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Removing trees...

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13
Country
us-connecticut
Hi All:

I'm trying to clear trees from certain wilderness areas so that I can plant small runways...Can anyone recommend something better for removing trees than ExcBuilder? Another member here (Peter) helped me get it going, and it works...sorta. I can remove certain things with it, but not all. For example, at O'Hare (KORD) I removed several buildings and some trees in one swipe...did the same thing at Albany, NY (KALB). Went to a desired wilderness spot, and boxed in a specified are, and it removed quite a few of the trees, but also left quite a few, even though I selected "All objects". Tried to fix it by grabbing the ones it missed, and either it simply won't create the BGL, or it does create the BGL but the trees are still there. I've tried saving it into the same (previous) BGL, tried creating unique names for each one...doesn't matter. I've tried doing it from 0-altitude, tried doing it above the highest object to be removed...doesn't matter. Even created a new airport at the wilderness spot, thinking that might be it...doesn't matter. I'm befuddled why/how it would remove certain things inside the box, and leave others untouched.

I dunno if it's a Flight Sim issue, or maybe it just won't "do-over' coordinates that have already been created, or maybe it's an altitude issue, or maybe I'm only supposed to do a single object at a time --or whatever-- and there doesn't seem to be much documentation for it. Far as I can tell, I'm using it correctly now...plane pointed to 360-degrees per Flight Sim Shift+Z, grabbing the right coordinates, and so on. Plus, the fact that it removes anything indicates I'm probably using it corectly. Per the README, I've messaged the author 3 (or maybe 4) times, and have gotten no response, as yet.

So I'm up the proverbial stump again, and hoping there's something that works better than this....or maybe someone knows about more of those secret tips that don't seem to be documented anywhere (such as the plane must be pointed 360 degrees).

Thanks for any help...
Garry
 
Well... Garry,

Two things: (1) does ExcBuilder work correctly? and (2) can it remove the objects you want removed?

(1): if ExcBuilder works at one location it should work at the other too. It creates an xml-file (which you can study - or hand write yourself - using a simple text editor like Notepad) and that xml-file is then compiled by BGLComp (which you can do yourself also by dropping the xml-file on the BGLComp icon in Explorer). So all of this can really be done using only the FS2004 BGLCOMP SDK.

(2): but not all objects can be excluded this way. Some are tied to VTP-lines and may be *very* tricky to get rid of. Best of course to find and alter the bgl that creates the vtp-line. But there is a shortcut, a small utility called DefArea by Christian Fumey, available at AvSim. However, this is pre-xml code so to compile you need BGLC from the FS2002 SDK...

Peter
 
RE: ExcBuilder

Hi Peter...

>>Two things: (1) does ExcBuilder work correctly? and (2) can it remove the objects you want removed?<<
Well, I guess the answer is yes and no. As I said, the two tests at established airports excluded everything I outlined, and I outlined quite a bit.

>>if ExcBuilder works at one location it should work at the other too. << my thoughts too, and in fact, it did exclude maybe 80% of trees in the "wilderness" test, and ignored the rest, scattered around inslide the "box". I say that, because it wasn't a boundary issue...un-excluded trees were well inside the boundaries.

>>but not all objects can be excluded this way. Some are tied to VTP-lines and may be *very* tricky to get rid of.<< Well, since it does delete something, anything, I have to conclude that I'm probably using it correctly, so this is probably what I'm up against; the un-excluded objects are probably tied to something out of my selected area, or something not recognized by ExcBuilder.

Thanks again for the help, Peter. I'll pursue the other program you mentioned, and if I think it's not over my head I'll give it a whirl.

Garry
 
For excluding trees using a VTP polygon is also a good option. This is also the technique that MS uses at the default airports (the grass polygon is the VTP polygon that excludes the trees as well).
 
Re:

Thanks, Arno...but I haven't a clue what that means. I'm not a designer like you and some of the others here...just hacking away at trying to improve the scenery in our virtual airline region. Personally, microbionics or thermodynamics would probably be an easier study than this blasted scenery stuff, but we don't have a scenery guru onboard, so I'm trying to learn at least enough to do the basics. It's coming along okay, though: I'm comfortable with EZ-Scenery now; ExcBuilder helps with excluding some things, and I'm getting handier with AFCAD-2...next project is figure out how FS Flatten works so I can plunk down some runways.

Take care, and thanks again.
Garry
 
Get Sbuilder and you'll find the VTP polygons are dead simple to do. Slew to the corners (linked with FSUIPC), click, tell Sbuilder to make the VTP polygon with something like a grass texture, compile...you're done. It takes a couple of minutes and you won't have to worry about excluding anything :)

Sbuilder can also make a flatten for the same area.
 
Sbuilder

Hi kjb:

WHOA...Sounds like that's right up my alley; especially the "simple to do". You note I brag about being reasnoably comfortable comfortable with EZ-Scenery...I guess we know where that bit of wisdom came from, eh?

Well, I'm off to find Sbuild now...and FSUIPC. Thanks much for the recommendation; hadn't heard of this Sbuild before.

Garry
 
Programs

Well, having been on this planet so long as I have, I've probably been more frustrated than this, but I cannot remember when. I've discovered some oddness with ExcBuilder: Went to one of our little airports (CBX7)...boxed in a building and it created the BGL fine. Deleted the BGL and XML, slewed over to the right (same exact heading...360 degrees) and boxed in some trees, and it would not create the BGL. Did a bigger area; no BGL. Without changing heading at all, slewed back over and boxed in the building again and got the BGL. Looks like this thing onle deletes known "objects", and the trees aren't objects. Although, I did a wilderness area yesterday, and it worked okay. This is driving me nuttier than I already am!!!

KJB: I downloaded and installed Sbuilder and FSUIPC (never used either one). Put the scasm.exe in Sbuilder/Tools per instructions. Got the "Modules" tab in FS now, for FSUIPC...which demands a registration, but it also implies you can use it but won't get full capabilities. Clear as mud! Your comments: Slew to the corners (linked with FSUIPC), click, tell Sbuilder to make the VTP polygon ...Any chance I could ask you to elaborate on that in more detail? Maybe I gotta register FSUIPC first, to get the key code? I don't see anything "clickable" in FS, or a way to capture the coordinates and paste them to Sbuilder. I'm supposed to have Sbuilder open on Desktop, right? In Sbuilder, I can't see anything that implies "capture coordinates".

phpdk (Peter): Your comments: using a simple text editor like Notepad) and that xml-file is then compiled by BGLComp (which you can do yourself also by dropping the xml-file on the BGLComp icon in Explorer). So all of this can really be done using only the FS2004 BGLCOMP SDK. I edit XML files all the time building panels and gauges, so I'm okay with that, but can I possibly ask you to elaborate on your comment "dropping the xml-file on the BGLComp icon in Explorer"? I have the bglComp SDK installed in a separate foled, and there are several "bglcomp" things in there...not sure which icon you're referring to. Is there some other bglComp thing I should be running? ExcBuilder will create the XML file, and the coordinates are fine, but I don't know what to do with it from there.

You guys must think I'm the dimmest bulb in the attic, and I apologize for being such a nuisance. But I just can't get a solid grip on some of this stuff. Or if I do come to terms with a program, it "works-here-but-doesn't-work-there" using identical parameters.

All I'm trying to accomplish is to remove trees and flatten land for an airstrip.

Thanks gents; any help would be greatly appreciated...but unfortunately the lingo has to be pretty basic.

Garry
 
Run FS9 and Sbuilder. In Sbuilder, click on the View menu and Show Aircraft. Slew to the corners of the area you want in FS9 and click on the crosshairs in Sbuilder. The crosshairs are following the aircraft position in FS9. Once you have the area outlined, right click on the polygon and select Properties. Under General, pick VTP2, on the VTP2 tab select Classes. A land class window will pop up. Pick one like 128Y and click on OK. Back to the Sbuilder main menu, click on Select and then All Polygons. Click on the BGL button, select the copy to BGL folders check box and Start FS9 if you want it to start. Let it compile and see how it looks.

If you use Select Flight in FS9, you can have it restart at your last position.
 
Sbuilder...

Hi kjb:

I sent you a PM, but not sure if it went through...

I can't get Sbuilder working; the crosshairs do not follow the aircraft, so there's no polygon. Everything is installed properly, far as I can tell. Anyway, thanks for your help, but this is just too frustrating...nothing works, and it's probably something I'm doing or not doing. Seems like removing some trees shouldn't be such a convoluted fisaco, but this is turning into a bona fide, dog-kicking nightmare. Maybe Abacus has something I can buy that does it, so I'll pursue that and see what turns up.

Again, thanks for all your help and patience.
Garry
 
Removing trees from an area.

I admit I am new to this game and also that any help I can find on this subject will be recieved with many thanks from my dog who has taken to hiding under the stairs whenever I boot the computer now.

So far I have managed to compile what appears to be a very good representation of an ex RAF/USAF airfield as was in 1957 everything works in FS9 and apart from adding the ILS I am satisfied with the results, that is apart from the trees and buildings existant in the original scenery which of course still sprout through and spoil the whole thing, I followed the advice listed above using Sbuilder and fs9 combined but the poly did not form as expected and the results were not relalised so I guess this is one of those thorny ones built into FS9 to trap the unwary.

In short I am stumped, I need too remove the default scenery from the area outlined out to a distance of around two miles to allow the required scenery to be then built back in again, any advice please.
 
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