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I thought I'd show some pics of my current project which started with a request over at flightsim.com. This is X40 Inverness, Florida, more recently known as KINF. I got some imagery off the nat'l map server and next thing I knew I had a rough photoreal down in the sim. I thought I would do up a quick afcad, put down some generic buildings, maybe some color corrections to the PR and be done with it in a week. ...then I had a look around in google streets, arrgghh! I had a few buildings that just didn't fit... Well anyway, I am drawing the line with the groundpoly, nope, I'm doing afcad runways, taxiways, and aprons. I can bed them into the PR a bit and make them look pretty good, part of the problem is I'm building this for FSX and P3D2 in tandem so since I want to show off P3D2's new shadow system it will be a "shadows on" airport for FSX as well. Object shadows flicker terribly on groundpolys that use the no autogen supression tweak in FSX so I decided to keep it simple and focus on the PR instead. The airport was grossly misplaced in default FSX/P3D2 so I had to move it about a mile, thankfully the airport reference point was in approximately the correct position so I didn't have to fiddle with that, it did however require an elevation adjustment and therefore an ADE stub .bgl in the Scenery\World\Scenery folder. This project commenced on roughly Feb 20th so I've got about 2 months into it so far.
I have automated all the compiling tasks with batch files so I can build for FSX and P3D2 from the same source files at the same time. Whenever I export a .mdl and need to update the LIB .bgl I double click the batch file which compiles P3D models with the P3D compiler and FSX models with the FSX compiler and then sends the respective .bgls to the correct scenery folder. Same with textures, the PR, autogen, I even swapped out the P3D2 version of shp2vec into the SbuilderX/Tools folder to compile the vector airport background and flattens. The P3D2 version of this scenery is 100% P3D2 native,the only compromise (which really isn't a compromise) is I'm using gmax and exporting with the FSX gamepack, I am however using Arno's MCX to export an additional P3D2 version of each .mdl for use in the P3D2 version of the LIB .bgl. Automation rocks when you're old and losing your mind, there's no way in h*ll I'd ever get all this compiling right if I had to do it manually!
This fits into FTX Global with the color matching and all. The autogen tree textures you see in these shots are a set of residual Orbx tree textures from having NA active in FTXCentral, so slightly different than default. I went through my FSX screenshots folder but all I had were top down shots of buildings with occlusions sticking out farther than they should have been (construction screenshots) so these are all from P3D2 so far.












I believe I'll call it "Donationware", or more correctly "freeware with a donation button" as no donation will be required. If folks spam the donation button moderately I will make more airports like this, if not then I'm happy to spend my free time learning to fly the PMDG 777 instead
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Timeline: probably about a month yet.
Thanks for looking!
Jim
I have automated all the compiling tasks with batch files so I can build for FSX and P3D2 from the same source files at the same time. Whenever I export a .mdl and need to update the LIB .bgl I double click the batch file which compiles P3D models with the P3D compiler and FSX models with the FSX compiler and then sends the respective .bgls to the correct scenery folder. Same with textures, the PR, autogen, I even swapped out the P3D2 version of shp2vec into the SbuilderX/Tools folder to compile the vector airport background and flattens. The P3D2 version of this scenery is 100% P3D2 native,the only compromise (which really isn't a compromise) is I'm using gmax and exporting with the FSX gamepack, I am however using Arno's MCX to export an additional P3D2 version of each .mdl for use in the P3D2 version of the LIB .bgl. Automation rocks when you're old and losing your mind, there's no way in h*ll I'd ever get all this compiling right if I had to do it manually!
This fits into FTX Global with the color matching and all. The autogen tree textures you see in these shots are a set of residual Orbx tree textures from having NA active in FTXCentral, so slightly different than default. I went through my FSX screenshots folder but all I had were top down shots of buildings with occlusions sticking out farther than they should have been (construction screenshots) so these are all from P3D2 so far.












I believe I'll call it "Donationware", or more correctly "freeware with a donation button" as no donation will be required. If folks spam the donation button moderately I will make more airports like this, if not then I'm happy to spend my free time learning to fly the PMDG 777 instead

Timeline: probably about a month yet.
Thanks for looking!
Jim