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
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
Last edited:






