* RWYs

* Taxiways

* Taxiway Paths

* Aprons

Please Save / Compile / Test that 2NC0 ADE project scenario again in FSX, and post a screenshot here.

Not exactly sure what you were asking for here, but I did go into ADE and deleted the apron, and the runway, and the exclude, (all there was so far). Then saved the project and compiled. Looks great! No runway!


That is because there is no hi-res terrain mesh in place yet; at 10 Meters or less, RWY 32 slopes into the Golf course green.

I had planned to post info / files to help you output / test that hi-res terrain mesh later today (Tuesday).

BTW: We need only a relatively small area of Hi-Res LiDAR DTM-derived elevation mesh for 2NC0 (see RED arrow / square):

2nc0_elevation_test_source_file_extents-jpg.85366


But, if you want a flat / level RWY for use of A.I. Traffic at 2NC0, just "move" it in ADE v1.79x with (now free) ProKey installed.

NO! Not concerned with AI traffic here at all! LOL! Never enuff traffic at these small airstrips to sacrifice a great sloped runway! 😊
I would rather leave the camber in the runway, than lose the slope.
But what your saying is we can clean up the runway camber with the finer mesh. Sounds great!

NOTE: It will defeat the IRL "look-and-feel" of 2NC0, IMHO, to use a flat / level default type RWY at this unique airport. :oops:

In MSFS we can hide the RWY but keep its markings by setting a visibility flag; in FSX, a transparent RWY is still flat / level.
Hiding the runway is not the same as "deleting" the runway, correct?
Otherwise, if you meant to only change the RWY Altitude, that is in ADE Menu > File > Airport Properties ...dialog.
I'm studying this now
However, if you change the Altitude / move a RWY in ADE, and you use A.I. Traffic, you must also change the Approach code. :alert:

If you do not plan to use A.I. Traffic at 2NC0, in ADE v1.79x, just Add > Start Location at each end of the imagery RWY axis.

That way 2NC0 appears in FSX' airport list, with a sloped RWY just like IRL, after we make your hi-res terrain mesh BGL for 2NC0. :idea:
So to clarify...
  • Completely delete the original airport runway. (Done)
  • Add start points and tower view as if the original airport was in the new location? (in the new "runway" and "apron" location, of course.)
  • Change all the airport data to reflect the new location. And it will all still show up in the airport info list, etc, as if were a default airport.
  • We will be adding some finer terrain mesh that will level the camber in the runway.
(BTW...will the FSX GPS and/or Map be off? No biggie...just curious)

Attached is my Scenery folder in three parts, (size), as it was last activated in the Sim, (for the screenshot). I included .ad4 and the .xml files as well.

Uhhhhh... Cant attach the Scenery3.rar containing Photo01.bgl. Says its too large. Zipped its about 6.5mb.
Options? Had FTP but never installed it on this computer!
 

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Hiding the runway is not the same as "deleting" the runway, correct?

Correct; a "hidden" RWY is still in the ADE project *.AD4 file, but IIRC, it still compiles and displays at run time.

This is to be distinguished from a 'transparent RWY flag' being set, as described in my post above.

So to clarify...
  • Completely delete the original airport runway. (Done)
  • Add start points and tower view as if the original airport was in the new location? (in the new "runway" and "apron" location, of course.)
  • Change all the airport data to reflect the new location. And it will all still show up in the airport info list, etc, as if were a default airport.
  • We will be adding some finer terrain mesh that will level the camber in the runway.

All correct.

(BTW...will the FSX GPS and/or Map be off? No biggie...just curious)

IIRC, those changes will not impact the GPS graphical display or default FSX MAP GUI display, because the default airport has been changed already by replacing it with an edited copy which excludes that original default airport.

However, as I mentioned above, IIUC, FSX' internal airport Approach code would need to be edited in ADE for those who fly IFR.

Uhhhhh... Cant attach the Scenery3.rar containing Photo01.bgl. Says its too large. Zipped its about 6.5mb.
Options? Had FTP but never installed it on this computer!


I should be back at my real computer shortly, and will post a link to the Hi-Res mesh bgl to illustrate the terrain "goal".

UPDATE: Back at my 'real' computer; who was it that thought it made sense to call mobile phones "smart" ?
:laughing:


I sent you a Private Message (aka "PM"). ;)

In the P.M. I link to the URL for the demo Hi-Res Terrain Mesh BGL, and recommend a few reputable free file up / down-load sites.

PS: I also sent you yet another PM.

GaryGB
 
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