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Smooth surface?

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unitedstates
Does anyone know how to make the ground smooth in XML format? I've got all of the coordinates for the ground polys (aprons & taxiways), I just need to figure out how to get it into XML code to generate the smooth surfaces. I couldn't seem to find any other threads dealing with this problem.
 
Hi Lance,

Thanks for the tips. :) It's not the ground being flat what the problem is, the aircraft doesn't roll smooth on it, and the dust comes up behind it. Basically, I just need to change the surface type for a specific area. Can you use .shp files for that also?


Allan
 
Any terrain mesh is rarely going to be perfectly smooth. You could make a custom mesh for the area that is flat, but even then I think you'd get bounces with aircraft taxiing across.

But you could use what I call a "transparent flatten". There is one type of shp2vec style flatten that does not display a poly, and does not mask the autogen. All it does is flatten to the elevation you specify.

I don't know the GUID, but in FSX_KML it is tagged as:
Airport_Backgrounds_Flatten
or
Airport_Backgrounds_Flatten_ExcludeAutogen

...if you want the autogen excluded out.

I use FSX_KML for such things.

And to not get dust...I think even the green grass flatten polys kick up the dirt. There are other polys, like Cement, that may not kick up the dust but I have not experimented with that particular property at all.
 
I think you're misunderstanding what I need to accomplish here. Currently, the ground is 'flat', I don't need to flatten it anymore. The problem which remains is, it's not 'smooth' like the default aprons and taxiways; dust comes up behind the aircraft, and is extremely bumpy like taxiing in the grass on the default airports. Basically, I need to change the property of the specified areas for my ground polys to match that of the default aprons/taxiways. I need to change the 'surface' from grass to concrete, not the landclass.


Allan
 
Last edited:
I think you're misunderstanding what I need to accomplish here. Currently, the ground is 'flat', I don't need to flatten it anymore. The problem which remains is, it's not 'smooth' like the default aprons and taxiways; dust comes up behind the aircraft, and is extremely bumpy like taxiing in the grass on the default airports. Basically, I need to change the property of the specified areas for my ground polys to match that of the default aprons/taxiways. I need to change the 'surface' from grass to concrete, not the landclass.


Allan

As I stated:

"And to not get dust...I think even the green grass flatten polys kick up the dirt. There are other polys, like Cement, that may not kick up the dust but I have not experimented with that particular property at all."

-----

What I was getting at was to experiment with the various GUID'ed shp2vec polys to see if any of them won't kick up the dust and will be perfectly smooth.

The best way I know to do that, is to use FSX_KML to test each GUID'ed polys in succession.

You can use the tag, LandclassPoly_Cement for a polygon for example, and then taxi your a/c across it, and see if it is bumpy and kicks up the dirt/dust.
 
Those are landclass polys and have nothing to do with making a surface 'hard'. All they do is, place a texture in a given area; it has nothing to do with defining the surface.


Allan
 
Forgive me if I am being dense or obtuse. :)

You asked two questions, as I understand it:

1) how to prevent "dust/dirt" from being kicked up by a/c wheels
and,
2) "smoothing" a surface that is bumpy
 
No, I think I didn't ask correctly. :) The ground is already "smooth", I just need to harden it like the default runways/taxiways.


Allan
 
You have stated that you already have the "airport taxiways and aprons". To me this implies that you are building an airport. Is this correct?

Am I correct in stating that you are trying to harden the surface underneath your taxiways and aprons?
 
Another side of this issue is with custom ground textures in FSX. In FS2004, you could put down a photo polygon, which would cover up the default runways, taxiways etc, but still define the surface underneath in AFCAD2 or similar. In FSX, the 'official' method (you can see what a FSX-compliant airport would look like if you have Acceleration -- take a look at Edwards AFB) entails putting default runways, taxiways and tarmacs on top of a 'resampled' high resolution image. It would be nice if we could define the surface underneath the image as the actual surface without putting a big ugly default poly on top.
I think I'll end up with a combination of old and new -- using a high resolution background image ala Resample, then FSX-style facilities on top, then old FS2002-style ground polys to cover the default bits. Not elegant, but should work until FS11. We have until then to convince MS to give us a way to easily place custom runway etc textures.
 
You have stated that you already have the "airport taxiways and aprons". To me this implies that you are building an airport. Is this correct?

Am I correct in stating that you are trying to harden the surface underneath your taxiways and aprons?

Yeah, but now I'm faced with another challenge... LOL! My ground polys aren't rotated to the correct heading. I put another post up in the Gmax forum concerning it, but haven't got an answer about that yet.

That's exactly I'm trying to do is, harden the surface beneath my ground polys.



Allan
 
Another side of this issue is with custom ground textures in FSX. In FS2004, you could put down a photo polygon, which would cover up the default runways, taxiways etc, but still define the surface underneath in AFCAD2 or similar. In FSX, the 'official' method (you can see what a FSX-compliant airport would look like if you have Acceleration -- take a look at Edwards AFB) entails putting default runways, taxiways and tarmacs on top of a 'resampled' high resolution image. It would be nice if we could define the surface underneath the image as the actual surface without putting a big ugly default poly on top.
I think I'll end up with a combination of old and new -- using a high resolution background image ala Resample, then FSX-style facilities on top, then old FS2002-style ground polys to cover the default bits. Not elegant, but should work until FS11. We have until then to convince MS to give us a way to easily place custom runway etc textures.

That's what I thought, but I wasn't too certain. It seems what I may have to do is, define the surface in AFCAD, then place my ground polys on top of those. It's not difficult to do. I'm able to calculate the exact lat/lon per vertex so it will be a carbon copy of my ground polys. Just may take a while. :(


Allan
 
That's exactly I'm trying to do is, harden the surface beneath my ground polys.

Allan

I thought that's what you were saying in the first post.

You need to do what I said in Post #4 in this thread.

You need to use FSX_KML or SBuilderX to do harden underneath your custom ground polys.

Essentially you are making ADDITIONAL Shp2Vec polys, that have the hardness, that will lie underneath your custom polys.

In FSX_KML the proper tag to use is Airport_Backgrounds_Flatten_Exclude_AutoGen

..

That's all there is to it.
 
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