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Surface Painted Taxiway Direction Signs

Messages
115
Country
us-tennessee
Okay, I referred to the manual (Surprise) and noted

ADE_GP employs two working texture folders

Textures_Dpy contains a 24-bit version of each texture in the folder
Textures.

Place a copy of the DXT or 32-bit version of the texture in the Textures
folder and a 24-bit texture showing whatever you want to see in the editor in the Textures_Dpy
folder. (See the two versions of gp_PatternedLines or gp_Patterns for examples.) If your texture


As noted below:
I placed the stock dds texture from the scenery/texture folder as is in the C:\MSFS\FS Design Tools\Airport Design Editor 179 Test\Textures folder.



If you wish to use .dds textures with FSX or P3D, you may do so by making .dds versions of the
textures in the Textures folder (where required) and saving them there in addition to, or in place
of, the .bmp textures. To propagate the .dds textures to any existing airport using .bmp textures,
simply recompile the airport(s). However, you'll have to delete the previously-existing .bmp
textures from the airport's \textures subfolder by hand.

I also noted this statement
If you place a ground poly at a location that has not been flattened or that
has been flattened to other than the reference point elevation, the poly will not be
visible if/where the elevation of the ground is higher than the reference point, or it
will be "floating" if ground is lower.


Now I manged to get a flickering 22 the in my first attempt. I feel that there is one small item that is not quite right and preventing visible numbers/
Line #19 and #25 refer to a red sign. Is that maybe the issue here?
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Messages
115
Country
us-tennessee
I wanted to add additional info here as to the textures files I used and their location and format. I hope these are in correct format and location.

Capture.JPG



Is this a 32 bit copy and suppose to be?
Capture1.JPG
 
Messages
115
Country
us-tennessee
Also try overhead view in FS and go up a ways.

I wonder how I could find that version and also would reverting cause issues in other areas?



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Messages
115
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us-tennessee
Eureka!!! I didn't have the red sign texture in my scenery texture folder. Now maybe I can add the other markers. When I zoom in closer the signs will flicker, but as I zoom out a little they don't flicker.

The corners need to be trued up a little (90 degrees) So I guess I open the AD4 file and fine tune the corners in the GP mode eh?

At ground lever it flickers really bad, in fact, at ground level they are almost completely invisible unless I zoom up in altitude. Wish I new the fix for that.

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tgibson

Resource contributor
Messages
10,713
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us-california
No, you true up the rectangle shape in ADE (green squares), not in ADE-GP Editor. Then go into ADE-GP, press Reset and remap the new shape.
 
Messages
115
Country
us-tennessee
Solved the flickering.

In P3D V5.3, if I change the texture resolution setting from 30cm to 60 cm that stopped the flickers at ground level, Sweet


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Messages
115
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us-tennessee
No, you true up the rectangle shape in ADE (green squares), not in ADE-GP Editor. Then go into ADE-GP, press Reset and remap the new shape.
That's what I suspected and that worked. Thanks for all your help and patience - I think I have learned the method of the madness.
1661713195320.gif



Now on to marking the other areas of the runway.

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115
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us-tennessee
I'd like to know how you can make the vertices move independently of the other three when I want to move one of the corners to make it more square.
I had clicked on one of the buttons in the editor and some how I was able to move any one of the lines (vertices) independently. As you can see, I am
attempting to "square up" around the "4". If I use select all - then one of the buttons to the left and right of the select all become active thus
I am unable to move one of the vertices (green boxes) independently of the others. In other words, how do I unlock the vertices to facilitate
independent movement on the lines?

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Messages
383
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unitedkingdom
I think you have to do it in ADE, not in the GP Editor. To get it square, I'd use a helper shape to aid you in getting the vertices in the right place. I don't think there's a more accurate way of doing it.
 

tgibson

Resource contributor
Messages
10,713
Country
us-california
To get the mapping square (not the polygon itself, that is done in ADE) you click on the leftmost button (Drag all directions). Click on one of the green vertices and it will turn red. Then move it into place.
 
Messages
26
Country
us-northcarolina
Also try overhead view in FS and go up a ways.

Not to hijack...but i have created and placed new runway numbers. I only see them when I zoom way out in overhead view. Saw you mentioned that. Can I ask...what is that telling me i missed?
 

tgibson

Resource contributor
Messages
10,713
Country
us-california
Are you using P3Dv5? Others have reported problems with ground polygons, perhaps due to the fact that airports are no longer flat, a requirement for ground polygons.
 
Messages
26
Country
us-northcarolina
no...just started foolin with FSX scenery.
Edit...
BTW. I have tried both White textured GPs (White not showing!) and square GPs with a complete texture (DTX5 in all appropriate folders). Both on top of a runway and an Apron.
Seems same effect. Only shows at this altitude. Last compile it rotated the "32". Ill work on that next. :rolleyes:
 

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tgibson

Resource contributor
Messages
10,713
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us-california
Have you tried any other choices you may have when you do an airport compile? A GP dialog box should pop up. The second radio button down fixes these things for me sometimes.
 
Messages
26
Country
us-northcarolina
Well...that did it!
Had been using second choice in the dialog box, (local elevation). Switched to the first choice, (ARP elevation) and...Success! No idea why that worked, but it did!

Many thanks! Looks great!👍
 
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