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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
    Started by Guest,

    Hi guys, I'm up against it, again...I have modified a Afd file(Eurnwafd.Bgl) mainly Grid Co-ordinates...I believe that is possible to add an additional Afd file, which I can create easily enough and would live in the following location;?:Program FilesMicrosoft GamesFS2002SCENEDBAFDFILESSCENERYHow does this work with the entry that already exists in the main EurnwAfd.bgl, how is this data actually superceeded..Hope someone understands what I mean and can helpKind RegardsDave

    • 6 replies
    • 974 views
  2. Started by arno,

    Hi allI've drawn some roads and i've place RotatedCall( :R 0 0 0 )below the Area and LayerCall command in the FSSC source.Roads works fine and preserve autogen but i'got another little problem.. some autogen buildings appears just upon roads..Can i avoid this problem ?Thanks Robi

    • 1 reply
    • 614 views
  3. Started by rhumbaflappy,

    Hey all,It seems nobody is interested in replacing the default road textures so I thought I'd give it a try. I've learnt that the default roads are in scenebworldtextures and named roadsxx.bmpHowever when I tried modifying the texture roadssu.bmp, with MS Paint and paintshop pro, MS crashes while loading..basically, the DirectX dialog props up and all I can do is to shut down MS. When I replace the texture with the default one, everything works fine again. I wonder why MS crashes upon such a simple re-paint?Storm

    • 10 replies
    • 970 views
  4. Guest gorchi
    Started by Guest gorchi,

    Available at:http://www.abacuspub.com/fsds2/fsdsmain2.htmJimhttp://www.northern-exposure.org/sig/ne_sig.jpg

    • 22 replies
    • 2.3k views
  5. Started by arno,

    A while ago I started a tutorial document on advanced things to do with gmax. I will probably never finish it, so I just post them here so they may be of help to some people.The turorials are for FS2002, so they'll have to be taken with a grain of salt for FS2004 editing:1) some things that didn't work in FS2002 may work in FS2004...2) it looks like the gmax bgl files have completely changed in FS2004. The old bgl format has been done away with, we now have RIFF files (matching the mdl files). It looks like the scenery files have been completely redesigned, but I have to do some more research into how much of the old bgl structure has been kept (not very much if anything …

    • 1 reply
    • 765 views
  6. Started by arno,

    How does one set textures for seasonal viewing? In FSDS, we had two boxes; One was for night and the other was seasonal. The ending for seasonal was _wi, _su, etc. I only see settings for you to pick one and one only. What am I missing? Thank folks!! :)Don

    • 2 replies
    • 664 views
  7. Guest luissa
    Started by Guest luissa,

    I have created hills surrounding an airport where the ground was previously flat. Now I find that I can see the airport through the terrain when approaching from "behind" the hill. Is there some fix for this or is it a video card limitation? ThanksColin

    • 13 replies
    • 1.4k views
  8. Guest
    Started by Guest,

    Hello all! :)FSDS v2.2 now supports keyframe animation for scenery design. I created a moving hangar door and was able to animate it successfully with the preset animation available. Only one thing is driving me nuts! LOL. The animation is in a "loop" so to speak, where the hangar door opens correctly and slowly, then at the end of it's animation sequence (keyframe 100) it "snaps" back to it's starting position and then starts its movement through all the keyframes again. This repeats itself constantly.My question is: Is there a command I can use to STOP the hangar door at the end of it's movement and hold "open" at keyframe 100? I would like to be able to have the door s…

    • 0 replies
    • 656 views
  9. Started by Shaka,

    I have recently started experiencing FS2002 building crashes when my spot plane view position intersects a building. The airplane itself is located in a startup position and hasn't moved - usually one of the small GA Ramp positions. As long as my viewpoint stays away from a building, I am golden but otherwise - crash! For whatever it is worth, I just recently converted to Windows XP and coincidently, have added a couple of files from one particular author - no name mentioned because it may not be uniquely his problem. My encounters with this problem have all occurred with this one author but I am not certain he has done anything amiss. More research is needed. Has any…

    • 2 replies
    • 698 views
  10. Guest
    Started by Guest,

    Hi GuysAfter learning some more about correct coding, with the use of 'Return's', I'm on the 'Earole' for some more!!!Would the way this code is written affect frame rates/smooth running of MsFsShould it be broke down into seperate Subroutines within the main RotatedCall();--------------------------------------------------------------------------------; Textured Grid: Welshpool;-------------------------------------------------------------------------------- Area( b 52:37:45.000000 -03:09:10.800000 10 ) LayerCall( :grd 25 ) Jump( : ) :grd RefPoint( rel :TagPhotoGrid 1.32101 52:37:47.049765 -03:09:9.325000 v1=…

    • 9 replies
    • 767 views
  11. Guest gorchi
    Started by Guest gorchi,

    Hi guys, i know this has often been covered in one form or another but i cannot fathom how to work out the measurement to place the edge taxilines.I think i have a very basic understanding after reading the codes from the scasm docs but cant work out how to get the points accurately for the start and end of the line left and right of centre, being a total newbie to scasm, its fun but frustrating.Is there a calculation i need to do ?a sample of the code from FSSC.; test taxiline litArea( 5 S37:55:30.0719 E144:44:52.4467 15 ) LayerCall( :lblLayer 40 ) Jump( : ):lblLayer RefPoint( rel :lblEnd 0.3048 S37:55:30.0719 E144:44:52.4467 v1= 15000 v2= 980 ) TaxiMarkings(…

    • 1 reply
    • 494 views
  12. Guest gorchi
    Started by Guest gorchi,

    I was planning some more tutorials, but with FS2004 coming it seems a bit pointless...One thing I want to briefly discuss, is the common misconception about light.Many scenery designers complain that they can't have real light, so that it'll illuminate ground objects and passing aircraft. THIS IS NOT POSSIBLE IN REALTIME AS YET! End of this year we'll get a few games (DOOM3) that will be able to do such a thing in closed environments (speak hallways, small sized rooms), and with a limited amount of light sources. Doing such a thing in an open environment with possibly 100 light sources from various aircrafts and lamps is impossible (unless a frame rate like one frame ever…

    • 1 reply
    • 719 views
  13. Guest christian
    Started by Guest christian,

    FS2002 supports reflective textures, but not really for buildings. Firstly, TEXTURE2_REFLECTIVE doesn't work with TEXTURE_BUILDING. Of course, you could use TEXTURE_AIRCRAFT instead, but then you can loose your textures in the distance (maybe mipmapping doesn't work properly). On top of that FS2002 doesn't seem to treat mipmaps with alpha information right, so you'll loose reflections when you are still fairly close to your building. A possible workaround might be to generate your own mipmaps and import those into imagetool manually (I haven't tried if this works and some recent discussions with other people seem to suggest that this may not work).Personally, I recommend …

    • 0 replies
    • 1.3k views
  14. Guest christian
    Started by Guest christian,

    The most serious limitation of makemdl, in my opinion, is that it doesn't generate any library objects. The odd thing about this is that the default scenery from Microsoft is built from library objects, which means that the FS team either uses a different program or a more advanced version of makemdl.What is the advantage of library files? In a normal bgl file you would dump all the code into one file (although you could use include statements for nested files for easier file management). In library bgl files you would also put all object into one file. But you also have to 'call' the library object in a normal bgl file. So, you have two bgl files to look after. Why would…

    • 0 replies
    • 1k views
  15. Guest christian
    Started by Guest christian,

    Tutorial no 1!This manual won't go into any gmax design techniques, but rather explains a few technical things concerning making scenery for FS2002. This manual should help to create truly professional sceneries and explaines a few advanced concepts that aren't covered in any SDK released by Microsoft.First of all, makemdl is quite incomplete in some aspects. If you would just use makemdl alone, there are a lot of things you can't do. For most of the things explained in this manual you'll need to edit the ASM sources directly.By default, makemdl produces bgl files, and you don't have any influence on the code generation process. To be able to tweak the bgl code, you'll ne…

    • 0 replies
    • 755 views
  16. Guest R5D4
    Started by Guest R5D4,

    Hi,I seem to have developed a problem with my GMAX project - If I create a box object and apply a texture, then when I unwrap the texture it gives me only 3 sides to map ... I need 6 - i.e. all sides of the box. Opposite sides are textured identically.Is this normal? is there an option hidden somewhere in gmax I need to set? Most puzzling.Neil.

    • 2 replies
    • 617 views
  17. Guest gorchi
    Started by Guest gorchi,

    Although I've read many concerns about older 3d models in fsCOF, my experience is that all my models have imported into fsCOF without serious problems. The only real issue I

    • 3 replies
    • 924 views
  18. Guest gorchi
    Started by Guest gorchi,

    I have just downloaded and installed some new scenery and it requires airport and nova textures with i placed in the fs2002texture folder but i still get messages on the screen saying it will not display properly because of missing textures. am i placing them in the right folder or is there a different way to install these textures? Can someone please help???

    • 1 reply
    • 620 views
  19. Guest Tony_A
    Started by Guest Tony_A,

    Can i create a lake using airport 2.60 for fs2002 so as to land the floatplanes on?

    • 2 replies
    • 692 views
  20. Guest Jim Strenk
    Started by Guest Jim Strenk,

    Are there any vehicles and scenery installed by FS2002 that are not visible by default?I have some reason to beleive that there may be some vehicles and other scenery items that I'm not seeing after installing FS2002.Could someone please give me a heads-up as to what is available, and how to install it so that it will be visible when visiting different airports?Thank you in advance for your tips, suggestions and errata!

    • 6 replies
    • 966 views
  21. Started by Donmo,

    Hi all. I am trying to figure out how to fix this. Any ideas???? Thanks! Here's the error:Error in macro file C:Program Filesairport_6_1Apistpeter.api line 1201 -> Points( 0 2 3617 -914 3 3617 -914 -> overflow auto vector table (MAXPTLST = 1000)Scasm compilation status: error(s) 1I had one other error, but I found a fix for it in a thread below and all is fine with that one.Don

    • 1 reply
    • 655 views
  22. Guest
    Started by Guest,

    Hello All!I need to ask for some help here!Just got FSDS Pro up and running. I am trying to create a "broken" DC3 scenery API from the DC3 that was included as a sample in the FSDS program. It seems to compile ok in FSDS and I have been able to create a "broken" DC3 aircraft I can fly...looks real wierd...LOL!)but I get this message when I try to compile the Airport Scenery using the DC3 macro...Error in macro file C:Program FilesAirport for WindowsApiDC-3OH_ST.api line 5158 -> EndA -> destination ":" out of range (77418), source line 43Scasm compilation status: error(s) 1It doesnt halt the BGL generation, but when I open FS it locks up on the startup Screen!Any …

    • 15 replies
    • 1.8k views
  23. Started by Donmo,

    Hi all! I did a search and found nothing on this. The Abacus book doesn't describe the proceedure very well. I am trying to make a streetlight. Just a good old pole with a T top and a light (white) on each end. It's not the shape I want, but it would teach me the "how-to" on them. I made one last night and it worked. I then wanted to modify it and accidently deleted the one that worked. I have since spent 4 hours (duh!) trying to make another one, but no joy. I am using FSDS and need a step by step on making something with a glowing light. This is the last piece of the scenery and now I hit a brick wall! Thanks all! I wouldn't ask unless I REALLY needed the help.Don

    • 2 replies
    • 818 views
  24. Started by rhumbaflappy,

    Dear all,Hope someone can shine some light on this....It could be a simple question but I'm not quite sure of the answer...given the lon/lat coordinates of a city, where exactly is the point in the city having such coordinates located???Is it approximately the center of the city?I'd be grateful for a reply peeps,Cheers all,Storm

    • 7 replies
    • 907 views
  25. Hi all,I've lately been experimenting with Ground2k's re-mesh function and was knackered off by the results close to coasts. Apart from non-perfect elevations inspite of using accurate maps etc, the sea next to the coast was being elevated aswell.What I did then is replace the '19' value of the 'TERRAIN_MAX_VERTEX_LEVEL' in the FS2002 cfg file with '21' and whooops, the elevations were correctly laid out! I checked out the default coastlines and elevations of other parts of the default scenery to see if the change had any adverse effects and the result was in the negative. So it seems the subtle change solves the problems people encounter when using re-mesh.I'm still expe…

    • 5 replies
    • 789 views

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