To expand a bit, in FS9 it was possible to specify the width of a road line vector in the bgl code but in FSX you now have to specify a texture guid that references terrain.cfg, and in there the terrain id for the guid has a line StripWidthMeters which controls it. So if you want a custom width you need to define a new terrain.cfg entry for it (don't recommend editing the default one since that changes that road guid world-wide). Same thing for shorelines.
I appreciate the legwork Gary. I was just wondering if there was any specific tie between the GUID and the line, like a checksum or something, or if a person could just generate a random GUID like we did back when we were compiling FS9 models into FS9 object libraries?
Also, I assume a new entry in the terrain.cfg would require a corresponding edit to "lines.txt" in order for it to become available in SBuilder's list of available options?
I'll have a read. Probably will never make a real-life terrain.cfg edit actually but I'm killing time today and this looks like fun. Maybe I'll make a texture and see if I can add "Yellow Brick Road 2 Lanes Divided Median" as an option in SBuilder .
I was just wondering if there was any specific tie between the GUID and the line, like a checksum or something, or if a person could just generate a random GUID like we did back when we were compiling FS9 models into FS9 object libraries?
Hmmm... But then, I guess I'd also like to see 3D 'monkeys' modeled onto the buildings in downtown Burlington Vermont (as described in the wiki linked above) ...when John Cillis finishes his big FSX scenery project sometime in the future !
I have edited my post immediately above to more directly respond to your questions.
PS: Please forgive my indulgence in a bit of frivolity in the latter part of that post, as the hour was rather late at the end of a long day, and after the 'Muse' began inspiring comical images, I concluded it was indeed time to retire for the night !
Hope the info posted may still culminate in your further comprehension of that arcane subject matter !
Lol, frivolity is good Gary, the FS development world is entirely too serious IMHO . LMAO, and thanks again for the legwork. I became busy just after stating that I had idle time to kill so I haven't played with this yet, I'll have a read though, appreciate it .
Ironically I see this was an issue discovered in 2006 during FSX Beta. Holger Sandmann's post (mega post? ) in AUG 2007 was extremely informative but leaves me hanging. There was talk of developing a tool that I assume would be part of an installer application to install scenery that would make appropriate changes to terrain-cfg in a "neutral manner" - i.e. the changes wouldn't hurt anything else and would be automatically removed if the scenery was removed.
There was some initial work by tml in SEP 2007 - nothing since? I've checked the FSDeveloper downloads and Tools section of the Wiki - nothing jumps out. And the link fro SEP 2007 is raw C code.
I can only assume that since most of us snapped up the modified Terrain.cfg file by Richard Ludowise and Luis FÈliz-Tirado when it came out because it corrected the ugly "rocky rivers" - there hasn't been much of a call for it - yes? In other words, even scenery developers like myself didn't realize how much more it did beyond fixing a few rivers.
That said, I see that my ORBX scenery has made a bunch of entries into my terrain.cfg - and not in a "neutral manner" as I have no idea how to remove them - not that I'm complaining as I am unlikely to do so.
But still - the commercial folks have done it. Is there nothing out there us noncommercial folks to work with? It would be nice to post scenery on Avsim, Flightsim.com, etc. that the average flight simmer can use without being limited to the sparse choices for shorelines, fixed road widths, etc.