• 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.

Using SBuilderX with Prepar3D

The above screenshot shows raster compilation (photoreal). Traffic is vector (shp2vec). Also the above are not errors, they are warnings and will be ignored by resample. Are you selecting the lines before trying to compile them?
Yes i am otherwise you dont get the option to export p scenery or vector data
 
https://www.fsdeveloper.com/forum/threads/using-sbuilderx-with-prepar3d.443117/post-804662

Out of interest, can you use SBX to make roads with traffic? If so, are there any good tutorials?

[EDITED]

( I accidentally submitted my reply before I was done editing my post :duck:)


http://www.ptsim.com/forum/viewtopic.php?f=22&t=2388

Terrain Design for Flight Simulator X

This simple illustrated document explains the basic concepts in Flight Simulator X terrain, and how to change them using SBuilderX.

Make new water bodies, roads, vehicle traffic, airport flattens, remove autogen, add more detail - anybody can do it easily and quickly.

Download Terrain_Design_for_Flight_Simulator_X.zip from the link at PTSIM:

https://drive.google.com/uc?export=down ... zRYUXc4djQ

...or at AVSIM File Library:

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=141643



BTW: You may also wish to review these threads:

https://www.fsdeveloper.com/forum/threads/instant-scenery.442606/page-2

https://www.fsdeveloper.com/forum/threads/correct-a-part-of-a-road.442540/#post-796868

[END_EDIT]

GaryGB
 
Last edited:
Hi again:

See my edits above. ;)

I don't recall any width minimums for display / non-display of CVX vector roads with freeway traffic such as applies with BGLComp XML-based RWYs, Taxiways, etc., but it is an interesting and valid question.

Perhaps you might attach or link to an example FSX SDK-compiled example of CVX vector roads with freeway traffic for the area in question, so that those of us who do not yet have P3Dv4.x may test it and help with further determining whether there may be a difference in the behavior of CVX vector roads with freeway traffic in the P3Dv4.x SDK SHP2VEC BGL format ...compared to the FSX SP2 SDK SHP2VEC BGL format ? :scratchch

GaryGB
 
Last edited:
Hi Craig:

I attempted viewing the 56 Byte CVX_PROJECT.BGL file attached above with both the FSX SP2 and P3D Version 4.0.28.21686 SDK TMFViewer, and I tried decompiling it with Patrick Germain's CVXExtractor GUI; both were unable to process that file. :yikes:

What FSX or P3D SDK version was it compiled with ? :scratchch

GaryGB
 
Hi Craig:

You will need to keep ZIP backups of both FSX SP2 and P3D SDK compilers and their other required files in:

[SBuilderX install path]\SBuilderX315\Tools


Before you compile to a BGL, un-ZIP the compiler version to be used by SBuilderX for output into that folder path above.

SBuilderX Menu > Edit > FSX Settings > SBuilderX FSX Settings dialog shows the file path the compilers / files are kept in / loaded from.


GaryGB
 
Hi Craig:

You will need to keep ZIP backups of both FSX SP2 and P3D SDK compilers and their other required files in:

[SBuilderX install path]\SBuilderX315\Tools


Before you compile to a BGL, un-ZIP the compiler version to be used by SBuilderX for output into that folder path above.

SBuilderX Menu > Edit > FSX Settings > SBuilderX FSX Settings dialog shows the file path the compilers / files are kept in / loaded from.


GaryGB

All fixed, replaced the files in SBX with current SDK files, exported Vector and added the scenery = all good - thank you
 
Back
Top