• 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.
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FSXA Questions About QGIS

Hi Christian,

I did find a USGS TNM website where I can download a LIDAR. I've found some 1 arc second DEMs from USGS Earth Explorer but they did not appear perfect. There were areas where the terrain was way too choppy and areas where the terrain should have risen but was flat, even after installing the DEM into FSX. So, I thought I would try the 1/9 arc second or LIDAR. I've downloaded and installed a LIDAR DEM and it's still does not conform to the real world. For one thing, it seems like every time I try to install DEM, I run into problems like this:


DEM_LIDAR.jpg


This is the Birmingham Shuttlesworth Airport, or KBHM, and the airport does not sit on a plateau. The ground all of a sudden rises 64 feet and I've tried just about everything to correct it. It only does this when I install the LIDAR DEM, and it's supposed to be accurate to 1 meter resolution. This is nowhere near what the airport looks like in the real world. The LIDAR DEM makes the terrain more choppy than it really is in the real world.

Ken.
 
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Hi Ken:

Please post a link to the URL where you downloaded the 1 Meter LIDAR DEM (or ZIP the BGL and link it via MediaFire or Dropbox etc.).

GaryGB
 
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Hi Ken:

Please recall that FSX (since in 2010 or so), and subsequently P3D versions 1 through 3, all used SRTM 30 Meter (aka 1 Arc Second) elevarion source data.

LIDAR data Geo-corrected to currently available Geographic references is likely to differ (more than slightly; LIDAR=precise).


ARP Altitude for default FSX KBHM viewed in ADE Menu > File > Airport Properties is: 196.291 Meters / 643.9974 Feet AMSL.

Note FSX' CVX2420.BGL default AB Flatten is assigned an ARP Altitude of 196.29 Meters that over-rides FSX default DEM0302.bgl at 196.0 Meters :

FSX_KBHM_DEM-0302+CVX2420.jpg



You must modify a copy of FSX' default AB Flatten to allow a local replacement terrain mesh and/or TIN to be properly displayed / blended.

The same is true of MSFS' 2020 default AB Flatten for KBHM:

MSFS-2020_KBHM_CVX2420.jpg



You must modify a copy of MFSX' default AB Flatten to allow a local replacement terrain mesh and/or TIN to be properly displayed / blended.

BTW: As you can see, what IIUC was an AI algorithm that drew the MSFS AB Flatten Polygon for KBHM was not very precise, was it ? o_O


In MSFS 2020 at RWY 06 start location, FSUIPC reports a 'Ground' Altitude of: 184.1367 Meters / 604.123102979102 Feet AMSL


Wikipedia reports KBHM Elevation 198 Meters / 650 Feet AMSL

https://en.wikipedia.org/wiki/Birmingham–Shuttlesworth_International_Airport

https://geohack.toolforge.org/geohack.php?pagename=Birmingham–Shuttlesworth_International_Airport&params=33_33_50_N_086_45_08_W_region:US-AL_scale:40000_type:airport


https://www.aopa.org/destinations/airports/KBHM/details


Please note the widely varying stated Elevations at each RWY threshold for KBHM in this PDF from the FAA: :pushpin:

https://www.faa.gov/flight_deck/pilot_info/bhm.pdf

1757310713217.png



This is why the FS use of AI Traffic with all Airport AFD infrastructure surfaces at (1) ARP Altitude, IMHO ...is a 'compromise' vs. flight IRL.

https://www.faa.gov/air_traffic/fli...cts/dtpp/search/results/?cycle=2205&ident=BHM



https://www.airnav.com/airport/kbhm


If you use FSX AI Traffic, and do not edit FSX default Approach data using ADE, you will be limited to use of FSX' default ARP.


You can still have sloped hillsides along East Lake Blvd., but the hillsides will ascend from North edges of the AB Flatten at ARP Altitude.

You will first need to Exclude the FSX default AB Flatten and Replace it with a custom version edited to Blend its "edges" to surroundings.

Then you will need to edit FSX KBHM Approach code via ADE.


Here is a minimum compression 1.2 Meter resolution DTM derived from USGS 3DEP LIDAR GeoTIFF source data at KBHM:

FSX_USGS_1m_DTM_EPSG-4326_KBHM_RWY06_Test-2.jpg


FSX_USGS_1m_DTM_EPSG-4326_KBHM_RWY06_Test-1.jpg



You can download and test the custom FSX terrain mesh BGL local to KBHM airfield ...via this link:

https://www.mediafire.com/file/aw2wv8zxsxneoj5/USGS_1m_DTM_EPSG-4326_KBHM-Test-1_bgl.zip/file


NOTE: This was run time rendered via my FSX.Cfg Terrain section settings being maxed out as previously explained for you ...here:

https://www.fsdeveloper.com/forum/threads/problem-with-terrain-elevation.460137/post-934969


Note also, default FSX KBHM AB Flatten has not yet been Excluded / Modified / Replaced, nor has approach data been edited.


GaryGB
 
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That plateau can also be because airport in FSX are flat, while in real life that is not often the case. So the real elevation data might not correspond with the flat airport in FSX.
 
To further illustrate how KBHM must be modified even if high resolution terrain mesh is used, the default AB Flatten is Excluded here:

FSX_USGS_1m_DTM_EPSG-4326_KBHM_RWY06_Test-1_NO_AB_Flatten_Original_ARP_Altitude.jpg


FSX_USGS_1m_DTM_EPSG-4326_KBHM_RWY06_Test-2_NO_AB_Flatten_Original_ARP_Altitude.jpg


FSX default KBHM ARP Altitude is not aligned to airport elevation IRL; fixing that also requires editing FSX' KBHM Approach data. :pushpin:

GaryGB
 
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Hi Ken:

Please post a link to the URL where you downloaded the 1 Meter LIDAR DEM (or ZIP the BGL and link it via MediaFire or Dropbox etc.).

GaryGB

Hi Gary,

Sorry it took me this long to reply. I had to wait on a delivery for a new stove. Here's the website where I downloaded the 1 meter LIDAR:

https://apps.nationalmap.gov/downloader/


Here's the zip file for the original tiff file I've downloaded and the exported bgl file:


https://www.mediafire.com/file/lzdykp7okg6hc5j/USGS_one_meter_x52y372_AL_JeffersonCo_2013.zip/file
 
Hi Ken:

Please recall that FSX (since in 2010 or so), and subsequently P3D versions 1 through 3, all used SRTM 30 Meter (aka 1 Arc Second) elevarion source data.

That's what I was thinking, 1 arc second and 30 meter, which is not as precices as LIDAR. I've noticed when one sets Mesh Resolution to max, it's 1 meter resolution.

LIDAR data Geo-corrected to currently available Geographic references is likely to differ (more than slightly; LIDAR=precise).

Yes, I agree.

ARP Altitude for default FSX KBHM viewed in ADE Menu > File > Airport Properties is: 196.291 Meters / 643.9974 Feet AMSL.

I think mines is the same.

Note FSX' CVX2420.BGL default AB Flatten is assigned an ARP Altitude of 196.29 Meters that over-rides FSX default DEM0302.bgl at 196.0 Meters :

Yes, I looked over all of this got about the same information

You must modify a copy of FSX' default AB Flatten to allow a local replacement terrain mesh and/or TIN to be properly displayed / blended.

I need to confirm something. I understand that when you start a project in ADE, you open the stock airport file and save it as a project ad4 file. I understand that when you delete objects in the stock file, it creates an exclusion rectangle. I also understand that you always work from the project ad4 file, and I've been working from this project ad4 file for some time now. But when I first started working on this project several years past, I never excluded any flattens. When I exclude a FSX default AB Flatten, do I open the stock file and exclude the flatten from there or do I exclude the flatten from my ad4 project file? It would seem to me that I would need to exclude the flatten from the stock file, but I want to be sure. It seems that if I excluded the flatten from my ad4 project file, it would only exclude my AB flattened and not the default. I've already tried excluding the flatten from my ad4 project file and it made no difference in FSX.


You must modify a copy of MFSX' default AB Flatten to allow a local replacement terrain mesh and/or TIN to be properly displayed / blended.

I not sure exactly what you mean by modifying a copy of the default AB Flatten.

Please note the widely varying stated Elevations at each RWY threshold for KBHM in this PDF from the FAA: :pushpin:

https://www.faa.gov/flight_deck/pilot_info/bhm.pdf

View attachment 97650

Yes, I've noticed that even in the sim and how the ground sloped downward from the N.E. side to the S.W. end. I was thinking that this must be the reason for the plateau because the FSX airport runway is flat at 650 feet, and it drops off at around 60 feet or so where the airport boundary ends.

You can still have sloped hillsides along East Lake Blvd., but the hillsides will ascend from North edges of the AB Flatten at ARP Altitude.

But what I've noticed is that the LIDAR did not recreate the hillside on East Lake Blvd, which is about 40 ft above the airport terrain. Look at google earth and you'll notice it. In the sim, East Lake Blvd remains flat with the airport terrain.

You will first need to Exclude the FSX default AB Flatten and Replace it with a custom version edited to Blend its "edges" to surroundings.

Do I do this from my ad4 project file or do I do this from the default stock airport file? The reason I ask is because I don't show a default AB Flatten in my ad4 project file, and that's why I think I would do that in the default stock airport file. But I want to be sure.


Ken.
 
Hi Ken:

I shall limit my reply to questions specific to the topic of this thread, which is how to use QGIS to generate FSX source data.

Airport editing of FSX' KBHM AB flatten with incidental modification to run time terrain rendering is marginally relevant here.

And it is also best to discuss other airport editing of FSX KBHM ARP Altitude and Approach code in an ADE forum thread.


Regarding your 1-Meter ("1m") LIDAR compiled BGL, our selected AOI's are comparable, but our INF parameters used ...differ.


As a minimum, you need to add some parameters for optimal FSX SDK processing of elevation source data generated via QGIS.

The "terracing" effect shows that in spite of being high resolution data, the 'contour intervals' effect still shows.


This is remedied by using 32-Bit Floating Point source data and adding "FractionBits=3" to the last line of your INF file, ex:

[Source]
Type=GeoTIFF
Layer=Elevation
MinValidValue=0
NullCellValue=-32767
SourceDir="."
SourceFile="USGS_1m_DTM_EPSG-4326_KBHM-Test-1.tif" (Example Only - use your own file name)
PixelIsPoint=1 " (Example Only - use your own metadata)
ulxMap=-86.8924755284384 " (Example Only - use your own metadata; optional with GeoTIFFs)
ulyMap=33.6197895318527 " (Example Only - use your own metadata; optional with GeoTIFFs)
xDim=9.01944990542348E-06 " (Example Only - use your own metadata; optional with GeoTIFFs)
yDim=9.01944990542386E-06 " (Example Only - use your own metadata; optional with GeoTIFFs)

[Destination]
DestDir="."
DestBaseFileName="USGS_1m_DTM_EPSG-4326_KBHM-Test-1" " (Example Only - use your own file name)
DestFileType=BGL
CompressionQuality=100
LOD=Auto
FractionBits=3

I need to confirm something. I understand that when you start a project in ADE, you open the stock airport file and save it as a project ad4 file.

Correct

I understand that when you delete objects in the stock file, it creates an exclusion rectangle. I also understand that you always work from the project ad4 file, and I've been working from this project ad4 file for some time now. But when I first started working on this project several years past, I never excluded any flattens. When I exclude a FSX default AB Flatten, do I open the stock file and exclude the flatten from there or do I exclude the flatten from my ad4 project file? It would seem to me that I would need to exclude the flatten from the stock file, but I want to be sure. It seems that if I excluded the flatten from my ad4 project file, it would only exclude my AB flattened and not the default. I've already tried excluding the flatten from my ad4 project file and it made no difference in FSX.

The use of "Delete" in multiple FS versions of the SDK Airport AFD Infrastructure BGLComp syntax is easily misinterpreted.

AFAIK, "Delete" is used in XML code so SDK BGLComp will "Delete" instructions for AFD object rendering to "Exclude" them.


However, by default, AB Flattens do not display objects in ADE GUI, and they are CVX Vector rather than BGLComp objects.

Therefore, to "Exclude" them, we must use a CVX Vector 'Terrain' type "Exclude" Polygon rather than BGLComp XML code.

Only a few FSX airports do display a thin Airport Boundary Fence object, although most airports have such Fences IRL.


So we must 'guess' that the area within the ARP Test Radius contains the full extent of any AB Flatten(s).

Within the ARP Test Radius in ADE, we draw CVX Vector 'Terrain' type "Exclude" Polygons:


ADE Icon Toolbar > Add Polygon > draw / double-click to 'close Poly-line' > Exclude General > Airport Backgrounds.

This will be compiled into a CVX Vector BGL along with any other CVX Vector content when ADE compiles the airport.


I shall remind you that we (almost) never modify original stock BGLs and other FS "system" files, and work only with copies.


And I shall remind you that Jim Vile's quintessential tutorial on editing airport CVX Vector content (aka "Land Class") is here:

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


I not sure exactly what you mean by modifying a copy of the default AB Flatten.

Remembering that we (almost) never modify original stock BGLs and other FS "system" files, and work only with copies, we can derive a copy of the default CVX Vector object via Patrick Germain's CvxExtractor and Appending a ESRI FLX*.SHP to SBuilderX.


Yes, I've noticed that even in the sim and how the ground sloped downward from the N.E. side to the S.W. end. I was thinking that this must be the reason for the plateau because the FSX airport runway is flat at 650 feet, and it drops off at around 60 feet or so where the airport boundary ends.

Correct.

But what I've noticed is that the LIDAR did not recreate the hillside on East Lake Blvd, which is about 40 ft above the airport terrain. Look at google earth and you'll notice it. In the sim, East Lake Blvd remains flat with the airport terrain.

That is because the AB Flatten extent is larger than it needs to be, and its surface is higher than KBHM airfield objects are IRL.

Thus, relative height of the "Hill" seems lower than IRL because its base portions are concealed below the AB Flatten surface.


Do I do this from my ad4 project file or do I do this from the default stock airport file? The reason I ask is because I don't show a default AB Flatten in my ad4 project file, and that's why I think I would do that in the default stock airport file. But I want to be sure.

You can add a CVX Vector 'Terrain' type Polygon and tag it as an AB Flatten using a background image in ADE GUI.

But, as making / adding sliced background images of lower resolution to ADE GUI is IMHO a P.I.T.A., I use SBuilderX to do this.


Download Patrick Germain's CvxExtractor:

https://www.fsdeveloper.com/forum/threads/cvxextractor-exporting-vector-data.432918/


Run CvxExtractorGui.exe (GUI version) with Administrator permissions

Browse / Select input file path: [FSX install path]\Scenery\0302\Scenery\CVX2420.bgl

In CvxExtractor GUI Left Pane > check: None > check: Airport Bounds (FLX) > (Do not modify coordinate fields at bottom)


In CvxExtractor GUI Right Pane > Browse / Select output folder path: [FSX install path]\Scenery\0302\

NOTE: You must manually Browse / Select a path here, as this field will not accept a Windows Copy / Paste for a path entry


In CvxExtractor GUI Right Pane > tick: ESRI Shapes

In CvxExtractor GUI Right Pane > click: [Extract] button; (CvxExtractor GUI verifies completion)

In Windows Explorer / File Manager, Browse to resulting output folder path: [FSX install path]\Scenery\0302\ESRI_2420

In Windows Explorer / File Manager, Select and Copy all (4) resulting CvxExtractor ESRI Shape output files:

FLX2420.dbf
FLX2420.shp
FLX2420.shx
FLX2420.xml



Paste the Selected files above, into your ADE KBHM FSX Projects path ex:

[Airport Design Editor 179 install path]\FSX\Projects\


Run SBuilderX with Administrative permissions

SBuilderX Menu > File > New Project > type: FLX2420 > [OK] button

SBuilderX Menu > File > Save Project As: > [Airport Design Editor 179 install path]\FSX\Projects\ > type: FLX2420 > [Save]

SBuilderX Menu > File > Append > ESRI SHP ...

> Browse / Select [Airport Design Editor 179 install path]\FSX\Projects\FLX2420.shp > [Open] button

'SBuilderX - Appending a Polygon Shapefile' dialog opens; configure it as follows:

Left Pane:

Name or Label of Imported Polys: Polygon imported From a shapefile

Get from this Field: Use text above

GUID of Imported Polys - Click to set the GUID (or type): (this will 'auto-fill' the GUID, do not edit)

Get from this Field: GUID

Right Pane:

Altitude and Color of Imported Polys

Altitude (Meters)

Use these: [ 0 ] (this will 'auto-fill' the value '0'; do not edit)

Get from these Fields: [ From Shape file ]

Color (click to change): [ click colored icon], then Select Yellow from pop-up table

Set Transparency slider: [ 64 ] (select and type over any existing value)> [OK] button


Back in SBuilderX - Appending a Polygon Shapefile' dialog

Color (click to change): [ Color on the Left ] (this will 'auto-fill' the value '0'; do not edit) > click: [ Continue ] button

Back in SBuilderX GUI > Menu > View > Go To Position ... > Latitude: [ 33.563889 ] Longitude: [ -86.752222 ] > [ OK ] button

Zoom with Mouse Wheel until KBHM AB Flatten Polygon fills most of workspace

LMB Click+Hold+Drag > Select entire KBHM Polygon (Vertices turn Green) > SBuilderX Menu > Select > Invert Selection

Press { Delete } key on keyboard > "Delete 142 item(s) ?" > [ YES ] button (all other Polys are deleted; KBHM remains)

SBuilderX Menu > View > Show Background - F1

SBuilderX displays selected tileserver imagery behind the KBHM AB Flatten Polygon, in preparation for modifications.

More to come tomorrow (Tuesday)

GaryGB
 
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To continue with implementing elevation source data processed via QGIS, FSX SDK, and related FS utilities:

You must make a decision for / against use of AI Traffic at KBHM.

If your decision is 'for' AI Traffic, you must also decide on a ARP Altitude, then make an edited AB Flatten.

If your decision is 'against' AI Traffic, you must also decide on a ARP Altitude, then edit FSX default AFD and AB Flatten objects.


KBHM has significantly sloped terrain:

RWY-06/24 Altitude: 650 Feet / 198.12 Meters @ NE (-) 603 Feet / 183.7944 Meters @ SW = 47 Feet / 14.3256 Meters

RWY-06/24 Altitude: Mid-point = 626.5 Feet / 190.9572 Meters


RWY-18/36 Altitude: 644 Feet / 196.2912 Meters @ N - 634 Feet / 193.2432 Meters @ S = 10 Feet

RWY-18/36 Altitude: Mid-point = 649.0 Feet / 194.7672 Meters


RWY-06/24 / RWY-18/36 Altitude: Mid-point = 647.0 Feet / 197.2056 Meters


ARP Altitude for default FSX KBHM viewed in ADE Menu > File > Airport Properties is: 643.9974 Feet / 196.291 Meters AMSL.


NOTE: FSX' CVX2420.BGL default AB Flatten is assigned an effective ARP Altitude of 643.9941 Feet / 196.29 Meters.


This assigned effective ARP Altitude over-rides FSX default DEM0302.bgl at 643.0427 Feet / 196.0 Meters.

This assigned effective ARP Altitude = 0.9514 Feet / 0.29 Meters higher than underlying FSX default terrain mesh BGL 'ground'.


With your 1-Meter ("1m") LIDAR Terrain Mesh BGL (linked above) loaded at run time in FSX:

'Ground' Altitude @ RWY-06/24 SW edge of FSX KBHM default AB Flatten = 587.2686 Feet / 179.0 Meters


Without your 1-Meter ("1m") LIDAR Terrain Mesh BGL (linked above) loaded at run time in FSX:

'Ground' Altitude @ RWY-06/24 SW edge of FSX KBHM default AB Flatten = 644.0 Feet / 196.2912 Meters


There is a 56.7314 Feet / 17.29173 Meters difference between the AB Flatten ARP assigned Altitude and surrounding terrain.

FSX_KBHM_DEM-0302+CVX2420+USGS_one_meter_x52y372_AL_JeffersonCo_2013.jpg



A "sloped" Terrain 'skirt' must be implemented as a TIN to blend the KBHM AB Flatten into surrounding Terrain Mesh.

Triangulated Irregular Network Polygon Faces must extend from KBHM's AB Flatten central area edge to surrounding Terrain Mesh.


Keeping FSX' default KBHM ARP Altitude intact saves work editing Approach data, but KBHM still requires work on AB Flattens.

That is best performed- via SBuilderX and Sketchup using ESRI FLX2420.SHP Shapefile edits ...and discussed- in other thread(s).

GaryGB
 
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To continue with implementing elevation source data processed via QGIS, FSX SDK, and related FS utilities:

You must make a decision for / against use of AI Traffic at KBHM.

Although I don't ever use the Air Traffic Control system in flight simulator because they're very unrealistic, I suppose I'm still for it.

KBHM has significantly sloped terrain:

RWY-06/24 Altitude: 650 Feet / 198.12 Meters @ NE (-) 603 Feet / 183.7944 Meters @ SW = 47 Feet / 14.3256 Meters

RWY-06/24 Altitude: Mid-point = 626.5 Feet / 190.9572 Meters

These are the numbers I got.

RWY-18/36 Altitude: 644 Feet / 196.2912 Meters @ N - 634 Feet / 193.2432 Meters @ S = 10 Feet

RWY-18/36 Altitude: Mid-point = 649.0 Feet / 194.7672 Meters

I don't get 649. I get 639 feet, and 194.7672 = 639 feet. Just wondering why our numbers are different.


RWY-06/24 / RWY-18/36 Altitude: Mid-point = 647.0 Feet / 197.2056 Meters

I guess this means that I would need to take into account the mid-point of both runways to set the airport elevation. But how did you come up with 647 for all the mid-point altitudes for both runways? When I add the mid-points of both runways and divide them by 2, I get 632.75.


With your 1-Meter ("1m") LIDAR Terrain Mesh BGL (linked above) loaded at run time in FSX:

'Ground' Altitude @ RWY-06/24 SW edge of FSX KBHM default AB Flatten = 587.2686 Feet / 179.0 Meters

Yes, that's about what I got.


Without your 1-Meter ("1m") LIDAR Terrain Mesh BGL (linked above) loaded at run time in FSX:

'Ground' Altitude @ RWY-06/24 SW edge of FSX KBHM default AB Flatten = 644.0 Feet / 196.2912 Meters


There is a 56.7314 Feet / 17.29173 Meters difference between the AB Flatten ARP assigned Altitude and surrounding terrain.

View attachment 97657


A "sloped" Terrain 'skirt' must be implemented as a TIN to blend the KBHM AB Flatten into surrounding Terrain Mesh.

I know that TIN means Triangulated Irregular Network and I see that a lot, but I don't understand it's function and how it compares to DEM, if there is a difference. I've found nothing about TIN except in google search, but it doesn't really explain it in laymens terms.


Keeping FSX' default KBHM ARP Altitude intact saves work editing Approach data, but KBHM still requires work on AB Flattens.

That is best performed- via SBuilderX and Sketchup using ESRI FLX2420.SHP Shapefile edits ...and discussed- in other thread(s).

Can you provide the links to those threads. I haven't found anything nor a tutorial about editing these altitude problems using SbuilderX and Sketchup.


Ken.
 
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I don't get 649. I get 639 feet, and 194.7672 = 639 feet. Just wondering why our numbers are different.

Indeed; that was a late-night 'typo' ...the correct value is 639.


I guess this means that I would need to take into account the mid-point of both runways to set the airport elevation. But how did you come up with 647 for all the mid-point altitudes for both runways? When I add the mid-points of both runways and divide them by 2, I get 632.75.

We probably should instead use RWY 06/24 Altitudes, as it has highest and lowest values in Feet at KBHM- per the FAA PDF above-:

https://www.fsdeveloper.com/forum/attachments/1757310713217-png.97650/

650 @ NE (-) 603 @ SW = 47

47 / 2 = 23.5

603 + 23.5 = 626.5 Mid-Point for the airfield, since an AB Flatten is only a single surface if AI Traffic is to be used.

I know that TIN means Triangulated Irregular Network and I see that a lot, but I don't understand it's function and how it compares to DEM, if there is a difference. I've found nothing about TIN except in google search, but it doesn't really explain it in laymen's terms.

Terrain Mesh uses a grid of regularly distributed points in Rows and Columns (more data points, and rectangular Faces for elevation data points); typically they are derived from a raster grid array of pixels coded with numeric values for X, Y (X, Y = horizontal coordinates) and Z (Z= vertical Altitude / elevation coordinate).

TINs use a Triangulated Irregular Network of non-overlapping triangles (less data points, and triangular Faces for elevation data points): typically they are derived from vectors and have irregularly distributed vertices and lines with three-dimensional coordinates ( X , Y, Z )⁠

https://en.wikipedia.org/wiki/Triangulated_irregular_network

https://en.wikipedia.org/wiki/Rasterisation

I'll post some example illustrations later.

Can you provide the links to those threads. I haven't found anything nor a tutorial about editing these altitude problems using SBuilderX and Sketchup.

I'll probably find some old threads, but more likely will have to post new info specific to this topic's context, either tonight or tomorrow.

GaryGB
 
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Terrain Mesh uses a grid of Rows and Columns (more data points, and rectangular Faces for elevation data points); typically they are derived from a raster grid array of pixels coded with numeric values for X,Y (X,Y = coordinates horizontal and Z (Z= Altitude / elevation coordinate).

TINs use a Triangulated Irregular Network of Faces (less data points, and vertices for elevation data points)


I'll post some example illustrations later.

That's sort of the understanding I have but maybe your illustrations will explain more, hopefully with pictures.

I'll probably find some old threads, but more likely will have to post new info specific to this topic's context, either tonight or tomorrow.

I didn't think TIN was around that long. I thought it was a new or updated way for providing more accurate DEMs. You mentioned something about using SbulderX and Sketchup in another thread and you were doing some tests. I guess this topic would cover that. I might have misunderstood you but I thought you were going to provide a tutorial on this subject.

Thanks for providing the instructions above about importing CVX2420 into SbuilderX. Will you be providing instructions about how to make modifications? Of course, when you have the time.


Ken.
 
That's sort of the understanding I have but maybe your illustrations will explain more, hopefully with pictures.



I didn't think TIN was around that long. I thought it was a new or updated way for providing more accurate DEMs. You mentioned something about using SBuilderX and Sketchup in another thread and you were doing some tests. I guess this topic would cover that. I might have misunderstood you but I thought you were going to provide a tutorial on this subject.

Thanks for providing the instructions above about importing CVX2420 into SBuilderX. Will you be providing instructions about how to make modifications? Of course, when you have the time.


Ken.

Tests are still ongoing with Sketchup plugins to provide a specific workflow for tasks to be performed in the modified Nauru project.

So, I would hesitate to compare my status for testing of potential work-flows with such tasks that others regard as "Wish List" items. ;)


IMHO, the tasks to be completed in the context of this thread's latter example at KBHM, IMHO, would best focus on:

* Editing extent of flat / level "Central" CVX Vector AB Flatten Polygon(s)

* Editing extent of sloped triangulated "Peripheral" CVX Vector AB Flatten Polygon(s) that Blend a flat / level poly into surrounding terrain


First, I recommend FSX' default KBHM ARP / AB Flatten Poly Altitude values are used, since that saves learning to edit Approach code.


So, in SBuilderX, after you edit the extent of flat / level "Central" CVX Vector AB Flatten Polygon(s), you will assign their Altitude.


NOTE: I use terms for CVX Vector polygon(s) as there are technically multiple Polygons after clipped to QMID-11 quads via compilation:

SBuilderX_No_Background_Map_KBHM_CVX2420_.jpg


NOTE: Black lines are TMF Grid quad boundaries used when clipped during compilation of CVX Vector source data.

SBuilderX_MSVE_KBHM_CVX2420_.jpg



I believe you should recall both Luis Feliz-Tirado's tutorials- and SBuilderX' Help docs- on Altitude assignment:

* Constant

...versus:

* Variable

https://www.fsdeveloper.com/forum/t...ects-in-sbuilderx-for-katl.444877/post-818288


SBuilderX Menu > Help > {Search} Tab > query string: Altitude > click [List Topics] button > click all listed items to view all hits

IMHO, of particular note, is the SBuilderX Help section: Working with Points, Lines and Polygons > Set Altitude


In the context of making a flat / level AB Flatten Polygon, you will assign a Constant Altitude value in Meters to that "Central" Polygon.

That Altitude value, for at least 'initial' practicality here, will be kept identical to that of FSX default KBHM ARP:

196.291 Meters / 643.9974 Feet AMSL.


After assigning that value to all selected vertices of the "Central" flat / level AB Flatten Polygon, you will next construct sloped Polygons.


Sloped AB Flatten Polygons are added as Triangles connected to 'Edge' Poly-Lines of the "Central" flat / level AB Flatten Polygon.

Sloped AB Flatten Polygon Triangles are drawn as Poly-Lines from 'Edge' Poly-Line vertices of the "Central" flat / level AB Flatten Polygon.


Broad Triangles may result if vertex point intervals of the "Central" flat / level AB Flatten Polygon are larger distances (> 10 Meters apart).


The same rules apply for GIS vertex sequencing when drawing Polygons: Counter-clock-wise for 1st polygon, Clock-wise for 2nd polygon.

BTW: This concept is sometimes referred to as the vertex "winding" order or direction for Geographic coordinates.

See my explanation on this GIS vertex sequencing procedure, and the rationale for it ...here:

https://www.fsdeveloper.com/forum/threads/problem-with-terrain-elevation.460137/post-935243


'Sequencing' also applies if drawing vertices for Edges of Faces in a 3D modeling application, and determines "Front" versus "Reverse" sides.

If we draw "Holes" in walls, (you guessed it), we 'face' similar challenges to those seen in SBuilderX, but Sketchup can make this easier.


FYI: Reportedly, Google draws Clock-wise for 1st polygons, which may impact work-flow for those using FSX_KML CVX objects.


But we are using SBuilderX, which can control (and even reverse, if needed) ...GIS vertex sequencing when drawing Polygons.


In our case, Appended ESRI FLX2420.SHP is 1st polygon, thus as a "Central" flat / level AB Flatten Polygon, it must be 'Counter-clock-wise'.


And, in our case, we use 'Clock-wise' for drawing (all of) the 2nd polygon(s) ...each of which in that group will be Triangles.


But this work-flow is laborious if performed manually via SBuilderX, ADE, Google, FSX_KML etc. as they do not enforce drawing sequence.

For this reason, a 3D modeling application such as Sketchup may save labor when creating Triangulated Polygons as a peripheral 'ring'.


However, we must intersect the "Ground" surface of an underlying 1 Meter LIDAR FSX Terrain Mesh with each peripheral Triangle vertex.

We would normally have to manually assign the position and Altitude of each such vertex using a FS utility feature.

And we will have alternating Up / Down vertically oriented Triangles such that bottom 'ring' Triangles have their bases on the "Ground".


Again, it is possible Sketchup used with plugins may save this manual labor when creating Triangulated Polygons as a peripheral 'ring'.

Sketchup_KBHM_FLX2420.jpg


NOTE: Existing FLX2420 TMF grid Quad clipping is preserved during ESRI Shapefile data export from SBuilderX / Sketchup data import.


A 3D view of the ESRI Shapefile data export from SBuilderX can also be seen if we "Open" it in Google Earth Desktop Edition:

ge_kbhm_flx2420-jpg.97666



I shall attempt to create a consolidated tutorial of constructing such a Triangulated sloped polygon ring surrounding a 'level' central polygon.

That tutorial may apply to both the Nauru and KBHM tasks of creating a sloped peripheral 'ring' polygon using Triangles that descend from a higher to lower Altitude in 3D space.

In the case of Nauru, the boundary of the Central polygon is at the Edge of a horizontally 'level "Hole", whereas at KBHM, the boundary of the Central polygon is at the Edge of a horizontally 'level' AB Flatten.

Both these sloped 'ring' TIN objects will become CVX Vector "Flatten" objects.

I shall present a prototype of using Sketchup to create a Triangulated 'sloped' polygon ring surrounding a 'level' central polygon ASAP.


As typing tutorials is also laborious, I shall explore options for use of Sketchup "Scenes"- versus GIF Animations- to present this info.

I first need to see what file sizes must be used to fulfill their intended purpose 'legibly' as attachments in- or files linked via- FSDEV forum.


Alternatively, a full-featured GIS application 'should' be able to do the required tasks even more easily than in Sketchup and SBuilderX.

I have work-flows for doing this using Global Mapper, but I do not have time to determine whether QGIS can perform comparable tasks.


More on this tomorrow...

GaryGB
 

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Continuing with tasks to be completed in SBuilderX:


Append FLX2430 to SBuilderX as described above


In Polygon Tool mode, Zoom in and modify extents of AB Flatten Polygons to fit areas to be used for AI Aircraft / Ground Vehicle Traffic.


NOTE: It should be reasonably clear from inspection in SBuilderX that existing TMF grid Quad boundaries will no longer stay intact.

This is OK, as the FLX2420 object geometry is further modified in Sketchup later, and edited back into a 1-piece ESRI Shapefile object.


When that FLX2420 object is exported from Sketchup (still as a ESRI Shapefile), it will be once again Appended back into SBuilderX.

After final preparation in SBuilderX as a 1-piece AB Flatten, that FLX2420 object will be clipped to Quads when compiled.



FYI: Before proceeding to any Sketchup 2017 Make work-flow steps, download / install some Ruby plugin scripts for use in Sketchup.

Please download / install the following Ruby plugin scripts for use in Sketchup ...one at a time, and in the same order.


NOTE: The first plugin can be installed / enabled via:

Sketchup Menu > Window > Extension Manager dialog > [ Install Extension ] button


All others can subsequently be install / enabled via:

Sketchup Menu > Extensions > Install > Install RBZ Package


thomthom: Simple Plugin Installer (Install / enable this Ruby plugin script first ...as described above)

https://sketchucation.com/pluginstore?pln=tt_simple_installer


Fredo6: Bezier Spline

https://sketchucation.com/pluginstore?pln=BezierSpline


Tools 4 Sketchup - T4SU
FYI
: After installed, some of these T4SU Ruby plugin script items appear only in the Sketchup Menu > File > Import / Export pick-lists

(Initially, we will be using the T4SU Import / Export ESRI SHP file option)


https://t4su.readthedocs.io/en/latest/Introduction.html

https://t4su.wordpress.com/2016/07/11/how-to-test-it/


https://sourcesup.renater.fr/frs/?group_id=684

https://sourcesup.renater.fr/frs/download.php/file/6168/t4su_20200709.rbe


If the current Ruby plugin script RBE (encrypted) version linked above does not work, use this 2017 plugin version instead:

https://sourcesup.renater.fr/frs/download.php/latestfile/759/t4su_20171003.rbe


Add a copy of the *.rbe plugin file to a ZIP file archive, then use the 'ZIP mode' installer:

Sketchup Menu > Extensions > Install > Install ZIP Package


TIG: 2D Tools

https://sketchucation.com/pluginstore?pln=2Dtools


TIG: AddVertex+

https://sketchucation.com/pluginstore?pln=AddVertex_


TIG: Triangulate Points

https://sketchucation.com/pluginstore?pln=TIG_points_cloud_triangulation


TIG: TIG-weld

https://sketchucation.com/pluginstore?pln=TIG-weld


Let me know when you have these plugins installed.

GaryGB
 
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In Polygon Tool mode, Zoom in and modify extents of AB Flatten Polygons to fit areas to be used for AI Aircraft / Ground Vehicle Traffic.

I don't understand what you mean by "modify extents of AB Polygon to fit the areas to be used for AI Aircraft." Would I need a background map to do this?

FYI: Before proceeding to any Sketchup 2017 Make work-flow steps, download / install some Ruby plugin scripts for use in Sketchup:

I have them all downloaded now but I haven't installed them yet because I need some clarification. By they way, I have 8 rbz files downloaded so I hope I got them all.


Add a copy of the *.rbe plugin file to a ZIP file archive, then use the 'ZIP mode' installer:

Sketchup Menu > Extensions > Install > Install RBZ Package

Correct me if I'm wrong. By the way, I use WinZip. When you say "add a copy of the rbz plugin file to a zip file archive, do you mean to zip each rbz file into the Zip? And do I zip all 8 files into the zip or do each one separately, meaning I would have 8 separate zipped files.

I'm not sure which version of Sketchup you're using but I'm using Sketchup 2017 version 17.2.2555. Regarding installing extensions, I don't have Menu> Install> Install BRZ Package. When I install extensions, I go to Window> Extension Manager> and click on the red Install Extension button. I assume that I'm doing it correctly.


Ken.
 
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I'm not sure which version of Sketchup you're using but I'm using Sketchup 2017 version 17.2.2555.

That is the preferred version I use for most 3D modeling, although I sometimes need to use 2016- and even version 8- for special tasks.

https://www.google.com/search?q=Ske...HAzAuMbgHhwHCBwMyLTLIBws&sclient=gws-wiz-serp


Regarding installing extensions, I don't have Sketchup Menu > Extensions > Install > Install RBZ Package.

When I install extensions, I go to Sketchup Menu > Window > Extension Manager > and click on the red Install Extension button.

I assume that I'm doing it correctly.

Yes; in my haste today, I made some editing errors.

I edited out my existing text I had already typed, for initial / subsequent plugin install sequence; I have edited my post above to correct it.

https://www.fsdeveloper.com/forum/threads/questions-about-qgis.460216/post-935620


I have them all downloaded now but I haven't installed them yet because I need some clarification.

By they way, I have 8 RBZ files downloaded, so I hope I got them all.

You should have (7) RBZ, and (1) RBE plugin files; we will manually package that RBE inside a ZIP file for installation compatibility.


Correct me if I'm wrong. By the way, I use WinZip. When you say "add a copy of the RBE plugin file to a zip file archive", do you mean to zip each rbz file into the Zip ?

And do I zip all 8 files into the zip or do each one separately, meaning I would have 8 separate zipped files ?

WinZIP will work for these procedures; but we can replace WinZIP / WinRAR with 7-Zip (free), as it does "all that and more" than they do.


Only add a copy of the (1) RBE plugin file to a zip file archive.

"Add a copy of the *.rbe plugin file to a ZIP file archive, then use the 'ZIP mode' installer:

Sketchup Menu > Extensions > Install > Install ZIP Package"


The other RBZ files can be subsequently installed via: thomthom: Simple Plugin Installer:

Sketchup Menu > Extensions > Install > Install RBZ Package


I don't understand what you mean by "modify extents of AB Polygon to fit the areas to be used for AI Aircraft."

You had indicated in a post above that you read my instructions about importing CVX2420 into SBuilderX; please do so, now.


Once that ESRI FLX2420 Shapefile 'Append' to SBuilderX is performed as I described:

"SBuilderX Menu > View > Show Background - F1

SBuilderX displays selected tileserver imagery behind the KBHM AB Flatten Polygon, in preparation for modifications."


Would I need a background map to do this?

"SBuilderX displays selected tileserver imagery behind the KBHM AB Flatten Polygon" means tileserver imagery is the 'background map'.


You are best qualified from personal experience as a local resident having flown at KBHM for years, to decide what areas must be 'level'.


Since this is your own custom KBHM project, you have the option to include any custom enhancements to default or 3rd party AI Traffic.

Those will require a flat / level surface, and should be included in the modified AB Flatten Polygon, as edited in SBuilderX and Sketchup.


The greater portion of editing for AB Flatten extent of coverage will be done in SBuilderX.


After import to Sketchup, the FLX2420.SHP 'flat' 3D model is edited to extrude its AB Flatten 'Face', and bevel its sides down to a base plane ('Ground').

The latter procedure, for AB Flatten sides that require and can 'fit' a slope in a FSX run time KBHM scenery render, will save considerable manual labor. :idea:


It has occurred to me that in spite of the (still) limited documentation on making sloped flattens, they can be treated as 3D objects placed AMSL.

https://www.scenerydesign.org/2013/04/flattens-from-3d-objects/

1757659233907.png


Most of the (still) limited documentation on making sloped flattens indicates they must 'intercept' the top surface of underlying terrain mesh.

However, it has not been documented that TINs must be manually "welded" to 'merge' with terrain mesh, to invoke / inherit a true terrain attribute.


Thinking on this further, one may wonder if it has more to do with appearance of "fake terrain" TIN surfaces, than a requirement to invoke 'real terrain'.

IIUC, their GUID and proximity of TIN to TMF grid vertices results in FS' run time terrain rendering engine automatically treating them as true terrain


Thus we may see TIN 3D objects made as non-flat / non-manifold geometry, can 'sink into' local terrain surfaces as hardened, platform-bearing objects.

IIUC, that still allows use of AB MaskClassMap GUIDs and seasonal changes in 'terrain' type textures.


If TIN 3D objects made as non-flat / non-manifold geometry, can 'sink into' local terrain surfaces as hardened, platform-bearing object Faces, we may be able to make flat / level AB Flattens with their Reference Points / Central Datums / Origin of Axes on their top Faces, and "place" them precisely AMSL


I would welcome Arno's further input on whether TIN AB Polys as a kind of "3D G-Poly", may allow use of more Material attributes than terrain mesh. :scratchch


Manual or semi-automated Triangulation at edges of AB Flattens may be required in Sketchup; for that we have TIG's plugins to configure / use.


More to come on the Sketchup procedures tomorrow as time permits (not sure if it will be morning / afternoon / evening).

GaryGB
 
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Hi Gary,

I guess I have all the plugins installed correctly. I've installed them in the order you listed above.


You should have (7) RBZ, and (1) RBE plugin files; we will manually package that RBE inside a ZIP file for installation compatibility.

Actually, I have 2 RBE files and 6 RBZ files. With the 2 RBE files, one is for 2017 and the other is for 2020. I installed the one for 2020.

WinZIP will work for these procedures; but we can replace WinZIP / WinRAR with 7-Zip (free), as it does "all that and more" than they do.

I could not use 7-Zip because it would not show up in the Windows Explorer dialog and had to use WinZip. I've noticed that after adding the RBE file to the archive, the extension file name was .7Z and I don't know if I had changed the file extension from .7Z to .Zip would have worked or not. But the file showed up in the Windows Explorer dialog using WinZip.


You had indicated in a post above that you read my instructions about importing CVX2420 into SBuilderX; please do so, now.

Yes, I've read it but it's the "extents to fill the area" meaning that I didn't understand.

Once that ESRI FLX2420 Shapefile 'Append' to SBuilderX is performed as I described:

"SBuilderX Menu > View > Show Background - F1

SBuilderX displays selected tileserver imagery behind the KBHM AB Flatten Polygon, in preparation for modifications."

When you said extents to fill the area, I guess you mean modifying the polygons to the current boundaries as it looks today compared to the old boundaries of years ago. Now that I have the plugins installed, I'm going to play around with it and see how it all works.


Ken.
 
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I could not use 7-Zip because it would not show up in the Windows Explorer dialog and had to use WinZip. I've noticed that after adding the RBE file to the archive, the extension file name was .7Z and I don't know if I had changed the file extension from .7Z to .Zip would have worked or not. But the file showed up in the Windows Explorer dialog using WinZip.

This suggests you do have 7-Zip installed, but did not utilize required 7-Zip menu options from within the Windows Explorer / File Manager context menu.

In Windows Explorer / File Manager context menu > Right-click a *.RBE > 7-Zip > Add to archive ... > 7-Zip Add to archive dialog > Archive Format > ZIP


My original process was outlined as follows:

"Only add a copy of the (1) RBE plugin file to a zip file archive.

Add a copy of the *.rbe plugin file to a ZIP file archive, then use the 'ZIP mode' installer:

Sketchup Menu > Extensions > Install > Install ZIP Package"


Yes, I've read it but it's the "extents to fill the area" that I didn't understand.

When you said extents to fill the area, I guess you mean modifying the polygons to the current boundaries as it looks today compared to the old boundaries of years ago. Now that I have the plugins installed, I'm going to play around with it and see how it all works.

Does this mean you do still plan to make a historical version of KBHM airfield, and still need a historical background image to use for tasks in SBuilderX ?

If so, what imagery did you decide was most satisfactory for purposes of that task ?

GaryGB
 
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In Windows Explorer / File Manager context menu > Right-click a *.RBE > 7-Zip > Add to archive ... > 7-Zip Add to archive dialog > Archive Format > ZIP

Thanks Gary for the instructions. I've got it now. I did everything right but I didn't changed the format.

Do you still want me to reinstall the RBE using this 7-Zip or can I just keep the one I already have using WinZip?

Does this mean you do still plan to make a historical version of KBHM airfield, and still need a historical background image to use for tasks in SBuilderX ?

If so, what imagery did you decide was most satisfactory for purposes of that task ?

A color historical image may be hard to find, and would probably be in B&W. I have one B&W image but it's an aerial camera image taken from an aircraft at 14,000 feet and is not a satellite image. So, I'm not sure if it's possible to get an accurate projection WGS84 EPSG:4326 CRS:

1VCJW00010056.jpg



I think it would be best to download a color image using SbuilderX, so that's what I'll do. It will also be less labor time. You'll probably want the bitmap image, the photo image, and the text file. If I decide to use the images using SbuilderX, I'll upload them here later. Or we could just use the default stock airport, whatever is better for you.


Ken.
 
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My primary concern was that you had the airfield itself contained within the aerial imagery, since that could be used to reconstruct the objects as they were at the time you wish to represent in a historical version of KBHM.

It would still be an impractical task to use a GIS application do a polynomial rotated reprojection of multiple tiles of the historical B+W extended aerial imagery surrounding KBHM you had previously found.

But the airfield itself may be fitted manually using SBuilderX and Sketchup, so that you can make an AB Flatten, adjust RWY axes / lengths, and reconstruct objects fairly accurately ...for the historical year of interest.

GaryGB
 
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