FSX | FSX-SE Scenery Design Forum - How To
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8363 topics in this forum
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Hi everyone,I have written a few scenery files in FS9 that work well, but have come across a problem I am hoping someone will know how to correct! After completing the shore scenery & AFCAD files for a water runway on lake, I tested the scenery/AFCAD with some test flightplans. I notice that even though I have stipulated in AFCAD that the runway is water, any amphibian planes always have their gear down & don't float - but rather the wheels sit on the surface of the water.Does anyone know how to make things work so that amphibians land, taxi & takeoff IN the water with their gear up?ThanksPeter
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hi, i've been using sbuilder with great success! it's an excellent program. i've been creating photo tiles effortlessly any they're appearing in fs2k4 fine and much clearer than resample.exe. unfortunately i've noticed gaps appearing between the lod13 cells of photo tiles when travelling away and towards the textures, they seem to be transparent and show the landclass underneath and disappear when the textures seemed to be loading higher mips.i remember reading about this a while back but a search revealed nothing, anyone come across this or have a solution?cheers mitch
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I have another beginner type question about photo terrain in Flight Simulator. I hope someone can help me please :-I have created my photo scenery from a few large images, and all seems to be working well. They line up perfectly with the standard scenery, so no problems there.I had 3 large images that I created the scenery from, which overlap a bit. Using resample I made scenery from them with 3 different inf files and this made 3 bgl files. I put all 3 bgls in the same scenery folder, and all the textures in the same texture folder. When I paste the textures into the same folder, some files already exist (not many) and I say yes to overwrite. I think this is because my s…
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Not sure if i put this in the right forum, but,,I've been attempting to combine several B& W aerial photos of my area to use as the texture to drape over the default mesh. (At least that's what i think i'm doing)I combined multiple Source entries in the inf file to make 1 bgl file.I used PhotoScenery maker and Terrabuilder and even the MSFS 04 SDK tools. The photos have combined well into one large photo texture. The only problem i can't solve is the blue"water" texture around the perimeter of the large photo texture(for lack of better terms)I'm aware that the outer edges of the photo which don't fill a terrain cell leave a black area, possibly an alpha channel, which…
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Hello,I'm looking for a consultant (paid position) who would know how to add a visible Pushback Truck to the existing Pushback utility used in my program, FS2Crew.Right now when you use FS2Crew's Pushback function, you can't see the Tug. I want to change that.Email: [email protected],Bryan
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I have been using Misty Fjords scenery for weeks now with non problem. One of the airports in the scenery , which is an add-on, is called Misty's Place . Everything worked well until two day's ao when I downloaded and installed some Key West scenery "keyw.zip" and installed. On that scenery, in the read-me , it said to load the Garrish Grey trees. I figured I would do that this weekend , because the instructions were pretty involved on the Tree files, and I didn't want to rush and do it incorrectly. Well as I taxied around Key West, I noticed that along the runway , there were these big wide white columns all over , and I attibuted that to the missing trees textures t…
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My State of West Virginia is in the process of a mapping program. The main reason is to establish street names and house numbers in small towns that only have a P.O. Box number. Color photographs are available for download. Each photo is 5000 x 5000 pixel at two feet per pixel. I have merged 4 wide by 5 high photographs, at about 5 by 5 minute sections and resized to as close as possable to 4.75 meter to pixel. I am making this larger KCKB area, because I live here. Others will probably only cover airport areas.My question are this:1. Most programs require omly N,S,E,W, coordinates. My photographs the coordinates are not the exactly the same same at each corner. Is there …
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Hi Arno,I am attaching a 'Bumpy' created file. The file appears to be excluding all the autogen around the airport. Would it be possible to have a look at the code to see why this is happening?ThanksShez
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A while ago I read something about an utility called tmfdecompress. It was supposedly possible to decompress Worldlc.bgl file (in particular) and save it as an image.I need to do just that, I'd like to be able to visually edit the Worldlc.bgl file in an image editor (since all the landclass entries are byte values, this would be a simple 8-bit image, although rather large) and then save it back to bgl. Is that possible in any of the wide variety of tools we have at our disposal? Essentially, I need a tool just like MS's TMFViewer, except with the ability to edit and save.Conversely, if anyone knows the format of worldlc.bgl, I'd be willing to give it a go.
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Working on two large-scale water sceneries. The default bridges are a nuisance. I have been systematically going through and making excludes, but then the thought occured to me - what about a patched bgl?1.) Is it possible to patch out the relevant LOD8's from BR9*.bgl using Jim Keir's bgl patching utility? Anyone care to walk me through?2.) Is there a better way to get rid of those bridges en masse that I'm failing to see...Thanks!sg
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Okay, made some major strides in deciphering the .agn file format last night. For buildings inserted in Annotator that are aligned vertically and horizontally, I am now able to fully recreate their locations relative to my image in my new autogen editing program. I ran into a major roadblock however when those buildings have been drawn at an angle. The starting point of the rectangle is easily identified, the sine and cosine of the angle the user chooses to go from point 1 to point 2 is easily read from the agn file, and the final two byte sets that supposedly contain the point 3 coordinates or offsets are also easily read. Here's the information I'm missing though. …
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I am working on project for a bud and want to try to make it a lot easier. What I want to do is make 1 complete airfiled. then place it at many different locations. The programs being used are afcad, fssc,rwy12 and ground 2k4. If anybody knows a way to do this it would help me a whole lot. :-zhelp
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I am trying to exclude 3rd party objects (no access to their source code) which have been compiled with enormous visibility ranges.My only idea so far is to use a traditional SCASM exclude but it would need to be wrapped inside a conditional variable, so the result is that the exclude only goes into effect at a given distance. Since there is no Area or Refpoint code within excludes I wonder if this is possible at all. Or perhaps there is a whole different approach for letting the 3rd party objects disappear at a given distance?
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I went to the site in the manuel and tryed to order a registeration number. It won't enter the product in the cart. I don't speak Spanish or Portiguese and can't complete their form to go to the forum and it wont post without that.How in the cathair do you obtain registration of this product?I came here to ask because I know that Lous comes here sometimes.ThanksJoe W
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Hi there,I recently created a bridge with Gmax 1.2 for FS9.Everything seemed to be fine, execpt for some other scenery beeing influenced, which however is more than300m away from my scenery. There is absolute no geometryin that area.As Gmax doesn't offer any control about scenery-exclusion(as far as I know),how can I find out what had been excluded automaticallyand how can it be modified.Any help will be appreciated.Regards,Papa
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I'm looking for a good tutorial to learn how to make an Airport with Gmax. I know how to make the pieces in Gmax I just would like to learn how to put them Together. Like how to make a runway or how to put the airport into place. I've searched the forums but I only found suggestions and not really a full length tutorial for Gmax. Thanks in Advance
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Am working through this very helpful tutorial.As in the first steps of the tutorial, I want to take a top-down screenshot of my area in FS2004 and then add a map (obtained from the internet) that contains the greater detail I want to build in the scenry. What tool do I use to put the two images together before loading into Ground2K4? I tried Paint, but couldn't find a way to stretch the map to fit the coordinates of the screenshot. Any help appreciated,Joe
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Hi guys.Got a strange little problem with Ground 2k4 v5.4 in FS9 I was hoping you might be able to shed some light on.When it comes to creating a line (road or stream), the interface fails to show a list of line polys. Either the VTP Line/Shore window is empty or the list displays with faint grey text that is unresponsive to mouse clicks. The problem is not specific to any particular project. I first noticed it happening intermittently, but now it's permanent.Any ideas'd be appreciated.Cheers,Matthew.
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Hello everyone,What would be the easiest way of turning water surface into land, on a large scale? For instance if I wanted to "dry up" entire lakes? Thanks in advance,
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I have not been able to get Mr. Knobloch's gridgenerator to work in FS9. FS9 crashes when loading a flight containing the grid .BGL. I create the .ASM and then use my existing copy of BGLC.exe to create the BGL. I noticed that the program predates FS9 and I wonder if it works with FS9. It is still recommended in the Beginner's Tutorial, so I am wondering if there is a solution. Joe
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Hi Folks I lost AutoAsm and can't find it.Can someone point me to it or mail it here:halfdanabrahamsen@ SPAMMERSDIE yahoo.com(Remove the bold statement to send ;)Thanks in advance!-halfdan
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Hi, Seeing as I've only ever used resample.exe at the cmd prompt, I'm quite lost when it comes to the other alternatives for creating large photoscenery areas. Arno's comments in another thread of mine got me excited at the prospect of having roads and different waterclass textures in and around my photoreal project. I've downloaded the tutorial and read the help for ground2k4 but I think I'm missing something basic. I can create VTP2 custom textured polys OK but am lost on how to create large areas of photoreal, eg a LOD8 area.I'm new to ground2k4! Be nice :)CheersMitch
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Hi thereMy question first, without further ado --> it's a newbie question, but with a twist ;-)Will scenery made with gmax 1.2 exported originally into FS2002 run on FS2004?For several reasons, I can only run FS2002 on my laptop. If I make scenery, can you guys with FS2004 use it? (well, that's the plan - I'm not making scenery for myself...)My planned procedure:The gmax project is exported into one or several bgl, put in a folder with Texture and Scenery subfolders and imported into FS through the scenery.cfg...Does anybody see an issue with this?Is there a better way? FS2002 doesn't support xml sceneries, hence "old school" bgls seem to be the lowest common denominat…
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I'm working on a project with a couple of old-style FS2002 spotlights shining down on the ground using the light_land material in the FS2002 MakeMDL. However, in testing them the cone of light coming from them is squashed in an odd way on the ground. I went back to KRDG that I created using the same method and discovered that the lights there were strange looking on the ground as well, and I know they used to look just fine. So then I got to thinking maybe the texture that the effect used as a mask for lighting was replaced by one of the environment texture packs I've installed, but darned if I can figure out which one it is. Has anyone ever isolated which bitmap(s) are i…
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