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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Does anyone know of a site with aeriel photographs of airports? I specifically looking for pic of Norfolk Intl (KORF). I just need pics so I can know where to place the jetways and stuf like that. Could anyone help me?Thanks in advance!
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Dear all,I am still going through my first steps into the world of MASM programing.I can see the potential of using BGLC compiler but there is no doubts that as it is, the code for this compiler is much more complex than that needed for the scasm compiler.I tried the latest program scm2vtp by falko which is both a great program but it is also a great concept - converting scasm directly to asm.I tried a few simple examples with this program. I generated a scasm file for a road with only five points. In scasm, the code needed is only 6 lines. The asm version generated by falko's program is almost 100 lines. Nevertheless this program managed to convert one piece of code into…
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Hi all,I have a set of aerial pictures with which I want to make a scenery. The pictures cover each a 3*3km part of the landscape. They are 256 pixels square.Since I have to do a coordinate transformation (they are not WGS84) I'm wondering, which output format would be best.So my questions are:Should I make images which cover each a LOD13 quadrant or should I make bigger images (eg. LOD 10)?How many rows and columns does an image need, that the resampler doesn't need to a resampling?Is the important thing for the resampler "meters/pixel" or "degrees per pixel"? This is not equivalent for different places on earth, at least for the longitude.Thanks for your helpChristoph
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Hi all.I've uploaded TDFCalc3 to the AVSIM Library. It is also available .It requires Peter Dowson's FSUIPC.dll module installed in the sim ( both FS2002 and CFS2 ). As a result, no other input is used. Accurate reading for position, and ground elevation are obtained for CFS2 and FS2002 terrain designers using LWM or VTP polys/lines.TDFCalc may also be of use to other designers, as it accurately gives ground elevations and Lat-Long coordinates in degree decimals. ( Slew over an airport, and check elevations for runways and aprons! )Start FS2002, enter a flight, start TDFCalc3. All variables needed for BGLC coding are displayed. It's amazing watching the numbers update ins…
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Hello to all...i am bulnding this periodo me y first scenery of military airport LGEL on Greece...i want to make some static aircrafts of the planes which i use on the FS2002 does anyone knows what must i do...i use Airport Bulilder V2.60 for my work......tahnk you mery much!!!!!with own HAF2104 Katsaros Kostas
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Hi AllWeather I have CellGrid installed or not my mind seems to still see the lines and represents the Dawning age of FS scenery design. Check this one out. :0Ken
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Hi,Have spent hours on that but to no avail. An object I created is made up of a number of layers of 'boxes' of different size. Now I wanted to 'merge' them together using the 'compound object' option and boolean operation 'union'. When I do this with two simple boxes it works flawlessly and after the operation operand B has disappeared from the list of objects to select from. When I do this with that complex object then operand B is still listed and I can still select the object that I used as operand B.Texturing doesn't work either. In most attempts I get the material to appear on the object's polygons, in some attempts the texture does not show. When I try to do the Un…
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Is there a plug in for GMAX which would allow mdl files to be imported into GMAX and be able to be mainpulated eg. for development of static aircraft.ThanksShez
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Hi All,I am starting off real simple with FSDS. I have made a 256 x 256 8 bit texture with a graphic image layer and a text layer all merged down to a single texture image. When I right click and check the properties of it, they are the same as other 2K2 textures. I then made a simple billboard with two posts in FSDS and put my texture on the billboard and used another 3rd party texture for the posts.Problem. My texture always refuses to show in FS2k2 even after repeated attempts but the posts are always textured ok.Is there something else I should know about textures? I have the handbook that came with FSDS standard but no other info.All hints and tips appreciated.Thanks
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Hi Guys,Thanks to all who replied to my question. The problem was simply a space in the file name. I will have to learn not to hit the space bar when entering file names.Funny how a simple thing can cause so much hassle, not to mention a few "@*?!!#" words. Only mild ones though. All help appreciated.Thanks again.
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Anybody have a good chain link fence .api for Fs2002? :-zhelp
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I have been playing with some model bridges using the following code line, ADDCAT OBJECT_0_SCALE, 8The line of code definately sets the model on solid ground and stops the model from floating or disappearing into the ground, however, the model displays a semi transparency effect which is annoying.I have tried ADDOBJ OBJECT_0_SCALE, 8 and that doesn't work. The model will float or disappear into the DEMAnyone have an answer to sticking a model to the ground in custom DEM without it displaying this translucent texture problem?http://members.rogers.com/jkanold/jimlogo.gifhttp://members.rogers.com/jkanold/flyurl.gif
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Is there a way to tie the apearance of the scenery to the specific time (repetetive) or date (one time)? And if so, how to control it?Ted
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I'm making a scenery with a custom approach- and runway-lighting. I also would like to make these lights controllable through Com1 frequency using the 7BE-variable. So far i have been able to turn the light on and off with the freauency, BUT, it is the opposite of what I had i mind. The lights are lit all the time, exept when i tune the freq. Is there a efficient method to reverse it?Second question is, how do I enter decimals in the frequency? '118' works, but not 118.100Grateful for any helpKjell A.
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Dear All:I have a texture with the left half showing a building texture and with the right half showing a black color, my problem is that gmax mix the right edge pixels with the left edge pixels of my texturelike the tiling effect.That tile effect just appears in FS2002 with the Trilinear filtering, but my FSDS macros don't have this trouble, why?Is there a way to gmax assign a material without the tiling effect like FSDS does it?Thanks.Alfredo Mendiola LoyolaLima Peru
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Hi!Regarding the post I sent a few minutes ago - I have solved the problem! All that needs to be done is to assign the texture in the normal way, using the required level of transparency. Then in the gmax materials editor, go to the opacity tab and reduce the opacity level, even if it's just to 99%. Reducing the opacity even further will have the effect of making the whole texture transparent, e.g. not just the holes in the fence, but also the wire itself, however, it does have the advantage of reducing shimmer.I hope this is of some help!Regards,Daniel
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Dear All:My ground polygons in my scenery are excluding the autogen scenery, is there a way to avoid the autogen excluded by ground polygon without to delete my polygon?Thanks.Alfredo Mendiola LoyolaLima Peru
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Hi to all. I have a frustrating textureing problem with FSDS.I am making a hangar using a five sided tube with ends closed.I form the desired shape and texture it using the poly method.and make sure the night texture box is ticked.All textures show OK but the night textures only show on one side of the hangar when viewed in FS. Has anyone seen this before?If I use a "cube" for the body of the hangar and a three sided "tube" for the roof all textures, day and night ,show on the " cube" but the LM texture shows only on one side of the roof. Seem some sort of problem with the "tube" structure.Any thoughts out there? Thanks in Advance,Aussie.
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Just uploaded a set of jetway macros made in GMAX for any scenery designer out there who may want to use them. Have Fun!:-) Shez
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D:FlightsimNoAptSceneryendusn_0.asm(30) : error A2054: forced error : valuenot equal to 0 : 65536 ERRS16(1): Macro Called From IFIN1(6): Macro Called From D:FlightsimNoAptSceneryendusn_0.asm(30): Include FileBGLC: Error!What causes this error?I would be really thankful to anyone who could point me to the source of this error.For the record - The attached picture shows the object i'm making. Snow :) The error appears after i have added the seasonal code to the _0.asmWith snow falling outside the window,Kjell Arild, Norway
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The question of thin and crisp taxi-lines were asked on this forum many times and this post is no different. But have a look at the beautiful scenery screenshot below to see how these taxiways and lines were done. The scenery is ROAH airport created by Kazuhiro Miyazaki of http://flightinfo.ens.ne.jp/sfs/ Could Kazuhiro Miyazaki or someone else explain how they are done so well?Letats
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Is there a method of replacing a default object, like the powerplant chimney, (the Pole like ones) with something like used in Airport for Windows?
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Hi,I have started a project in which I will make an island better than MS managed to do it :)I am having problems with the LWMDataAreaFill1x1 command.You can see in my attached file what it looks like. I can only get the first of 8 LWMDataAreaFill1x1 to show up.Why?What am I doing wrong?Any help appreciated//Anders
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Hi RichardPlease check your mail for the little supprise that I think might bring a little smile. :)Ken
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Hi all.The old and new resample programs give greatly different results.Regarding CUSTOM ( photoreal ), the new resample's BGL actually behaves better than the old version, placing the textures as expected... but the sliced bitmaps are terrible. And there is the dreaded black borders to deal with. So we need to use the old resample for photoreal. ( I've gone ahead and renamed mine 'oldresample.exe'. )Assuming an LOD13 Area needs a texture of 256x256, it makes sense to fit and trim our source bitmap to a multiple of 256. Andrew McLean noted a year ago that the maximum bitmap size the old resample takes is 2560x2560... I don't know if the newer version has this constraint. …