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Shp2Vec Vector Slopes

fs1

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argentina
Can you create vector polygons with slopes and custom textures?
I just see this attribute only for water polygons.
Thanks
 
Flattens have elevations. Flattens can be sloped with elevations assigned to the verticies. You can paint landclass polys over the flattens.
 
The SlopeX and SlopeY attributes are used to influence the terrain around the polygon. The slope itself is just defined by the Z value of the vertices.
 
Thanks Arno.

I saw your article on creating a vector polygon importing an MDL in MCX.

But, could you eventually change the texture to include yours (non landclass)? Or include multiple custom textures?

If so, you could do more complex vectors.

Could something like this be done, for example?

2015-1-5_15-36-57-720-Copy.png
 
My aim was only to make the flatten.

You can drape a photo scenery over it, but nothing else I think.
 
My aim was only to make the flatten.

You can drape a photo scenery over it, but nothing else I think.
Where can I find an example of a photo scenery on top of a flatten in the default BGLs?
 
I guess any default airport with a photo scenery. Or do you mean a sloped flatten?
 
I want to see a vector shape with some type of imagery on top?

Also does the Wally Bob technique is used in currrent days for sloped textures? Or how effective do the MDL based techniques are?

Thanks
 
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Hello:

Please explain exactly what it is that you are wanting to better understand and/or accomplish. :scratchch

Bearing in mind that you will comprehend these things best through your own personal testing , terrain mesh made via SDK Resample can be modified by legacy FS2Kx LWM3 vector and FSX / P3D CVX vector objects, and can also be draped with "terrain mesh clinging" default or custom land class textures (including aerial imagery as a special form of land class).

Vector textured polygons and/or lines can also be "terrain mesh clinging" or may function as a flatten at assigned altitudes based on their definitions in the Terrain.Cfg file, and are thereby able to drape onto an underlying ground surface of terrain mesh with- or without- modification of raster-derived displacement maps for terrain mesh quad tiles.

https://msdn.microsoft.com/en-us/library/cc707102.aspx#VectorAttributes

Note that Airport 'Bounds / Boundary / Background' Polygons and/or Water Polys both have this caveat in the SDK docs:

"This requires 3D vertices, otherwise this entry will cut deep holes in the landscape.

Note there is no special attribute to indicate this requirement."

https://docs.microsoft.com/en-us/pr...oft-esp/cc707102(v=msdn.10)#vector-attributes

https://msdn.microsoft.com/en-us/library/cc526967.aspx


Polygons can be made as thin objects with a uniform width ...which are essentially comparable to vector textured lines. ;)


You may wish to review the actual details within the SBuilderX help file ...as was cited here:

https://www.fsdeveloper.com/forum/threads/sloping-grass-runways.437592/post-746936

GaryGB
 
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Hello:

Please explain exactly what it is that you are wanting to better understand and/or accomplish. :scratchch

Bearing in mind that you will understand these things best through your own personal testing , terrain mesh made via SDK Resample can be modified by legacy FS2Kx LWM3 and FSX / P3D vector CVX vector objects, and can also be draped with "terrain mesh clinging" default or custom land class textures (including aerial imagery as a special form of land class).
GaryGB

Thanks @GaryGB

The final goal is to try to do more realistics Vector objects (MDL-less type of objects)

I am trying to see alternative ways, via internal tweaks or SDK, to do 3D terrain vector objects (via shp2vec) via placing custom textures on top custom vector objects. E.g., be possible to place custom textures on top of sloped polygons to do slope runways or even replace the custom vector roads to do elevated roads (3D roads).

Or replacing the default Utility/Power lines, with taller ones ?

Hope you get my whole idea.
 
I don't think the terrain vector system has changed for this part since FSX.
 
I suggest that initially, you may benefit from making an extra backup of your default P3Dv4.x Terrain.Cfg file.

Then install one of the OrbX FTX demo scenery packages and begin studying the numerous custom entries that are subsequently added. :idea:


Regarding the "Wally-Bob" (aka "Walter Roberts") sloped RWY methods, see this thread for further info and download links:

https://www.fsdeveloper.com/forum/threads/design-tutorial-for-sloping-runway-scenery.80521/


Regarding creation of custom terrain mesh via SDK Resample versus CVX vector modification of terrain mesh via SDK SHP2VEC, you may wish to download and install Frank Dainese's 3D mountain objects in:

https://freefsxaddons.wordpress.com/2017/04/30/yosemite-national-park-by-orbx/

https://orbxdirect.com/product/yosemite

https://www.avsim.com/forums/topic/450709-yosemite-valley-3d/


...intended for use with the OrbX FTX NA Pacific Northwest demo:

https://orbxdirect.com/product/pnw-demo


A 3D (ex: 'mountain') object imported into MCX may be exported as a "sloped" CVX vector flatten compiled via SHP2VEC.

That "sloped" CVX vector flatten could be analyzed in a P3Dv4.x flight session, then compared with a P3Dv4.x flight session using instead, a detailed terrain mesh compiled via SDK Resample (made from ex: LiDAR high-resolution source data) to analyze run time rendering; perhaps this might allow one to see if there may be a performance advantage for either method of creating / modification of FS terrain. :idea:

GaryGB
 
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Thanks @GaryGB

I got the idea for different custom textures.

Now, can you edit offline any features of the cvx power lines or utilities and compare multiple sim sessions? Any hints on this ?
 
Hi again:

Yes, but you must create new definitions for each such object within the Terrain. Cfg using new GUIDs, then re-start FSX / P3D.

Be certain to triple check your new object totals to account for any object types added to any sections within that file after editing it.

[EDITED]

FYI: Here is an example of the Terrain.Cfg manual editing work-flow Holger Sandmann posted years ago for one of his scenery packages

http://fssupport.com/fsaddonforum/index.php?topic=34.0


PS: Do a Google search on
Code:
"site:www.fsdeveloper.com GaryGB utility GUID"
for info on the default FS Utility vectors. ;-)

[END_EDIT]

GaryGB
 
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Thanks GaryGB

I understand that the above explanation applies to new landclasses. Correct?

As far as I understand the vector shapes represented by each GUID are fixed (hard coded). Correct ?

Also, I don't think you can change the textures of the default Power Lines? Or their height ?

Let me know?

Thanks
 
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