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I was wanting to use custom shoreline textures in SBuilderX for my Vancouver Island project. So I did a quick test with Saturna Island and used the default FSX Shorelines Generic Ocean and the compiled bgl was 4.0KB in size and worked just fine in FSX.
Next up was using a custom shoreline from a popular payware package (just for testing purposes mind you) and the compiled bgl was only 56 bytes and didn't work at all in FSX. Working with the Shp2Vec tool directly I noticed an error was generated. I went back to the default shoreline and compiled then looked in the Tools\Shapes folder and changed the GUID in the .dbf file with a hex editor, then used the Shp2Vec tool directly. The file compiled fine and in FSX the coastline looked just as good as it did in the payware package I purloined it from.
Note that I modified the terrain.cfg in the FSX folder and the lines.txt in the SBuilderX\Tools folder to accommodate the custom texture, but although I was able to select and assign the custom texture in SBuilderX the program couldn't generate a valid .dbf file for the Shp2Vec tool.
Is the only way to work with custom textures in SBuilderX involve manually editing the .dbf file?
Next up was using a custom shoreline from a popular payware package (just for testing purposes mind you) and the compiled bgl was only 56 bytes and didn't work at all in FSX. Working with the Shp2Vec tool directly I noticed an error was generated. I went back to the default shoreline and compiled then looked in the Tools\Shapes folder and changed the GUID in the .dbf file with a hex editor, then used the Shp2Vec tool directly. The file compiled fine and in FSX the coastline looked just as good as it did in the payware package I purloined it from.
Note that I modified the terrain.cfg in the FSX folder and the lines.txt in the SBuilderX\Tools folder to accommodate the custom texture, but although I was able to select and assign the custom texture in SBuilderX the program couldn't generate a valid .dbf file for the Shp2Vec tool.
Is the only way to work with custom textures in SBuilderX involve manually editing the .dbf file?