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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 Richard Hill
    Started by Guest Richard Hill,

    I am tryingto find some higher or more varity detailed GROUND texture.I look in the WorldTexture and find *.AGN what are they, and *.BMP files with a message "No preview available". Paintshop, Photoshop, and other programs will not show some or they look like a partial bloched image. Is their a way to View and convert them to to a viewable immage? I want to convert them to JPG for use in TerraScene so I can use default textures. Richard L Hill

    • 2 replies
    • 699 views
  2. Guest
    Started by Guest,

    Hello guys,I've made some trees in gMax using the old + style while looking from above, but the trees turn gray from a not too far distance. Anyone know what this is? I have created mipmaps in my texture so that's not the problem. Thanks Leandro

    • 2 replies
    • 719 views
  3. Guest
    Started by Guest,

    Hello,I have been doing some work placing taxiway signs around an airport. Most of them are fairly straightforward - Red with white numbers for the runway starts and crossovers, black with yellow for the taxiways and yellow with black for the directional signs. These I don't have any problem with.However, according to the FAA documents, directional signs can also point to runways. My question is, where is an appropriate place to put these signs? I am not a real pilot so I don't have any knowledge of real world airport sign locations. There is an FAA document "150/5340-18C Standards for Airport Sign Systems", however of all the FAA documents on the web - this seems to be …

    • 3 replies
    • 1.2k views
  4. Guest moomox
    Started by Guest moomox,

    I'm trying to use 'slew' and the map view to line up scenery. I can get the plane to take a northerly heading with the 'spacebar', anyway to stop it from rotating all the time. I'm finding it impossible to keep a constant heading.Dave T

    • 8 replies
    • 991 views
  5. Guest
    Started by Guest,

    Hi!Is there a way in GMAX to create a window that is both reflective and transparent? If so, I would certainly appreciate a detailed step by step guide. (Please make it easy on me, I'm still a newbie).See you,Ingo

    • 3 replies
    • 947 views
  6. Started by rhumbaflappy,

    I'm using Airport and scm2vtp to rebuild some shorelines/roads/rivers, but I'm having some problems (see picture)I have tried to make two similar points at the start and end of the lines, but it still tapers at the ends :-(Here's an example of the code I have used: VTPDataArea 1, 1, 0, 0; Road Svin

  7. Guest
    Started by Guest,

    Hey guys: I'm wondering if anyone here can give me a detail description on how to make a DYNAMIC(guages move) Virtual Cockpit. I downloaded a tutorial for CFS but that didnt help much considering im useing FS2002. Also tell me what program you use to make it, so I am aware on which one to purchase. Thank you. Chris W AAL630

    • 2 replies
    • 799 views
  8. Guest
    Started by Guest,

    Hi everyoneHow can I create a template out of a boat plan for exemple; So I can load it in FSDS. I don't know how to create .cdt file; please helpThanks

    • 9 replies
    • 1.7k views
  9. Hi!I have read all about using GMAX API macros (via fsregen) in airport for windows, but one thing isn't totally clear to me:As far as i understood fsregen creates an API that calls the GMAX object from a library. Now I insert the API in airport compile the scenery. Can I give the *.bgl created by AFW to my friend or does he have to update his library as well? I'm a bit confused about this topic so I'd appreciate any help.Best wishes,Ingo

    • 3 replies
    • 866 views
  10. Started by arno,

    In attempting to produce a background image to use while designing scenery, I have been having a problem...When I go to "Top Down" view, with the settings at "North at High Altitude", the view is not north at all...The aircraft is facing north, but not the airport...I have noticed in several tutorials that there is a red crosshair on the top down view but no aircraft image...Mine has both a crosshair and the image of the aircraft...If I try to adjust the heading, only the aircraft image heading moves...Does anyone have any idea what I might be doing wrong? Thanks...

    • 3 replies
    • 950 views
  11. Guest
    Started by Guest,

    Hi AllAs some of you know I created LWMDraw primarily to place an LWM default type water area into FS2002. The first version only contained a picturebox and textbox for using copy-n-paste routine to a template source file. Then version 2 included coordinate input boxes and etc labels for display plus generated the LWMSource.asm file. Now here's version 3 beta which includes all the above plus VTP method 2 poly's for roads/lines/shorelines and the Extended data point option for both LWM's and VTP's.I'm hoping I can convince several of you to download version 3 and check it out. I not only want to know how the program works for you but I'd also like to know if I was acc…

    • 45 replies
    • 3.9k views
  12. Guest
    Started by Guest,

    Hey Everyone! Could anyone help me understand how to make airport skirtings (airport backgrounds). From what I've read it sounds like skirtings are made using the VTP method 2. I've been experimenting with LWMDraw3, which is great! I've been making lakes and ponds everywhere! Anyway, I tried making an small area contained within a LOD13 area but I got a lake with shorelines filled with grass. So I removed the Bgl file containing the LWM information from the scenery folder, but then I got the boundry of my area outlined in grass. I know I'm not doing something right. So if there is anyone willing to provide me with an example of how to properly create airport skirtings I'd…

    • 4 replies
    • 1.2k views
  13. Guest GerrishGray
    Started by Guest GerrishGray,

    Hi allIt might be useful if we could collate information on the correct use of the various commands for crash detection in scenery BGLs. (This follows on from a mention in another current thread, and an earlier thread that never reached a proper conclusion.)Mental Health Warning: This stuff is a bit techie ... you might not want to get involved if you're not a bit of a 'codehead'!!!The particular question that has arisen is whether the CrashIndirect command is necessary to 'activate' crash detection code encapsulated in a library object. This command was introduced when library objects first appeared. The SDK never explained what the command actually does, but the im…

    • 50 replies
    • 5.3k views
  14. Guest cwright
    Started by Guest cwright,

    Hi chris and all,Autoasm works fine with the new trim fonction .And i have solve the things since my last post.I had one problem with a bugg,'square of water in land) it is fixed now it seems that small "tongues of shapes 2pix wide doesn't works but it is not a problem, I have obtained a very nice detailed coast now.two last problems: the first is how can I supprim the FS2K2 shore with AutoASM , is it possible? without using defAera...(nice tool too)the second (see attachement) is that my water limit, in the sea(the line which close the shape) is enclosed by land inside the lod 13 concerned, is there something simple to do?I read the long post on this topic but attache…

    • 6 replies
    • 842 views
  15. Guest
    Started by Guest,

    "Image Tool HELP" The original texture format for the AI aircraft is DTX3 with alpha and mip maps. Using the Image Tool I have changed the format to 8-bit in order to be able to carry out repainting. Having completed repaint work (with Paint Shop Pro)I have created the 9 mipmaps and converted to DTX3 format in Image Tool. But could not create the alpha. The Alpha shows as black.Could this be the reason why I can not see the texture I have created?. and all I see is a black aircraft.Please helpLetats

    • 3 replies
    • 793 views
  16. Guest Ionizeyou
    Started by Guest Ionizeyou,

    Hi there. KBUR anyone? Was hoping that there might be a scenery designer out there that could do a makeover for this facility. It's a real popular airport in the San Fernando Valley of Los Angeles, and the version in 2k2 is poorly rendered. This airport is rich in history and was home to Lockheed for many years. Anyone willing to give it a go?For more info...http://www.burbankairport.com/next/index.htmlThanks...Kevin

    • 0 replies
    • 846 views
  17. Started by Hornit,

    Hi,Sorry about possible FAQ, but I could not find answer.I'm trying to make taxiways using ground polygons in Airport 2.90 build 26. In Airport the taxiways showed up OK, but in FS2002 the taxiways flicker and disappear. I've tried to use different layers 24, 26, 28, 30 but the problem is still there. How to solve this?- Jussi

    • 3 replies
    • 736 views
  18. Started by arno,

    Hi!Within my current scenery project there is also a military area. Mostly, there is no traffic during night, and so I want to make a pilot controlled lighting. Looking forward to navigation (VOR/ILS) and Online-flying (Com, Squawk) I decided to do this via the ADF frequency.If the ADF frequency isn't set to 327, the lights shouldn't have any nightlighting! :Begin IfVarAnd( :on 7BC CD8F ) Call( :part000 ) ;Kegel Call( :part005 ) ;Cylinder 2no nightlighting Call( :part003 ) ;Cube 4 Call( :part004 ) ;Cube 5Return:on Call( :Lamps ) Call( :part000 ) ;Kegel Call( :part001 ) ;Cylinder 2 nightlighting Call( :part003 ) ;Cube 4 Call( :part004 ) ;Cube 5ReturnAs it h…

    • 1 reply
    • 858 views
  19. Started by arno,

    Howdy again, Is it possible to increase the width of the taxiway centerlines in FS2002?

    • 12 replies
    • 1.7k views
  20. Started by arno,

    Would it be possible, in FS2002, to raise the runway and taxiway lights above the ground, perhaps a foot or so?Thanks!

    • 4 replies
    • 1k views
  21. Guest
    Started by Guest,

    Hey Guys, I'm a flight simmer and I've a question:Is there an utility to show (live) over which tile (texture.bmp) I am currently flying ?

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

    I just finished building a few trees to use in my scenery designs, and I noticed that although I can remove the shadow from the trees in the BGL file, I can't seem to eliminate the modeling of light and shadow on the tree itself. That is, if I make some standard cruciform trees, there is a definite light side and shadow side. This has the unfortunate side effect of really highlighting the fact that they're cruciform. Has anyone figured out the switch in BGLC that turns this sort of thing off? I know I can make them self-illuminated to kill the effect, but I'm not keen on neon glowing trees at night.Any help would be greatly appreciated.thanks,

    • 22 replies
    • 2k views
  23. Guest gorchi
    Started by Guest gorchi,

    Hi!I have imported a really simple object (a house, made of 3 objects) from FSDS V16 to FSDS V2 and made some minor corrections for the new txtures and when I put it into FS, the object has no textures on it. Just some dark textures even though I assigned to parts light colors. When I look into code, I see that my texture appeares in Texture list but hey, texture is there, 512x512, DXT1 with mipmaps! If I try it with my old object from FSDS V16, no problem, objects have textures. Did anybody also experienced this? I have attached the API.Thanks in advance!Goran BrumenFS Slovenija 2002 teamhttp://slovenia.avsim.net

    • 5 replies
    • 1.1k views
  24. Guest bones
    Started by Guest bones,

    I have made an exclude file for a scenery I am designing, but even with the "total exclude" switch ("F"), I cannot exclude the marker navaids.Has anyone noticed the same problem? Is there any workaround?Thanks

    • 13 replies
    • 1.3k views
  25. Guest
    Started by Guest,

    I've read over the help docs and I understand the premise of setting up an arc for taxiway lines. However, I don't see it working. I lay down the 2-point line and assign it an arc (something huge, like 50ft, just to see it work). It doesn't look arc'ed on FSSC screen and it isn't in FS2K2.Uh, any help with this?Thanks,Chris

    • 4 replies
    • 739 views

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