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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.

  1. Guest JohnC
    Started by Guest JohnC,

    Can anyone help? How do you you turn the square edge of a box into a radiused (i.e. rounded) edge? I am trying to make a building with a roof with rounded edges. There must be a better way than combining two cylinders and a box. thanks

    • 5 replies
    • 1.1k views
  2. Guest combatsim
    Started by Guest combatsim,

    I am creating a new coast for an island, and I am having a problem with the land/water mask. The image hould demonstrate the problem clearly. Both of the anomolies are in the same coast line.http://www.gondtc.com/~flightsimmer/images/wake_coast.jpgForgot to mention, I am using Ground2k4.

    • 0 replies
    • 659 views
  3. Started by LuisFelizTirado,

    Hi all.Edgar Knobloch has upgraded his CFS2 LWM converter:http://library.avsim.net/esearch.php?CatID...Scen&DLID=43104CFS2 Land/Water masks are mesh clinging...have no flattening properties.One of the worst problems we face with terrain design, is that the default FS2002 and FS9 water has flattening... in fact all FS9 water has elevational data, there is no -9999,0 to make it cling to mesh. And there is no way to "undo" the effects of this flattening with our addons.So the misplaced coastlines and lakes of FS2002 and FS9 leave their misplaced depressions, and force us to either ignore them or try to "remesh" them.FS9 uses a general LOD5 size for it's terrain BGLs. We …

  4. Guest fame
    Started by Guest fame,

    If anyone has any detail information regarding this carrier could you let me know? I'd like to try creating a gmax model of it.Thanks,Bill

    • 7 replies
    • 1.1k views
  5. Started by Donmo,

    Hi guys! Thanks again for the exclude info. As I wrote before, everything worked out fine. It was a layer problem. Your idea of excluding is superb. I am having problems now with 2 little areas. It appears that MS has placed 2 little pieces of ramp on an airport. I can exclude the buildings on the airport, but when I go to exclude the ramps, nothing happens. Is there something special that must be done to exclude pieces of ramp? Thanks!Don

    • 5 replies
    • 821 views
  6. Guest bnick
    Started by Guest bnick,

    Just a little heads up for everyone who has used FS Architect-2002.Recently there has been a lot of frustration written within the forum regarding the lack of a FS Architect-2004 upgrade for FS9...I received an email from Doug Pouk 1-22-04 in which he conveyed that he is indeed working on FS Architect 2004, so the rewrite is not completely on hold, it is just moving slow, due in part to home renovation. He also let me know that he is reworking the Architect GUI a fair amount. So work is progressing. He hopes everyone can please be patient.Doug ended by writing, "Architect will come back strong I promise."Patience everyone...

    • 14 replies
    • 1.9k views
  7. Ok, I am pretty new at Gmax, and am just looking to see if I can "combine" all the faces on one side of the building to make 1 face so that it's easier to texture the building. I made the building with more sections than I ended up needing. Theres gotta be a way to do this right? A step by step explanation would be helpful since I dont really know my way around it too well :) Thanks.. heres a screenshot of what I'm working with.http://home.comcast.net/~svtcobra281/ktcmgmax.jpgAnd for comparison on the overall project..http://home.comcast.net/~svtcobra281/ktcmgmax3.jpghttp://home.comcast.net/~svtcobra281/ktcmgmax4.jpghttp://home.comcast.net/~svtcobra281/ktcmgmax2.jpgAn…

  8. Guest christian
    Started by Guest christian,

    Hi.I wonder if I could ask some of you to test a new tool I've got? It's available athttp://www.jimkeir.co.uk/FlightSim/tmfdecompress.zipand does exactly what it says on the tin.Regards,Jim Keir.

    • 19 replies
    • 2.9k views
  9. Guest Larrycx
    Started by Guest Larrycx,

    Hi All,First of all I give up on XML, its too strict for me. I think some MS head programmer has a vanity problem and is forcing this mess downstream. Other less rigid compilers worked OK.I've been trying to figure out what earlier stuff works with FS2004. I have the most recent (I hope)downloads of Airport, FSSC, LWMdraw. LWMviwer and have FSUIPC installed. I have had some success with LWMdraw and have been studying the tutorials and help in others. I have a notebook full and starting on a second one. I get the impression that "backward compatability" is OK in FS2004 and not planning to move to the next version. Some of the programs seem to work in 2004 and other don't…

    • 19 replies
    • 2.1k views
  10. Hi all,I'm working on a Italian area. This area is about 100 x 100 km square. I've a big texture (1Gb in BMP format) to place on FS2004 terrain. I use Photo Scenery Maker to create the scenery. I've placed this texture with the "2 point calibration" option.The problem is this: once the scenery is created, only the areas near the "2 points of calibration" are in the exact place. Others not! I think this error is caused by the spherical geometry of planet Earth. With big textures, the error of the coordinates is too big!Anyone knows how to resolve this problem or I have to place meny small textures?Thank you very much!Maurizio (Italy)

    • 5 replies
    • 1.8k views
  11. Guest Larrycx
    Started by Guest Larrycx,

    Hi all you sufferers,Looking thru the sdk I see hex like in AttachPointName= "hex stuff".Where can I find a table that connects them to an object name that is meaningful. I suspect the hex is littelendin but not sure. Its not ASCII values?Next I see TextureIndexwhaever="some byte value 0 - 255". Where can I find a table of what these values mean? I can understand size, angles, coordinates but thes values have me at a loss. I want to build a peaked roof house inside a generic building but have no idea of the name strings and texture indexes.Finally a simple one. FS2004 help says to get to the scenery file library use setings/library. I see no such choice under options/sett…

    • 0 replies
    • 579 views
  12. Started by arno,

    Dear simmers,I have created a new airport using AFCAD (latest version), place it in fs9, works ok except that some trees are on the parking area.So, i tryed -using FSSC- to flatten this area. But it does not work.The trees are always there.I have tryed/checked everything. Altitude, coordinates, the two methods of flattening (Area 16N, Flatten [scenery.cfg]). Nothing works.Any help is welcomed,have a nice day, nikolas

    • 1 reply
    • 635 views
  13. Guest pecrowther
    Started by Guest pecrowther,

    I downloaded Holger Sandmann's excellent examples of using AFCAD paths to animate ai_ships.1. I have not been able to get my ships to work with the examples. What does it take to convert a regular ship to an ai_ship?2. I have not been able to get the ai_ships to work with my AFCAD paths (although I was able to get the ships to work with one of the original paths that I had moved). What is the minumum path required to "convince" a ship to taxi? (e.g. do I need a runway, takeoff points, a broken link to the runway?)I realize that I can solve #2 by process of elimination, but was hoping that someone might know.Thanks, Phil

    • 2 replies
    • 1k views
  14. Started by Shaka,

    I am trying to add some roads to simulate tunnels that MS missed in the Chesapeake Bay. Someone suggested I use AFCAD2 to build the roads. Has anyone used AFCAD2 this way. It seems to simplify placement by linking it to FS9 with FSUIPC. I didn't see any roads in my brief look at the program and guide. Would you use modified runways for this purpose?I suspect Ground2K4 is best for this, but I have been unsuccesful using it for anything. I must be doing something wrong with the map coordinates or something. I followed the beginners tutorial, but after compiling the scenery it would never show up on FS9. I don't know whether it is in the wrong part of the world (I ca…

    • 1 reply
    • 734 views
  15. Guest abent
    Started by Guest abent,

    I cannot get Gmax to export in Flightsim.bgl format for FS2004. I'm following a couple tutorials and have made my building and applied the textures. When I try to export it, all I get for "save file type" options are "Plasma(*.P3D) and "All Files".According to the tutorial I'm supposed to specify "Flightsim.bgl"I copied MakeMdl from my Fs2002 CD and placed it in my Gmax plugins folder as per directions. I have my Gmax folder inside the main FS2004 folder.Would some kind person please help me out a bit here. I'm at an impasse. Maybe I'm missing a file or my config paths for Gmax are wrong.Thanks, Adam

    • 4 replies
    • 736 views
  16. Guest Vauchez
    Started by Guest Vauchez,

    Hi all,Has anyone had a look at the .agn (original autogen) format? I am heating up the hex viewer, but I'd rather not reinvent the wheel...If its been looked at, the posts must be so old that they are out of the forum. I searched here for a few hours, but didn't find anything.With all the ag xml problems there are, that autogen isn't dead yet...Anyway, the shadow method it uses is more in tune with the 4.2m resolution of the ground than the crisp ones we get with the xml library objects.By the way, as this is my first post here, I wish to wharmly thank all the developpers that have created the tools without which scenery creation wouldn't be possible. Dick, Christian, Ji…

    • 3 replies
    • 965 views
  17. I made an island with a runway using Aiport for Windows and gave it some comm facilities in that program, and when I tried it, the ATC control does not work. I tried giving it comm facilities (Tower, Arrival , Departure etc ) with AFCAD, and these did not work too--ATC control was not operable, in other words. I wonder if the 2 programs do not co-operate or cannot work together. Does anyonbe know anything about this problem that might help me?Thanks

  18. Guest sapper42
    Started by Guest sapper42,

    Gday all.Has anyone been able to get the taxiwayPaths to work without showing the surface or detail ?this is a snippet of the code im using and the taxi surface still shows which is what i dont want. Ive looked into the xsd file for clues as i have noticed that at times there are errors due to the SDK having typo's and the compile error message show where some commands should have certain letters in Uppercase and not lower case etc.If anyone has a clue as to why the drawSurface and drawDetail commands are not working for me or where to edit the xsd file id really appericiate it as ive worked out most things sofar but this now has me really stumped.thks & rgds Jeff

    • 7 replies
    • 1.4k views
  19. Started by ShezA,

    What are the main source of ground photos available now on the net or otherwise?ThanksShez

    • 6 replies
    • 1k views
  20. Guest jinks
    Started by Guest jinks,

    I have installed Airport v2.60 Build 146 (a26b146.zip) by just bouble-clicking and running the setup.exe in the unzipped folder. (There are some other files in there, like "InstMsiW.exe" and some more).I started the program, went a few steps in 2 different tutorials downloaded from the net, and in both cases, no matter how I tried, I could not make a polygon. I managed to make a runway, a taxiway, and building, but no polygon. This is, in detail, how I tried: Cleciked "creat polygon"> window named 'polygon 1' appeared...Ticked the 'fixed texture' radio button>clicked on the 'texture viewer'button> a texture viewer window appeared.chose "concrete r8" as texture, p…

    • 2 replies
    • 807 views
  21. Guest jimkeir
    Started by Guest jimkeir,

    Hi all.I've added support for terrain data to LWMViewer. There are still a few problems, but if anyone wants to play with it the latest one is on my website as usual - http://www.jimkeir.co.uk/LWMViewer.htmlThe outstanding stuff is:- Flattens are displayed in blue instead of red (duh)- TMF drawing, especially with both lightsourcing and colour-coded elevation, is still too slow.- Memory management is poor. Terrain data can take *lots* of memory, and if it runs out wierd stuff happens. As a rough guide, multiply the size of the BGL on disk by 40. In general, most of the default terrain is fine but third-party BGLs over 15-20Mb will struggle. If you have problems, zoom in a…

    • 0 replies
    • 751 views
  22. Guest buzzard34
    Started by Guest buzzard34,

    hey, i'm curious to know where i can get some dynamic scenery that'll work at any (major) airport. I'm not interested in downloading one scenery file for a specific place but rather a "generic" scenery file ready to be put in a scenery folder to work anywhere. If anyone has a idea about where to get some please reply, thanks.

    • 6 replies
    • 3.7k views
  23. Guest berlin4321
    Started by Guest berlin4321,

    I may have solved my problems with creating a sloping runway.I have been trying to replicate an airfield with a substantial upslope from west to east. I could not use a regular runway, because it forces the terrain to be flat. This meant that I would either have the runway above ground level on the west side or below ground level on the east side, or both.Instead, I designed an airfield using FSSC and removed the flatten and replaced the runways with taxiways. This is not as horrible as it seems because the real runways did not have a lot of texture to them.The trouble was that the terrain was not perfectly flat and I kept seeing "tears" in the runways. I solved the p…

    • 4 replies
    • 1.9k views
  24. Started by G.Franco Corrias,

    Anybody has an approach leg example to show me.I have no idea how the approach leg should be compiled since the BGLCOMP content doesn't explain clearly how a SID/STAR may be converted in XLM file.Thanks

  25. Guest giochips
    Started by Guest giochips,

    Does anybody know what is going on with ISD-Project? I tried to download LIEO over several weeks now! I can

    • 0 replies
    • 690 views

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