This may be long winded.....sorry.
I am working on some sloped runways now that it's available in P3D. I chose some airports with significant slope to practice on. It's going pretty well. The grass runways are much easier to get right, but with work hard surface runways are doing pretty well also.
While doing all of this I was dressing up the immediate area around a particular airport when I discovered that when assigning "Dirt" landclass to an area (ADE), the simulator returns a high-rise city, not dirt. It is the only one I have found that is obviously wrong. I went into the terrain.cfg file fully expecting to find the problem only to find that is appears OK. I am fully convinced this is not an ADE problem as it does perfectly with every other landclass I have used. I also double-checked the guide in the shapePolylist to ensure it was the same as the terrain.cfg file. It was. I went through terrain.cfg files all the way back to FSX and they are all the same for the "Dirt" landclass. In the .cfg the "DIRT" texture is properly identified, but the compilation doesn't return dirt. It returns a big city.
So...my question is this. How does FSX/P3D call the appropriate textures for a particular landclass? Is there some lookup table somewhere? How can I get "DIRT" to actually return the dirt texture?
I am working on some sloped runways now that it's available in P3D. I chose some airports with significant slope to practice on. It's going pretty well. The grass runways are much easier to get right, but with work hard surface runways are doing pretty well also.
While doing all of this I was dressing up the immediate area around a particular airport when I discovered that when assigning "Dirt" landclass to an area (ADE), the simulator returns a high-rise city, not dirt. It is the only one I have found that is obviously wrong. I went into the terrain.cfg file fully expecting to find the problem only to find that is appears OK. I am fully convinced this is not an ADE problem as it does perfectly with every other landclass I have used. I also double-checked the guide in the shapePolylist to ensure it was the same as the terrain.cfg file. It was. I went through terrain.cfg files all the way back to FSX and they are all the same for the "Dirt" landclass. In the .cfg the "DIRT" texture is properly identified, but the compilation doesn't return dirt. It returns a big city.
So...my question is this. How does FSX/P3D call the appropriate textures for a particular landclass? Is there some lookup table somewhere? How can I get "DIRT" to actually return the dirt texture?
