• 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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    • 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.
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    • 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.

FSXA Questions About QGIS

To work on the current version of KBHM:

In SBuilderX, select the updated 2D CVX KBHM Airport Boundary Flatten you made by aligning it with background aerial imagery.

Compile to BGL.

In [SBuilderX install path]\Tools\Shapes sub-folder copy all files just made during compilation by SDK SHP2VEC.

Paste those files into your working KBHM project folder.

Google Earth Pro Menu > File > Open > File Type: ESRI Shape (*.shp) > Browse / Select ex:

FLX2420.shp

Before we go further, I was planing to just create my own AB Flattened using the polygon tool rather than Appending the ESRI FLX2420.shp to create a new AP Flatten and having to realign all the polygons. But I got to thinking that I probably need to stick with your procedure and use the FLX2420.shp. So, before we go further, there are a couple of things I need to understand regarding that FLX2420.shp file. See Image below:


FLX2420.jpg



The red arrows indicate lines that I don't understand why they're there and the polygons are broken up into 8 separate polygons. Why are they broken up like this? These make it more difficult and if I need to follow every curve and turn that's in the image, I would have to add a lot more verticies. I assume there is a reason for these lines and the 8 separate polygons. If I draw my own AB Flatten using the polygon tool, it would be simpliar. But I would rather follow your procedures if that's how it should be done.

I've also noticed that the creator of this file dose not follow every curve and turn as I do. All the lines are straight and there are no rounded corners that curve exactly with the image. So, do I need to make my polygons follow exactly every curve and turn in the image or do I just keep the polygon lines straight and simple?

Also, do I still need to append the FLX2420.shp file even though we're using an updated google map?


We should now decide if it is best to proceed with discussion of the workflow I propose in this same QGIS-related thread.

[EDITED]
I shall leave it up to you and admins to decide if it is best to start other threads on specific types of tasks at KBHM requiring use of QGIS.

If you recommend that we start a new thread, we can do that. I think it would be a good idea to start another thread so that this tutorial and topic is in one thread and not scattered about along with other topics, if you know what I mean. What would be a good title?

Ken.
 
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Before we go further, I was planing to just create my own AB Flatten using the polygon tool rather than Appending the ESRI FLX2420.shp to create a new AP Flatten and having to realign all the polygons.

But I got to thinking that I probably need to stick with your procedure and use the FLX2420.shp.

So, before we go further, there are a couple of things I need to understand regarding that FLX2420.shp file. See Image below:

flx2420-jpg.97716


The red arrows indicate lines that I don't understand why they're there and the polygons are broken up into 8 separate polygons. Why are they broken up like this? These make it more difficult and if I need to follow every curve and turn that's in the image, I would have to add a lot more vertices. I assume there is a reason for these lines and the 8 separate polygons. If I draw my own AB Flatten using the polygon tool, it would be simpler. But I would rather follow your procedures if that's how it should be done.

During processing for export by SDK SHP2VEC, CVX Vector content is subdivided ("clipped") at QMID-11 quad borders.

This is done to keep scenery in bite-size chunks that the FS run time rendering engine can handle to maintain good performance.

We could actually merge those polygons into a 1-piece object using the SBuilderX Polygon Tool features to "Break" / "Join" Poly-lines.


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

Note especially SBuilderX' Help section: Working with Points, Lines and Polygons > Joining Lines and Polygons


Otherwise, if edited CVX Vector Polygons are all selected and compiled to BGL, the resulting ESRI SHP will next be fixed in Sketchup.


I've also noticed that the creator of this file does not follow every curve and turn as I do. All the lines are straight and there are no rounded corners that curve exactly with the image. So, do I need to make my polygons follow exactly every curve and turn in the image or do I just keep the polygon lines straight and simple?

When editing the default FLX2420 AB Flatten CVX Vector Polygon, you drag and add vertices into alignment with IRL aerial imagery.

So, yes you should end up with a mix of straight lines and curves to effectively match the intended KBHM airfield AB Flatten area desired.


If you recommend that we start a new thread, we can do that. I think it would be a good idea to start another thread so that this tutorial and topic is in one thread and not scattered about along with other topics, if you know what I mean.

What would be a good title?

First, I must remind you again, that you have not yet posted the edited default FLX2420 AB Flatten CVX Vector Polygon.

We can modify a 3D CVX if you attach ZIPed SBuilderX *.SBP / *.SBX files with your AB Flatten updated to FSX' default KBHM ARP Altitude:

I shall defer my reply until you have attached / linked a ZIP of the final SBuilderX *.SBP and *.SBX files ...upon completion of that task.

GaryGB
 
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First, I must remind you again, that you have not yet posted the edited default FLX2420 AB Flatten CVX Vector Polygon.

I thought I posted it but as I went back and reviewed, I see that I never did post it. Let me go back and review so that I don't miss anything. I'll try to have the edited FLX2420.shp AB Flatten CVX posted sometime today. If not, it may be the weekend because I'll need some time to practice editing those vertices with those separate polygons. I've never done this before and I usually just create my own AB Flattens.


Ken.
 
Hi Gary,

Will you check my work to be sure I did this correctly so that I can attach the files you requested? I've read over the help file regarding joining lines and polygons. But the polygons in the FLX2420.shp are already joined. I can move a polygon and move it back into the same position but they do not join into one polygon. But if I create 2 separate polygons and join them together, it joins them into one. By the way, I did change AutoLinePolyJoin=True in the INF. So, while in the polygon mode, I clicked a line, or segment, and it got rid of the extra line and joined them. I clicked on all of the polys that I wanted to join except there were 2 lines that I could not get rid of. Clicking on the lines will not get rid of the them. Here's a screenshot:


FLX2420_default_poly.jpg


The only other thing I know I can do is to delete these lines, but I need to know if that's okay. After I get rid of these lines, then I can edit the FLX2420.shp. I've also attached a SBP and SBX files. Let me know if I'm on the right track.

Ken.
 

Attachments

Hi Gary,

I went ahead and worked on my project and I have the FLX2420.shp files completed. I just deleted the line that I could not get rid of. The zip file with both the SBP and SBX is below: Let me know if I did everything correctly.

Ken.
 

Attachments

I loaded the *.SBP, Appended the *.SBX, and inspected the FLX2420.SHP edited for the current MSVE aerial imagery in SBuilderX.

The 1-piece Polygon vector object Geometry follows the KBHM airfield boundary fence with precision.

The assigned FSX default KBHM ARP Altitude and CVX Vector GUID are correct for the intended testing.

I plan to test it in FSX tomorrow (Saturday) initially using default land class textures.


I next plan to make custom photo-real land class textures from MSVE imagery to test with this in FSX.

I then plan to test further modifications in Sketchup before making final recommendations on the workflow for completion.

Looks good so far. ;)


PS: As my tests at this step in confirming a required work-flow for implementing AB Flatten FLX2420 to a current version of KBHM may take some additional time before we proceed to Sketchup modification of FLX Polygon Geometry, you may wish to work on other objects.


You may recall the derivation of CVX Vectors via CvxExtractor previously performed as described here:

https://www.fsdeveloper.com/forum/threads/questions-about-qgis.460216/post-935580


You may now begin editing copies of other CVX Vector objects local to KBHM in:

[FSX install path]\Scenery\0302\Scenery\CVX2420.bgl

...by Appending (one at a time), the ESRI Shapefiles derived by CvxExtractor from that BGL to SBuilderX for editing to align with MSVE.


Again, you should recall the workflow you used previously at KATL:

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


This content will impact the rendering of KBHM in FSX without custom photo-real land class textures from MSVE imagery.

Most of this is optional if you only use custom photo-real land class textures from MSVE imagery with the 1 Meter LIDAR terrain mesh


However, if you do want CVX Vector Freeway vehicle Traffic moving on top of custom photo-real land class textures from MSVE imagery, you will still need to edit / create both CVX Vector Roads and Freeway vehicle Traffic with a LOD-13 / QMID-15 grid overlay in SBuilderX.

Also, you may wish to add CVX Vector Hydro attributes on top of Water Polygons at corrected Altitudes to enhance photo-real imagery.

These are specific topics that are best discussed within a thread started in the SBuilderX forum.


Perhaps would-be helpers may wish to share additional input on how QGIS might contribute to your work-flow for the required tasks ?


If not, I'll watch for a new thread on issues to be discussed while editing FSX default CVX2420 objects used with MSVE PR imagery.

GaryGB[/U]
 
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PS: As my tests at this step in confirming a required work-flow for implementing AB Flatten FLX2420 to a current version of KBHM may take some additional time before we proceed to Sketchup modification of FLX Polygon Geometry, you may wish to work on other objects.

I assume you mean other vectors, like roads, freeways, and highways?

You may now begin editing copies of other CVX Vector objects local to KBHM in:

[FSX install path]\Scenery\0302\Scenery\CVX2420.bgl

...by Appending (one at a time), the ESRI Shapefiles derived by CvxExtractor from that BGL to SBuilderX for editing to align with MSVE.

Okay. I was thinking about setting the altitudes for the road along East Lake Blvd and from what I've read and understand, that would require a Flattened polygon with different altitudes assigned at different points. I'm going to try that and see how well that works. Certain areas of the road is about 40 feet above the airport runway. It's that hill where the slope begins from inside the airport property, just outside the taxiway F and slopes upward towards the road - East Lake Blvd.

Ken.
 
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I assume you mean other vectors, like roads, freeways, and highways?

Correct.


Okay. I was thinking about setting the altitudes for the road along East Lake Blvd and from what I've read and understand, that would require a Flattened polygon with different altitudes assigned at different points. I'm going to try that and see how well that works. Certain areas of the road is about 40 feet above the airport runway. It's that hill where the slope begins from inside the airport property, just outside the taxiway F and slopes upward towards the road - East Lake Blvd.

Ken.

I did not see a direct reply by you indicating you had loaded and inspected the KBHM AOI 1-M LIDAR DTM I had posted here:

https://www.fsdeveloper.com/forum/threads/questions-about-qgis.460216/post-935580

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



I also did not see a direct reply by you indicating you had updated / recompiled your 1-M LIDAR terrain mesh BGL after I posted here:

https://www.fsdeveloper.com/forum/threads/questions-about-qgis.460216/post-935567


If you have already done so, you may wish to update / recompile / ZIP and link it ...so I can load and inspect it.

Once that is done you could load and use it- or the close AOI extent 1-M LIDAR terrain mesh BGL I posted.


Inspect the optimally detailed 1-M LIDAR terrain mesh BGL loaded in FSX using the FSX.Cfg terrain settings I recommended above.

You should see that the CVX Vector land class textures for Road objects do not require Altitude adjustment as they are mesh-clinging.


Those default or custom textures will render at KBHM in FSX without custom photo-real land class textures from MSVE imagery.


If custom photo-real land class textures from imagery are loaded, they display on top of any default or custom land class textures.


Both the default and custom textures do not require Altitude adjustment as they are mesh-clinging.

They only need to be edited on the ground into alignment with IRL using ex: MSVE imagery, so that is your next task, IMHO.


It is true older 3rd party and FSX default terrain mesh was often sloped under Roads, and required Altitude adjustment to flatten them.

But you should find upon inspection that 1-M LIDAR terrain mesh BGL use will not require Altitude adjustment to flatten Roads. :wizard:


If you do not use custom photo-real land class textures from MSVE imagery outside the KBHM photo-real AOI, you may not need to edit Roads.

That will save on having to do work with FSX SDK Autogen Annotator.


It is your project for use only on your own computer, so you can make it any way you want it to be displayed in FSX.

However, it you plan to port your scenery into MSFS in the future, you may wish to study your AOI to see what will align precisely.

If- and when- you wIsh to port some or all of your custom CVX Vector content into MSFS, that can be done using edited copies of ESRI Shapefiles.

GaryGB
 
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I did not see a direct reply by you indicating you had loaded and inspected the KBHM AOI 1-M LIDAR DTM I had posted here:

I've downloaded, installed, and inspected the KBHM AOI 1-M LIDAR DTM in FSX and it gives the exact same problem that I've posted earlier:

Here's the current image after installing the KBHM AOI 1-M LIDAR DTM.BGL:


KBHM Plataue.jpg



The problem is that the default airport will not align with the LIDAR DTM. According to google earth, the elevation at runway 6 is 184 meters, but the default airport elevation in FSX is 196.291 meters, and one must remember that the default runway is always flat and it will not align with the LIDAR DEM. That's why I have the plateau. If one tries to lower the default airport elevation to 184 meters, remembering that the airport AB is flat, runway 24 is not going to align with the terrain at the N.W. side of the field. Let's say the default FLX2420 has 36 points or vertices around the flattened airport boundary. It one could get the actual altitude at those points and enter that into the Set Altitude properties, the terrain might line up but the runway itself will always remain flat and would have a floating runway on one side and the other side would probably be under the LIDAR DTM. I could be wrong, but the only way to fix this is to create a custom airport runway that follows, or clings to the LIDAR DTM. I'm thinking that can be done in Sketchup or Gmax. So, I just removed the LIDAR DTM because I know of no way to fix this. I just don't see how this can be fixed in a simulator that uses flatten AB while using a LIDAR DTM at the same time. You mentioned that all simulators uses SRTM 30 Meter (aka 1 Arc Second) elevation source data.

I also did not see a direct reply by you indicating you had updated / recompiled your 1-M LIDAR terrain mesh BGL after I posted here:

https://www.fsdeveloper.com/forum/threads/questions-about-qgis.460216/post-935567

I don't recall that you wanted me to update and recompile my 1 meter LIDAR terrain mesh. Are you referring to updating the terrain so that it aligns or blends with the LIDAR? If so, I've tried everything to get it to blend but it simply does not work. I've lowered the default Airport Elevation in ADE and tried setting points around the airport background but it will not blend smoothly with the LIDAR DTM. That's all I know.


Inspect the optimally detailed 1-M LIDAR terrain mesh BGL loaded in FSX using the FSX.Cfg terrain settings I recommended above.

You should see that the CVX Vector land class textures for Road objects do not require Altitude adjustment as they are mesh-clinging.

Yes, I see now.

They only need to be edited on the ground into alignment with IRL using ex: MSVE imagery, so that is your next task, IMHO.

Okay.

But you should find upon inspection that 1-M LIDAR terrain mesh BGL use will not require Altitude adjustment to flatten Roads.

That's what I was thinking but even after installing the 1 meter LIDAR into the sim, the altitude of East Lake Blvd is still not correct, and it's flat and at the same altitude as the surrounding airport. I'm thinking this could be caused by the default airport elevation being higher than the LIDAR elevation. Remember, default is 196 meters while in google earth, it's 184 meters at runway 6. I'll get started on the road vectors now. By the way, let me know when you want me to start a new thread.

Ken.
 
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I've downloaded, installed, and inspected the KBHM AOI 1-M LIDAR DTM in FSX and it gives the exact same problem that I've posted earlier:

Here's the current image after installing the KBHM AOI 1-M LIDAR DTM.BGL:


View attachment 97773


The problem is that the default airport will not align with the LIDAR DEM. According to google earth, the elevation at runway 6 is 184 meters, but the default airport elevation in FSX is 196.291 meters, and one must remember that the default runway is always flat and it will not align with the LIDAR DEM. That's why I have the plateau. If one tries to lower the default airport elevation to 184 meters, remembering that the airport AB is flat, runway 24 is not going to align with the terrain at the N.W. side of the field. Let's say the default FLX2420 has 36 points or vertices around the flattened airport boundary. It one could get the actual altitude at those points and enter that into the Set Altitude properties, the terrain might line up but the runway itself will always remain flat and would have a floating runway on one side and the other side would probably be under the LIDAR image. I could be wrong, but the only way to fix this is to create a custom airport runway that follows, or clings to the LIDAR DTM. I'm thinking that can be done in Sketchup or Gmax. So, I just removed the LIDAR bgl. I just don't see how this can be fixed in a simulator that uses flatten AB while using a LIDAR DEM at the same time. You mentioned that all simulators uses SRTM 30 Meter (aka 1 Arc Second) elevation source data, and now I understand that you're correct.

The "plateau" will be present in all versions of KBHM that use an AB Flatten; we will attempt to make it less obnoxious via Sketchup.

AI Traffic needs non-sloped / level AB Flattens, so it always causes "compromised" terrain appearance relative to IRL.

We will soon proceed with efforts to 'blend' the terrain in Sketchup, using "sloped" AB Flatten TINs at the edges of the level AB Flatten.

I don't recall that you wanted me to update and recompile my 1 meter LIDAR terrain mesh. Are you referring to updating the terrain so that it aligns or blends with the LIDAR? If so, I've tried everything to get it to blend but it simply does not work. I've lowered the default Airport Elevation in ADE and tried setting points around the airport background but it will not blend smoothly with the LIDAR, and the fact that the runway is not sloped but always flat creates these kind of problems. That's all I know.

The LIDAR is to allow the surrounding terrain to appear closer to IRL; AFAIK, the AB Flatten will 'mess up' any terrain rendering at KBHM.

That's what I was thinking but even after installing the 1 meter LIDAR into the sim, the altitude of East Lake Blvd is still not correct, and it's flat and at the same altitude as the surrounding airport. I'm thinking this could be caused by the default airport elevation being higher than the LIDAR elevation. Remember, default is 196 meters while in google earth, it's 184 meters at runway 6. I'll get started on the road vectors now.

By the way, let me know when you want me to start a new thread.

I will take a look at (both) East Lake Blvd. sections and verify that they match IRL as represented by the precise LIDAR DTM terrain mesh.

We are not yet ready to move the project into the Sketchup editing phase; first we will see if complex GIS procedures may be required.

GaryGB
 
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Hi Gary,

Here is the road vector project I thought you may want me to post. Most of them are aligned to the image but there was one I had to move and edit to the correct location because it was crossing runway 24. Back in the day, runway 24 was runway 23 and it was only 10,000 ft as opposed to 12,000 ft today. I've just done those close around the airport boundary. I think you said something about working on the areas where there is water. There's a lake just N.E. of the runway called East Lake. There are also 2 other lakes I've noticed towards the N.W. I'll work on those now.

Ken.
 

Attachments

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Congratulations on your new skills creating custom photo-real aerial imagery. ;)


Later, if you wish, you can probably get up to zoom level 18 MSVE imagery by making more downloads via SBuilderX' tiledownloader.

The work set size for SBuilderX and SDK Resample is the limiting factor, so we must use multiple source files to cover larger areas with PR.

We can discuss how to more easily do that in SBuilderX later.

If- / when- you opt to do that, we can graphically Select your existing Blend and Water Masks, and move them into proper pixel positions.


In GIMP, you may wish to also do the streams that pass through and alongside KBHM, as well as the quarries / strip mine water bodies. :idea:

FYI: If you use Blend Mask gray scale values greater than RGB 0,0,0 (Black) ex: from RGB 128,128,128 (Mid-Gray) to RGB 255,255,255 (White), you allow PR to display its image as the water color, rather than the flat synthetic water class color of default FS water textures. :wizard:

NOTE: Water Mask "-Hydro" attributes are still assigned and visible at certain angles to ambient lighting to provide reflections, waves etc.

GaryGB
 
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Congratulations on your new skills creating custom photo-real aerial imagery. ;)

Thanks. I've done this a few times and it's easy to do.

Later, if you wish, you can probably get up to zoom level 18 MSVE imagery by making more downloads via SBuilderX' tiledownloader.

The work set size for SBuilderX and SDK Resample is the limiting factor, so we must use multiple source files to cover larger areas with PR.

We can discuss how to more easily do that in SBuilderX later.

If- / when- you opt to do that, we can use your existing Blend and Water Masks, and graphically move them into proper pixel positions.

I may do that. I should have selected a higher zoom, especially when making photo real images.

In GIMP, you may wish to also do the streams that pass through and alongside KBHM, as well as the quarries / strip mine water bodies. :idea:

I think I know what you're referring to. There is a creek that runs alongside taxiway A and does run under that airport. It's called Village Creek. Some of it was covered in the early 1970s. I've saved my files and I suppose I can import those and add Village Creek to the watermask and blendmask.

FYI: If you use Blend Mask gray scale values greater than RGB 0,0,0 (Pure Black) ex: between RGB 128,128,128 and RGB 255,255,255, you allow PR to display its image as the water color, rather than the flat synthetic water class color of default FS water textures. :wizard:

Yes, you're correct.

Ken.
 
Hi Gary,

The watermask and blendmask for Village Creek is not going to work:


Village Creek.jpg


This is the stream that runs through the airport. The creek is defined by the red arrows. Notice how the texture beneath it shows through. What this has actually done is cut out that portion of the photo real image. I've appended all the shape fills into SbuilderX and noticed it does not use a hydro polygon.


This creek in the default airport uses the Line Tool and the Type is "Stream Lines Perennial:"

Village Creek_1.jpg


I've also noticed that they did not draw the line exactly on the creek in the image and is way off. Could this be the reason for the problem? As far as I know, I shouldn't have to exclude anything and the photo real layer should be on top of the default layer.

Ken.
 
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Hi Gary,

The Watermask and Blendmask for Village Creek is not going to work:


View attachment 97805
This is the stream that runs through the airport. The creek is defined by the red arrows. Notice how the texture beneath it shows through. What this has actually done is cut out that portion of the photo real image. I've appended all the shape fills into SBuilderX and noticed it does not use a hydro polygon.


This creek in the default airport uses the Line Tool and the Type is "Stream Lines Perennial:"

View attachment 97806

Indeed, "The Watermask and Blendmask for Village Creek is not going to work" ...if kept as a Line; thus, it is to be converted to a Polygon.

I've also noticed that they did not draw the line exactly on the creek in the image and is way off. Could this be the reason for the problem?

For all CVX Vector objects edited into alignment with IRL, vertices are moved relative to MSVE PR aerial imagery, as with the AB Flatten.

As far as I know, I shouldn't have to exclude anything and the photo real layer should be on top of the default layer.

Yes, "the photo real (PR) layer should be on top of the default" LC layer; but in SBuilderX we convert Village Creek from Line to Polygon.

Then Village Creek stays intact as a CVX Vector object, and a derived copy is pasted into position in Watermask and Blendmask imagery.


Obviously I had not yet presented the steps to be followed in the latter part of the work-flow for converting Village Creek.

We must next establish those work-flow steps to be conducted after initial editing of the CVX Vector "Stream" object.


I recommend first editing vertices of the CVX Vector "Stream" Line into alignment with IRL MSVE aerial imagery; then convert to Poly.


Because it will be easier to incorporate as a part of the PR aerial imagery Masking, we will derive Hydro attributes from those latter steps.

However, if you wish to display the creek as LC without PR aerial imagery, we must add a layer of Water Class texture under its Polygon.


You may wish to begin reading on this feature option in SBuilderX Help:

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

Note especially SBuilderX' Help section: Context-sensitive Menus > Line Tool >

"11. Make Poly - you can add a polygon using the line as a basis; SBuilderX will close the line to make the polygon, in addition to the line.

12. Convert to Poly - this will replace the Line by a Polygon; the line width will become the polygon width."


GaryGB
 
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Hi Gary,

I have the Village Creek showing water now in FSX. But I also had to edit East Lake Water Park because it was nowhere near the shape as in the real world. And there are several other hydro polys that are not the correct shape and size. When I tried to export it, I get a pop up message saying "SbuilderX can not Export HPX_Project.shp." I googled this problem and it seems that SbuilderX does not compile a .shp file into a .bgl file. According to google search, this can be done in a GIS program. But QGIS does not have that function to export a .shp file to a .bgl file. There is also no plugin that provides this function. So, when I edit a .shp file, how can I get it converted into a .bgl file?

Ken.
 
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Hi Gary,

I have the Village Creek showing water now in FSX. But I also had to edit East Lake Water Park because it was nowhere near the shape as in the real world. And there are several other hydro polys that are not the correct shape and size. When I tried to export it, I get a pop up message saying "SBuilderX can not Export HPX_Project.shp." I googled this problem and it seems that SBuilderX does not compile a .shp file into a .bgl file. According to google search, this can be done in a GIS program. But QGIS does not have that function to export a .shp file to a .bgl file. There is also no plugin that provides this function. So, when I edit a .shp file, how can I get it converted into a .bgl file?

Ken.

I had seen the same message working with a prior FLX2420 you attached here, and later found you did not delete non-KBHM FLX objects.


I did not see it initially, as a *.SBP sets zoom on a object of interest and does not typically extend to show 'other' airport FLX objects.


So, rather than mentioning it at the time I first attempted to compile a BGL, I continued with my testing of work-flow steps for FLX2420.


I believe you should recall this procedure first recommended on September 9, 2025::

https://www.fsdeveloper.com/forum/threads/questions-about-qgis.460216/post-935580

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.

When I performed the above procedure, the working set of (1) CVX object was well within limits SBuilderX required to compile a BGL.


As for how to fix this in the current *.SBP and SBX file you are working on: "I" will now have to test a fix on a attached copy of those files.

Please ZIP and attach a copy of the *.SBP and *.SBX for the current project you are describing above, and I will sort this out.

After I have fixed that version of the project, I will attach a ZIP of the edited *.SBP and *.SBX files for you to continue working with.

GaryGB
 
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I had seen the same message working with a prior FLX2420 you attached here, and later found you did not delete non-KBHM FLX objects.

I have all non-KBHM objects deleted. I'll attach them below

I believe you should recall this procedure first recommended on September 9, 2025::

https://www.fsdeveloper.com/forum/threads/questions-about-qgis.460216/post-935580

Yes, I recall the .INF file. Below is a copy, or template of my INF file. Will you check to be sure I have it written correctly and everything listed:

[Source]
Type = MultiSource
NumberOfSources = 3

[Source1]
Type = BMP
Layer = Imagery
SourceDir = "."
SourceFile = "Name of Source File.BMP"
Variation = All
Channel_BlendMask = 2.0
Channel_LandWaterMask = 3.0
NullValue = 255,255,255
SamplingMethod = Gaussian
ulyMap = 33.6146192923339
ulxMap = -86.81396484375
xDim = 1.07288360595703E-05
yDim = 8.93961878289669E-06

[Source2]
Type = BMP
Layer = None
SourceDir = "."
SourceFile = "Name of Source File.BMP"
SamplingMethod = Gaussian
ulyMap = 33.6146192923339
ulxMap = -86.81396484375
xDim = 1.07288360595703E-05
yDim = 8.93961878289669E-06

[Source3]
Type = BMP
Layer = None
SourceDir = "."
SourceFile = "Name of Source File.BMP"
SamplingMethod = Gaussian
ulyMap = 33.6146192923339
ulxMap = -86.81396484375
xDim = 1.07288360595703E-05
yDim = 8.93961878289669E-06

[Destination]
DestDir = "."
DestBaseFileName = "Name of BGL out File"
DestFileType = BGL
LOD = Auto
UseSourceDimensions = 1
CompressionQuality = 100
FractionBits = 3


As for how to fix this in the current *.SBP and SBX file you are working on: "I" will now have to test a fix on a attached copy of those files.

Please ZIP and attach a copy of the *.SBP and *.SBX for the current project you are describing above, and I will sort this out.

After I have fixed that version of the project, I will attach a ZIP of the edited *.SBP and *.SBX files for you to continue working with.

Okay. The project for the Water Vector files are linked below. The file was too large to attach. This is one that won't compile a bgl.

https://www.mediafire.com/file/vgrpwhsl1bon8vt/KBHM+Water+Vectors.zip/file


The zipped file attached below is the FLX2420 with all non-KBHM objects deleted.

Ken.

 

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