• 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.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • 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.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • 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.

Sloped Flatten Blend into FTX EU England Mesh

You're missing the texture folder ;)

Put the attached CH+_Texture_Folder.zip inside:

[P3Dv4.x install path]\SimObjects\Airplanes\Crosshairs_Plus\ sub-folder

...then un-ZIP it. :wizard:

GaryGB
 

Attachments

Last edited:
Screenshot (15).png


Hi Gary, :) Like this?
 
Yes. :)

Be certain that the \Texture folder you un-ZIP-ped contains: "x-hair.bmp". :pushpin:

GaryGB
 
Last edited:
Hi Gary, exams are over :D :D

The "x-hair.bmp" is in the texture folder, however the aircraft still does not show in the menu.

Thanks, Ollie.
 
Hi Ollie:

Glad you survived exam week. :)

I have confirmed with another user that P3Dv4.5 does have the ability to read, load and display that aircraft with its mapped texture, as well as responding to end user control, and having the ability to display the cockpit panel gauges.

Is it possible that you might have a Windows file permissions issue affecting that:

[P3Dv4.x install path]\SimObjects\Airplanes\Crosshairs_Plus\ sub-folder

...and some or all the files within it ? :scratchch


If you require assistance with verifying Windows security for folder / file permissions, please let me know what version of Windows you have installed on your FS Development computer. :pushpin:


FYI: I planned to post more info today on how to establish a perimeter for your work area, wherein you will be creating your CVX vector sloped / level flatten; a CH+ aircraft will be essential to reducing the complexity of that task. ;)

GaryGB
 
Last edited:
Ah! The models now show up in the AIrcraft list :) Which one do I choose Gary?

Thanks, Ollie.
 
Hi Ollie:

Now that I have returned to my computer, we can proceed further. :)

I suggest the CrossHairs Plus (aka "CH+") 17 Meter user aircraft.

GaryGB
 
Also, before we proceed further, lets review some eariler considerations which led to- and that still apply to- this task:

https://www.fsdeveloper.com/forum/threads/glider-accessories.445461/post-824152

Perhaps the following may help illustrate the options and challenges available when making CVX vector 'sloped flattens' for FS.


The top image shows the detail available in a 1 Meter-between-elevation-data-points terrain source data set rendered as a TIN:

southdown_glider_club_sewer_contour_tin_lidar_1m_dsm_no_vectors-jpg.50190



The bottom image shows the complexity required to render a 1 Meter-between-elevation-data-points terrain source data set as a vector TIN:

southdown_glider_club_sewer_contour_tin_lidar_1m_dsm_with_vectors-jpg.50191



Its is possible using the options I alluded to above, which IMHO, would best be performed via a work-flow in SBuilderX, to make a much less complex version of this TIN surface as a CVX vector sloped flatten.

That "sloped" flatten can be created so that when rendered at run time in the FS 3D world, it contains a mix of surfaces which are:

* 'Level' and perpendicular to a line drawn through the vertical axis of the 3D object's midpoint datum from the center of the Earth

...as well as:

* 'Parallel' to the local terrain surface rendered by a local terrain mesh (which may or may not be "sloped" under a 3D object's base).


The option to use Pitch / Bank requires that MDLs must be output by MCX with Draw Call Batching disabled (this is MCX' default mode).


If you import your custom 3D MDLs (with Draw Call Batching disabled) into ADE as scenery library objects, they can be placed via ADE.

After a MDL is placed by ADE, select and Edit its placement attributes, and impose any Pitch / Bank desired, bearing in mind that such attributes are applied and rendered on the axes of the 3D object relative to its datum position within the extents of its bounding box.

Achieving predictable results with this when placing 3D objects via a FS utility that does not have a 'live in FS preview', requires 3D models have a consistent Heading on its 3D world axes (ex: Front of 3D models always face North aka "0 Degrees") when modeled and exported from Sketchup. :pushpin:


Please let me know if this has explained core concepts of this process adequately ...before we work on a sloped flatten in SBuilderX. :)

GaryGB


Additionally. lets review an option you have to place your 3D scenery objects without incurring Pitch and Bank attributes simply by implementing Draw Call Batching via an edit in the MCX > Options dialog before importing a 3D Model:

MCX Menu > Options > Exporter settings > XWriter > DrawCallBatchingWorkingLOD = False

...originally illustrated for you here:

https://www.fsdeveloper.com/forum/threads/glider-accessories.445461/post-823419


https://www.fsdeveloper.com/forum/threads/glider-accessories.445461/post-824092

Hi Ollie:

As described above:

https://www.fsdeveloper.com/forum/threads/glider-accessories.445461/post-823419


...since by default MCX disables Draw Call Batching in exported MDLs, that results in retention of the option for Pitch and Bank display attributes during placement by P3D SimDirector.


Technically you could change the default setting in MCX Options Arno had configured which disables DrawCall Batching

...from:

MCX Menu > Options > Exporter settings > XWriter > DrawCallBatchingWorkingLOD = True

...to:

MCX Menu > Options > Exporter settings > XWriter > DrawCallBatchingWorkingLOD = False

...which enables DrawCall Batching, and thereby disables display of Pitch and Bank display attributes in FS at run time otherwise imposed via placement by P3D SimDirector.

This can be achieved by implementing that change in MCX Options, for only those 3D models which you wish to display "level" to the local ground of the underlying terrain mesh prior to export by MCX as MDLs. :idea:




FYI: There is another option to be considered if you wish to remove 3D model Pitch and Bank display attributes in FS at run time otherwise imposed via placement by P3D SimDirector.

That process involves de-compiling and editing the placement BGL output by SimDirector, setting parameter values for Pitch and Bank to "0", then re-compiling the edited (s)XML back into a BGL via P3Dv4.x SDK BGLComp.


I do understand that in 'real life' the site where you are presently working may have been made "level" in areas where the tanks are located, and regardless of whether local ground surface is ex: gravel or pavement, you may still wish to accurately represent that in FS.


BTW: A "sloped flatten" CVX vector BGL can also contain areas that are 'level' as well as areas that are 'sloped' as part of the same set of contiguous 3D surfaces, since that object will essentially be constructed as a Triangulated Irregular Network (aka "TIN").


Please be assured I am ready, willing, and able to proceed with assisting you to create the "sloped flatten" CVX vector BGL for the above scenery location under discussion here, within your new thread at: ;)

https://www.fsdeveloper.com/forum/posts/824030/


I just wanted to make you aware of your options to minimize the work required to disable display of your tank Pitch / Bank, before we undertake the complexities involved in making a "sloped" flatten CVX vector BGL , which will blend into- and modify- the local ground 'shape' ...otherwise provided for that area by any / all underlying terrain mesh BGL(s). :pushpin:


I shall once more await your reply here, to let me know if you wish to test these latter options to disable display of Pitch and Bank display attributes in FS at run time otherwise imposed via placement by P3D SimDirector ...before I proceed with describing the multiple steps required to make a blended / "sloped" flatten CVX vector BGL) ...in your new thread within the SBuilderX forum. :)


https://www.fsdeveloper.com/forum/threads/glider-accessories.445461/post-824071

The sloped flatten is intended to blend into the surrounding, but mainly so I can more easily place objects, and so it realistic. Sure there are some slopes at Southdown, but not to the degree the mesh portrays them.

Thanks, Ollie.


I am aware of potential issues with UK GIS elevation source data recently made available, which may impact how existing UK terrain mesh BGLs might have been made previously, and how new UK terrain mesh BGLs might be made in the near future, and I will be checking with my local contacts to verify a few things about what may be done to more precisely represent this scenery area and surrounding region of the UK. :coffee:

GaryGB
 
Last edited:
Additionally. lets review an option you have to place your 3D scenery objects without incurring Pitch and Bank attributes simply by implementing Draw Call Batching via an edit in the MCX > Options dialog before importing a 3D Model:

MCX Menu > Options > Exporter settings > XWriter > DrawCallBatchingWorkingLOD = False

I have set it to 'false' :)

Ollie.
 
OK, after setting MCX into that Optional mode, did you re-import the Sketchup 3D models into MCX ? :scratchch

You would then have needed to re-export those 3D objects into new MDLs packaged as a scenery library object BGL. ;)

You could re-use the existing placement BGL(s), as the SimDirector-assigned Pitch / Bank values will be disabled by having Draw Call Batching enabled in those newly-exported MDLs.


Alternatively, you could decompile the placement BGL(s), edit their placement BGLComp-XML to set Pitch and Bank parameter values to "0", then re-compile the edited code with SDK BGLComp, into (a) new placement BGL(s). :idea:

GaryGB
 
To continue with a review of the pending task above:

https://www.fsdeveloper.com/forum/threads/glider-accessories.445461/post-823847

Hi Ollie:

Assuming you wanted to make a "flatten" for the entire area of the facility containing the latter objects cited above, I would recommend using SBuilderX to do that, so your existing custom imagery BGL will be in precise alignment with the CVX vector ABP-type 'sloped flatten' vertices.

sdc_sbx_line-jpg.50039


Bearing in mind that you previously stated you have these scenery packages installed in P3Dv4.x:

https://www.fsdeveloper.com/forum/t...images-scale-increase-size.445452/post-823001

OrbX FTX Global Vector

OrbX FTX Global openLC Europe

OrbX FTX EU England

NOTE: The OrbX FTX EU England product page at: https://orbxdirect.com/product/eng

...states that it includes: "10m Holgermesh for crisp definition", so you will be blending a CVX vector sloped flatten into a 10 Meter-between-elevation-data-points terrain mesh provided by OrbX FTX EU England. :pushpin:

UPDATE: Reportedly, the distribution version of that scenery is 5 Meters- rather than 10 Meters- at Southdown.

The real world 'lay of the land':

sdgc_gesv_ne_gate-jpg.50041


Additional Views:

https://www.geograph.org.uk/more.php?id=2340605
geograph-1669909-by-dave-spicer-jpg.50103


https://www.geograph.org.uk/more.php?id=2340605
geograph-2340605-by-dave-spicer-jpg.50104



Also, here's a PDF with a local map of "assets" ...including that sewage processing site (see upper Left NW corner of map):

https://www.horsham.gov.uk/__data/assets/pdf_file/0019/28603/Inset18_Storrington_2015.pdf

GaryGB

Let me know which task you would like to work on at this point in time; I'll be available over the next hour or so. :)

GaryGB
 
Last edited:
You would then have needed to re-export those 3D objects into new MDLs packaged as a scenery library object BGL. ;)

Done that Gary :) Exported the textures to my textures folder and .bgl into the scenery folder.

Ollie. :)
 
https://www.fsdeveloper.com/forum/t...d-into-ftx-eu-england-mesh.445544/post-824900

I have done that and I get the 'new' mesh as shown in the image.

Ollie.

OK, so you are seeing the 1-Meter DTM terrain mesh I made available to you, so that you can create the vertices for the interior of the CVX vector sloped / level flatten at the elevation of that 1-Meter DTM terrain mesh more accurately to real life ...if you wish to have that degree of precision. :pushpin:


However, before we proceed with making that interior of the CVX vector sloped / level flatten, we must first "establish a perimeter for your work area", where you will be making your CVX vector sloped / level flatten BLEND into the underlying FTX-EU-England terrain mesh.

This means during that step of the perimeter creation process, you must first (temporarily) disable the 1-Meter DTM terrain mesh I made available to you, so that the elevations FS is reading for "Ground" Altitude are ONLY from
the underlying (5 Meter) FTX-EU-England terrain mesh.

UPDATE: Reportedly, the distribution version of that scenery is 5 Meters- rather than 10 Meters- at Southdown. :scratchch

That will allow SBuilderX to precisely log those elevation data points so that your CVX vector sloped / level flatten BGL will blend into data points of the FTX terrain surface at run time without any display of spike / pit / cliff anomalies. ;)


So, please disable both of the 1-Meter DTM and DSM terrain mesh BGL Area layers in P3D Scenery Library GUI, before we proceed with "establishing a perimeter" in SBuilderX ...for the terrain mesh blend process.

GaryGB
 
Last edited:
Hi Gary,

Both are now disabled. :)
The only thing enabled is the .bgl I exported from the
In SBuilderX work-space:

SBuilderX Menu > View > Show Background ...to display Background imagery at 'zoom level 18'


Now, to download tiles via SBuilderX at 'zoom level 20' (LOD-20 @ 3.5cm/pixel):

SBuilderX Menu > File > Add Map > From Background ... < SBuilderX - Add Map From Background dialog opens >


In SBuilderX - Add Map From Background dialog > Number of Tiles > 'Tick' radio button: "44 x 28 at Zoom = 20"

Click [OK] button, and follow any prompts that appear anywhere on screen within that same dialog above


Back in SBuilderX work-space, select all resulting downloaded imagery tiles, and compile your imagery BGL at maximum visual quality via:

SBuilderX Menu > File > BGL Compile ... > 'Check' "Photo Scenery" check-box > 'Click' [Compile] button


In P3Dv4.x Scenery Library GUI, add a new Area at the top layer position for the folder chain containing your new (LOD-20) imagery BGL

That BGL I have called it "SDGC_Mesh"

Ollie.
 
Just so that we keep our terminology accurate, and to avoid future errors in work-flow, it would be best to name the imagery BGL and any associated Top-folders / Scenery Library GUI Area layer names, as IMAGERY ...not "Mesh". :alert:

Ex: SDGC_MSVE_LOD-18_Imagery

The term 'Mesh' is best reserved for actual Terrain Mesh BGLs as described above for FTX and DSM / DTM 'mesh' BGLs. ;)


Note that I have purposely referred to the (LOD-18 ?) MS Virtual Earth imagery tiles you downloaded via SBuilderX.

I found that although the higher resolution LOD-20 Google tiles I had later suggested to you were sharper for use to draw polygon edges, the overall positioning of the GE imagery is "warped" due to that imagery having been captured "OFF-NADIR", so it will be best to proceed with the lower resolution MSVE imagery instead.

The MSVE imagery aligns better with the LiDAR DSM / DTM elevation data for placement of vertices within SBuilderX. :pushpin:

GaryGB
 
Last edited:
Back
Top