FSX | FSX-SE Scenery Design Forum - How To
A designer of scenery for FSX /FSX-SE? Have questions? Look here for answers or discuss with your fellow scenery designers. AVSIM has many experts in scenery design.
8363 topics in this forum
-
I hope someone can help me figure out why the wakes on the ships in the addon package named coastalship1.zip (here at Avsim) do not display. All I get is the white rectangle which suggests a missing texture.This is a FS2002 addon that worked well for me in FS2004 until I did a clean reinstall of FS2004. The ships display properly but not the wakes. A fellow simmer tells me they do not display in FS2002 now either.There are three wake texture files in the package and I have tried everything I can think of to no avail.This package is reommended by Holger in his Glacier Mesh add-on and I am positive I had it working properly before.Any ideas? There is a thread about this …
-
What is there beside *.agn files that controls the placement and type of autogen objects? I have removed some of the agn files and yet I still have trees displayed in unwanted places :)Thanks,Misho
-
Greetings All..Is there a list around that says what scenery file has what airport in it using the default scenery? If not, with the amount of files i'm going through at the moment I may as well make one! Can someone point me in the right direction? What file is England in? AP*****.bgl?Horgy
-
- 2 replies
- 724 views
-
-
Hello all, Having come up against a brick wall with AutoAsm dynamic objects (see my other post!) I thought I would try making some better dynamic traffic objects. I've added illuminated headlights for the cars and that works pretty well. In gmax I simply added a flat plane in front of the car and mapped the headlight effect onto it, using the -LM night texture. The day texture sets the plane to transparent, so it's invisible in daytime. Unfortunately, although it's invisible it still casts a shadow, which looks rather odd. Is there any way to suppress shadows for part of the model? Many thanks. Best regards, Chris
-
- 21 replies
- 1.7k views
-
-
Does anyone use Traffic Toolbox SDK, for MSFS? If so, you know that you use "TrafficDatabaseBuilder.exe" to create/change the traffic parameters. But every time I click on "TrafficDatabaseBuilder.exe" nothing will come up. Command lines are supposed to appear. Can anyone help me? ;-)Sincerely,B. Glass
-
Hallo,Anybody there, who has sample ASM files for CFS1 scenery.I'm looking for the syntax of the TILED_ELEVATION_MAP command,especially how to add the elevation list.Same for the TILED_CLASSIFICATION_ELEVATION_MAP, how to implement elevation and textures.hermann
-
- 1 reply
- 834 views
-
-
There are several good apps here to create and modify terrain, airplanes, etc. But I have only been doing this for 2 weeks and I am tired of searching, testing, deleting apps that do only one thing, and many times badly.With so many fans of FS and many developers (home based or pro) also here, why can't we get together to create a solid set of apps which will help all of us and new fans to come to do what we like to do better?I manage development teams and have servers in hand if this helps. Now I will only offer my time and space if I get at least enough good developers to create an open source app. Here is what I would like to see if people would agree:One suite that ha…
-
Hi,Is there anything new about converting FSDS files to Gmax?The CVA Converter is one step in this direction but often it doesn't work as it should and it is not possible to export/import the texture coordinates as well. :(Sasa
-
- 1 reply
- 744 views
-
-
Hello guys,I am planning to add some library airport objects to the default scenery.How can I set the coordinates that they do not show :eg N52 16.50 ,but N52 16.50 xxxxx In a circle of 10-15 m the coordinates are the same and that is not precise enough to put a pushbacktruck in fornt of the gear.Thanks in adavance,Gerard SaldenTeam Wideview
-
Thought I would ask the experts of this fine forum about a few issues I seem to be having.1. With ground2k4 I have drawn the path I want my river to follow BUT it just tosses water in the entire square. I have assigned both a water AND a landclass but still the same result. Here are 4 pics to show you...http://www.projectopensky.com/gary/mdn/fsscr000.jpghttp://www.projectopensky.com/gary/mdn/fsscr001.jpghttp://www.projectopensky.com/gary/mdn/fsscr003.jpghttp://www.projectopensky.com/gary/mdn/fsscr004.jpgNow for issue 2.These dang lines in my ground polys, In gmax I have made for certain they are 100% perfectly aligned and I STILL get these seams. some are darker than ot…
-
- 2 replies
- 633 views
-
-
Ok, so...I have built a hangar, export it with HDG 000 from GMAX...In Gmax, I have the object centered and how I want it exported...I put it in the sim, the object's HDG is off from what it should be...it's not even 000! So, I try to enter the heading of what the front of the building she be looking towards...it changes the objects orientation in FS, but, the HDG is NOT what I typed in for the export...any ideas?I am using the 2k2 SDK in Gmax, as I like its export options better...for some reason with the 2k4 SDK it does not keep my objects scale, which becomes a pain!Thanks for any help.
-
- 3 replies
- 934 views
-
-
Hello all! Help yet again!Anyone have an easy way of telling how to make a solid surface for my runways that I make in GMax? I know ARNO had made the program Bumpy, and I want basically what bumpy does, but don't know how to do this...can AFCAD or Airport for Windows do it?
-
- 1 reply
- 796 views
-
-
How can I take a look at the default ground textures in FS and possibly make some modifications to them?
-
- 1 reply
- 735 views
-
-
Ok, so...I have tried to flatten an airport with FSTflatten. Seems to work except for one problem...the flattened area is sunk below the surface at about 50-100 ft. beneath my normal custom scenery. In FS before flattening it says the runway is at 100.7 ft, so this is what I enter and convert to meters in FSTflatten. Am I doing something wrong? Must be?Is there an easier way to go about flattening?
-
- 1 reply
- 1.2k views
-
-
Does anyone know what controls the display/color of the very-far scenery? If you are in a map mode (SHIFT-SQUAREBRACKET), if zoomed out sufficiently, there is scenery directly below your position displayed using the current textures. Then, at some distance, there is a "pseudo" scenery. This scenery looks as if it is only a single, overall color of the landclass element, with a bit of a blur added. If you zoom out further, you'd get the map of the Earth, which is a 2-piece texture.I radically changed the color of some of the stock ground landclass textures (as an experiment), but now, when far in the distance (or in the map mode), the color of the "very far" texture is dra…
-
- 3 replies
- 946 views
-
-
Hi,I am texturing an apron (in Airport for Windows 2.6) and I see that the beton plates are not aligned with the apron border. As I cannot rotate the texture to the right heading, I assume that I must use another way such as GMAX to do the job. Texturing a plane... but how to scale so that the image doesn't deform (has the right resolution)?As this apron texture has also a night texture (xyz_LM bitmap): simply put this file in de texture map ?And that's not all...Have to draw taxilines (also with night texture). I think it is best to do it with PSP... and what about the dimension of the apron ? Or can I draw a taxiline in GMAX ? ... with arc setting for the corners ? Apro…
-
Is there a way to just ecxlude the rail lines, I think they suck and would just rather not see them.Hornit
-
The project I'm working in is going well, with one exception - the AI. All the AI come in waaay too high and overshoot the runway, causing a go-around every single time. Also, there is a mountain on one side and often the tower will direct an aircraft to fly a traffic pattern that sends it straight into the side of the mountain. Is there any way to lower the height of the approaches and make the tower only directs traffic to fly a right-hand pattern?All my AI works fine on other airports, so I'm sure this is an airport problem rather than an AI one.Oh yes, and its visual approaches only - no ILS.
-
- 1 reply
- 918 views
-
-
HalloI've created an Airport and still there is plenty to do. What would support me a little bit are some macros. Some vehicels like pushback/fuel trucks, airport busses etc. would make my Airport look more real. Has anyone got an idea if some good GMAX macros are available?ThanksJ
-
Hello,I am curious to know if the absolute position of a unique VFR texture can be obtained without access to the simulator environmean. Basically, is it possible from the filename/texture/bgl to work out the long/lat of all pixels on the texture. This is mainly so that I can develop an object placer program that does not require access to FS.Thanks for any help,
-
- 1 reply
- 632 views
-
-
I can use imagetool to look at and edit the mipmaps in any texture but I cannot figure out how to restore them for use...has anyone successfully done so? One could easily determine at what distance the system flips to a different mip....then I might have a chance of getting rid of Moire effects from my textures with brickwork by blurring the right ones......I am searching the forums but so far I haven't succeeded....
-
- 6 replies
- 1.2k views
-
-
Hello all, I've been adding a major new feature to AutoAsm: dynamic objects that move along VTP lines. This can be used to create moving road traffic on VTP roads. Here are a few screen shots: http://www.kline.demon.co.uk/dyn_2.jpg http://www.kline.demon.co.uk/dyn_3.jpg http://www.kline.demon.co.uk/dyn_7.jpg These are simple test objects, but the manual will include instructions on how to create new dynamic object libraries using gmax and fsregen. Settings for dynamic objects are density (number of objects per VTP line), speed, offset from line centre, on RH or LH side of road and direction. You can also set altitude, so you can create dynamic aircraft flying at cons…
-
With the release of Ultimate Terrain and with it finally the realization of widespread, accurate water and road features, yet another limitation of FS9 comes to light. All of the custom static scenery objects (such as downtown buildings, stadiums, bridges, dams, etc) in FS9 were placed according to the default terrain- which was inaccurate. Since the UT terrain has now shifted the terrain to accurate, real-world locations, these static FS9 objects are drawn incorrectly (buildings in the water, bridges sprouting off of cliffs and ending in water, etc).The developer of UT (While proving top-class support for this product) has said that moving such objects at this time was…
-
- 6 replies
- 2.5k views
-
-
How do I make my own ground textures like in FLY TAMPA's payware sceneies?Thanks,Robby
-
- 5 replies
- 1.4k views
-
-
I've been tempted many times through the history of MSFS to design scenery for it, and tried off and on to do it. Unfortunately I've usually been stopped by getting stuck due to not understanding something, running into a bug or something unsupported in the software I chose, or just having to wait too long for an update/bug fix. Anyway here's what I'd like to do:I would like to make scenery for the Bahamas. I would like to use a combination of Photoscenery, mesh (probably SRTM data), vector, and Landclass/Autogen scenery.From reading the very good "Sticky Note" at the top of this forum, and browsing others I am sure I'm not going to find a complete solution in one packag…
-
- 2 replies
- 791 views
-