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
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I know this is dumb, but it has been very long time...How on earth do you move you viewpoint in on of the XYZ windows???I am zoomed in and do not want to move the part, only the view!Argghhh! Keyboard commands do not list it. :(
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Can one of the "guru"s here take a look at this airport and tell me what I need to do to fix it? The runways, or at least part of them are underwater.I've tried FSFlatten and AFCAD, but I didn't seem to get the results I expected. Is it because I'm in the water? Maybe I just goofed it up?Sign me a confused painter...Bill Browning
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Hello Guys,I'm wondering how to put a large part of BGLC-code (ASM) into a comment. In my file I would have to insert hundrets of ";" for every line. I don't believe that this could be the solution.The two other well known possibilities "" or "/* COMMENT */" don't work in BGLC. Is there anyone who knows which syntax is supported by BGLC?ThanksSascha
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Hi Guys,I don't know if someone has already posted this link:http://learn.arc.nasa.gov/worldwind/features.htmlIt's a new NASA program that collects Terrabytes of Satellite pictures from the net. Should be especially interesting for scenery designers who want to create some REAL bush flying sceneries (not Alaska or other of such developed areas... ;))Sasa
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I hope this doesn't seem too stupid a question for the scenery gurus, but I have installed some photoreal scenery and I want to change the colour of the water in some estuaries from what I think is an unnatural green to a darker blue/grey.I have viewed the textures having read them in using DXTBMP and saving them in a temp area, but I don't really want to have to change the textures pixel by pixel.I presume that waterclass route is not the right approach.Any ideas would be welcome.David
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I need to move a couple of default TV towers to another location. How would I accomplish this?
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I am having trouble with simulating a TACAN, i.e. VOR without NAV only DME. The XML code I am trying is as per the SDK:However no matter what I try I keep getting errors: Error: 20, 0, Text is not allowed in this context according to the DTD/Schema.Both line number and column seem to be wrong, but it seems to be indicating the line ''If I take out the DME section it compiles just fine. Regardless of the 'dme' setting above being TRUE or FALSE.It's a real puzzle.Chris
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I've just developed my first XML Approach, allowing the user aircraft to be cleared for the STAR -- JAWBN NINE into Seattle's 16L. The new approach seems to be working well, Control allowing me to select JAWBN as an alternate approach to 16L, and I've flown it right down the line to the runway. However, before going on I want to see if I can clarify a few things with those who are experienced in developping these approaches....1. One of the legs I've classified type "VM" "Heading to manual termination." This is the turn to heading 70 degrees once at ALKIA, and expect vectors to final approach as detailed on the STAR. Because approach has already handed me over to tow…
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Is there a program which can convert api macros to an .mdl file except gmax? I have tried to make a single box with textures but could not do it. With Novasim it is easy to do macros but I think with Novasim it is not possible to make a mdl file.
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When I installed SBuilder, it wanted to copy some .bmps at its first launch. Trouble is, it immediately gave me "run-time error 53, file not found."There is nothing about this in the manual, that I could find.Does anyone have any ideas?
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Hi I have FS 2002 and recently got ASD v.2.1 and I'm having problems compiling my airport scenery. #1 will ASD work with FS 2002 and if not what program would you recommend? I downloaded my airport from FS 2002,imported my airport, put in my macros, deleted the others, selected my airport, and compiled and it comes up with an error. please help. also I downloaded Flight Simulator Scenery Designer and have no idea how to use it.
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I'm experimenting with photreal ground textures and have had good results up to the point of converting to dxt with image tool.I use the 2000 resample tool and save the 256x256 bitmap slices created before sending them to image tool. The image slices come from a larger bmp that I resampled to @ 4.8 m/px before submitting to resample tool and look pretty good.As they are they would blend in in faily well with the adjacent landclass. However, when I submit them to image tool for dxt compression and mipmaps, my troubles begin. The point of the problem is that image tool tends to add a "purple haze" (sorry Jimmy) for lack of a better term. From what I understand this is a res…
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Hello,I've got a big problem.What I tried to do was that I exported the file HP949130.bgl (Eurw) into Source code using LWM Viewer to make some changes in there. But the code I get then can't get compiled with BGLC.exe.I haven't done any changes and I get hundreds of error messages like this one:LWMPoly3(12): Macro Called FromSource_LWM000.bgs(1041): Included FileSource_LWM000.bgs(1041): fatal error A1012: missing operator in expressionI am really confused. Is there anyone who know how to solve that problem? The LWM Viewer version I use is 1.4.Sascha
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I'm puzzled!A member of our scenery team, our #2 expert at GMax, have produced some buildings for our LGAV scenery project.The scenery would be for FS2004 but I would like to make it for FS2002 too as it's much smoother.Anyway, here the case.He exported all the models from the GMax with the proper FS2004 Gamepack installed. Then via FSRegen he assembled them into a library and I place the objects via AFW via the FSRegen APIs.Later, as I needed the buildings for FS2002, he exported the models again, this time with a pure GMax 1.2 and passed them through FSRegen to produce an FS2002 object library.So far so good.You would expect that the buildings made for FS2004 would hav…
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How do I go from pic1 in real life to pic 2 in FS? I would like to make a small depression where the ground drops away. I've tried DefArea to make hills with little luck as you cannot make the hill small enough - it's usually so large in horizontal length that it covers up many of ther airport objects. I assume this is due to the mesh verticies being too far apart.Is there a utility or some way to alter the mesh to create small hills and depressions. This would add a lot to our airport sceneries.Thanks,Adamhttp://forums.avsim.net/user_files/100575.jpghttp://forums.avsim.net/user_files/100576.jpg
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hi,i'm new to this, but i'm interested in learning. i want to try to make the coastlines in nyc better. i have an extremely detailed drawing of this, in autocad. i am able to export into almost any vector graphics format, however, i dont know what to do to get it into any program that i can start to learn in. any ideas? i cant use publicly available gis data because it is inaccurate for areas with large piers, wharves and landfill - because the "shoreline" it shows is along a bulkhead line, not necessarilly what you'd see from above. one more question for future reference, i use 2d and 3d programs regularly, autocad and rhino, is there any disadvantage to using these…
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I'm having a hard time getting the opposite side of my truck to appear. I've tried many many different things. I trace around the truck with the line tool. Then edit mesh in polygon mode and, as expected, the side extrudes...BUT, there is no opposite side...please see pic 2.I tried making a copy of the side that shows (having applied a material and mapped it 2-sided,and pasted it onto the missing side. It shows in Gmax fine, but when exported into FS, the truck is invisible from the opposite side.Is there any way to close off the opposite side after extruding from a line.Thanks,Adamhttp://forums.avsim.net/user_files/100577.jpghttp://forums.avsim.net/user_files/100578.jpg
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I want to remove the large hanger and small building south of Concourse A at KSEA default, so I can try to add in the new terminal building. Have read the "Beginners Guide" and searched various posts on the subject, but still not having any success or understanding. I have tried creating an exclusion with ExBuilder V2. It gives an XML file but no BGL file is compiled (?? no XML content in the rectangle to exclude). I've also tried adding the exclusion line to the scenery cfg, with no success. I think it must be old style building (ie FS2002 or prior / not XML). I've played around with APFW3 to see if I can create an exclusion, but don't quite know what I should be…
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I need some help with gmax, I have made a hanger and applied textures to it, I want to invert it so the textures are on the inside as well but when I clone it and reverse normals only some of the sides are correct. Could someone please tell where I went wrong. :-)
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(1 of 2) I expect quite a few of you may know the answer to this question, but also that quite a few may have had the problem.When Runway_12 attempts to use it, BGLCOMP invariably fails. Running it in a DOS window reveals the following error messages:__________________________________ERROR C2470 Unrecoverable Error Parsing XML!ERROR C2006 Parse failed (0x80004005)ERROR C2003 Failed to process file: madeline_objects.xml__________________________________The .xml file in question is in the same directory as bglcomp.exe and bglcomp.xsd, and a variety of msxml*.dlls, which are also in the WindowsSystem32 directory.What is going on? Do I need some other .dll or utility somew…
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Hi,My name is Tom and I'm new to this forum. I want to say hi to everyone. I have no programming experience so all of this is new to me. Please be patient. I recently decided to try and construct my own airport. The programs I used are: - "AFCAD2" by Lee Swordy - "ExcBuilder" by Paavo Pihelgas - "FSTflatten" by Steve Greenwood I also have the necessary programs and files to use with the above mentioned programs.After I inserted the runway I checked it in FS9 to see what it looked like. There were a number of trees and houses That were in the way so I used ExcBuilder to generated an exclude bgl file which I placed in the Addon/Scenery/Scenery as instructed in the user guid…
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I just accidentally stumbled on a feature of the default shore/coastlines that I didn't know: At least some of the many default shore/coastlines have the ability to automatically change to a snow-covered appearance when there are nearby ground textures that depict snow.This makes it very obvious that these textures should be used for shore/coastlines of lakes and rivers located in areas that receive snow in the winter. Is there a comprehensive web-based list somewhere of all FS2004 default coast/shoreline textures and their full feature sets, perhaps with pictures showing the look of the textures (for example: Perennial Lake, Swamp, wave effects, surf effects, winter-e…
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In Suneffect.cfg, would any one know what do variablesSunSize=MoonSize=stand for? I tried changing the value for both and it seems to have no effect on anything. Thanks!