FSX SOLVED - Autogen for new land class poly type - How to?

dave hoeffgen

Resource contributor
#1
Hi there, I recently created a new type of land class polygon (experimental state ATM) by fiddling with the various parameters in the terrain.cfg and creating an according texture.
Then I opened the texture in annotator and randomly added a few buildings. When saving a file namend [texture name]an.agn was created. looked fine so far.

Sadly in FSX the newly created autogen didn't show up. Instead the area was full of trees.

Was that the wrong approach? What should I do?

Sadly there is nothing in the sdk docs that describes how to make autogen for new polygon types :(

Thanks in advance for any help.
 

dave hoeffgen

Resource contributor
#3
Hello:

Perhaps these links might prove informative ? :scratchch

https://www.google.com/#q=site:www.fsdeveloper.com+custom+land+class


Hope this helps ! :)

GaryGB
Thanks for the reply. Sadly the search results have nothing to do withthe actual problem. I already managed to add the terrain texture and it displays OK in the sim.
I was asking about the process of creating the autogen for this new texture as simply adding an agn file created with annotator doesn't seem to do the trick.
 

HolgerSandmann

Resource contributor
#4
Hi Dave,

as far as I know it's not possible to place autogen along with named custom textures. Thus, you're probably seeing the autogen trees from the underlying raster landclass.

However, you can pick one of the existing default texture sets and use your own texture and autogen for it; choose a suitable class from the landclass spreadsheet -- considering number of texture variants, seasonal variants, lightmap, and FSX Region you're in -- and proceed as discussed in this thread: http://www.fsdeveloper.com/forum/threads/custom-textures-for-landclass.19578/

Cheers, Holger
 

dave hoeffgen

Resource contributor
#5
So if I get this right I can simply override a landclass texture for my addon by placing accordingly named textures in my addon's texture folder?

The only problem will be to find the according texture names. They are a bit unfriendly. Is there a reference somewhere which texture files are for which landclass?
EDIT: I just noticed your resource Landclass Catalogue
 
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dave hoeffgen

Resource contributor
#6
I tried that one without success.
I copied the 029b texture set into my addon's texture folder and just wrote the file names into the images. That didn't show up.
What did work was replacing them but if I undid that the changes were gone again.

Anything else I have to do?

BTW the textures are referenced via a cvx file, not a landclass raster. May that be the cause?
 
#7
Hello:

Perhaps these links might prove informative ? :scratchch

https://www.google.com/#q=site:www.fsdeveloper.com+custom+land+class


Hope this helps ! :)

GaryGB
Hi Dave:

Google results vary within the USA and around the world, but on my computer, the 2nd hit is the one Holger cited:

http://www.fsdeveloper.com/forum/threads/custom-textures-for-landclass.19578/


...and the 1st one where Jim Robinson participates, would also be, IMHO, relevant to the process cited in your OP:

http://www.fsdeveloper.com/forum/threads/how-to-make-custom-landclass-tiles.434569/


Good Luck ! :)

GaryGB
 

dave hoeffgen

Resource contributor
#8
Hi Dave:

Google results vary within the USA and around the world, but on my computer, the 2nd hit is the one Holger cited:

http://www.fsdeveloper.com/forum/threads/custom-textures-for-landclass.19578/


...and the 1st one where Jim Robinson participates, would also be, IMHO, relevant to the process cited in your OP:

http://www.fsdeveloper.com/forum/threads/how-to-make-custom-landclass-tiles.434569/


Good Luck ! :)

GaryGB
Gary,

Please read my original post and review your replies.
It does not make sense to suggest me Google, that's what I did before posting anything.
Furthermore it doesn't make sense to post links to similar topics that have either been posted before or don't deal with my actual problem. Both applies to your most recent post.

So please leave the stage to the people who actually have a clue what the problem is and how to solve it.

Thanks
 

dave hoeffgen

Resource contributor
#9
Hi Dave,

as far as I know it's not possible to place autogen along with named custom textures. Thus, you're probably seeing the autogen trees from the underlying raster landclass.

However, you can pick one of the existing default texture sets and use your own texture and autogen for it; choose a suitable class from the landclass spreadsheet -- considering number of texture variants, seasonal variants, lightmap, and FSX Region you're in -- and proceed as discussed in this thread: http://www.fsdeveloper.com/forum/threads/custom-textures-for-landclass.19578/

Cheers, Holger
Thanks again for the tip. Now that I figured it out I got my own textures showing including autogen :)
 

HolgerSandmann

Resource contributor
#10
Hi Dave,

the additional caveat with landclass placed as polygons (CVX) is that the textures are loaded from the same folder as the one used by the locally active raster landclass. Thus, unless you have a local raster landclass placement file of your own, plus textures, in the same folder as the CVX file your current landclass polygons will continue to load the textures from \Scenery\World\texture. In other words, polygon landclass placement is directly tied to the active raster landclass base.

If you don't want to place your texture as raster landclass because you need to have the sharp boundaries of a landclass polygon file perhaps the work-around is to still place your new texture as raster landclass but then draw polygons around its outer edges, filled with the adjacent default landclass types, to cover up the unwanted areas; sort of like a negative of a polygon.

Alternatively, you could place your source texture as a photoreal bgl by setting up an appropriate .inf file and adding a blendmask as needed.

Cheers, Holger
 

dave hoeffgen

Resource contributor
#11
Hi Dave,

the additional caveat with landclass placed as polygons (CVX) is that the textures are loaded from the same folder as the one used by the locally active raster landclass. Thus, unless you have a local raster landclass placement file of your own, plus textures, in the same folder as the CVX file your current landclass polygons will continue to load the textures from \Scenery\World\texture. In other words, polygon landclass placement is directly tied to the active raster landclass base.

If you don't want to place your texture as raster landclass because you need to have the sharp boundaries of a landclass polygon file perhaps the work-around is to still place your new texture as raster landclass but then draw polygons around its outer edges, filled with the adjacent default landclass types, to cover up the unwanted areas; sort of like a negative of a polygon.

Alternatively, you could place your source texture as a photoreal bgl by setting up an appropriate .inf file and adding a blendmask as needed.

Cheers, Holger
Thanks, I think I'll figure it out somehow.
 
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