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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,

    I am all seculared out. I have tried all mentioned suggestions on getting the attached GMAX cube model not to show the light effects caused from the sun in FS. I want all six sides the same intensity, all bright or all dark, I don't care which one.http://members.rogers.com/jkanold/cube.jpgAnyone?Step by step, if you don't mind.http://members.rogers.com/jkanold/jimlogo.gifhttp://members.rogers.com/eelvish/flyurl.gif

    • 10 replies
    • 1.1k views
  2. Started by rhumbaflappy,

    Dear scenery designers,I am sorry if the answer is in the new MS SDK (which I did not fully research) but is there any kind of resolution limit to the new "vectorized" textured ground polygons ? In others words: would it be possible to use a textured polygon for an airport ramp with all the detailed markings drwan in the texture? or we have the same 4.8 meter/pixel limit as in photoreal tiles?Thanks in advance and regards,Luis

  3. Guest JoeW
    Started by Guest JoeW,

    This file has just been uploaded here at avsim. If your working with LandClass scenery, I don't see how your doing it woth out this file.... It's a reference of the scenery tiles in FS2002 in JPG format in the order of appearence in the NLCD table.... ThanksJoe WatsonBob Brown

    • 0 replies
    • 659 views
  4. Guest GerrishGray
    Started by Guest GerrishGray,

    I seem to not be able to update some API's to more accurate location in my scenery.Is selecting and draging the API ok? I have used this method before but now the locations are not being updated in FS2K2.Lastly, I have deleted some API and 1 terminal seems to not want to leave.Both of these seem to be a related problem, Airport is not updating my .bgl to the updates I make.Thanks..

    • 13 replies
    • 1.2k views
  5. Started by rhumbaflappy,

    Hi all.I've had some success understanding the reworking of coastal areas using LWMs ( Land Water Masks ).Here's my steps: 1) Define a new water mask ( flattened to 0 meters ). 2) Define the land mask with a height of -9999 ( no flattening... mesh-clinging ). 3) Add a series of 2-point LWM land polys at elevation. The points are neighboring points. 1-point doesn't work, or I'd have used that. I just picked a few areas to raise, to make the mesh look OK. There's more art than science here now, but that may change. Quite a difference for adding only 8 2-Point polys and the 2 larger masks. ( 10 masks total ). The terrain engine fills interpolates the terrain between the mesh…

  6. Guest
    Started by Guest,

    So I set up gmax from the gamepack (fs2002), put makemadl.exe in the plugins folder, built my sample house but the file-export doesn't work.Can't seem to get beyond this. Any help would be appreciated.Ray

    • 8 replies
    • 1.8k views
  7. Guest
    Started by Guest,

    Hi folks,If by now, you have installed and viewed my Atlanta Motor Speedway scenery, you may have noticed a race car at the Start/Finish Line. If you are a race fan, you probably also noted that the car is a fair representation of the Goodwrench car driven by the late, great Dale Earnhardt who was recently killed in a freak racing accident in the last lap of a race.While maybe it is or is not appropriate that his car is the only one you see at the track, nonetheless, his car looks VERY lonely on the otherwise empty track.I want some help in populating the track with more cars!!!! And you can probably provide that help.If you look in the folder:...FS2002ADDON SCENERYAtlant…

    • 0 replies
    • 615 views
  8. Started by rhumbaflappy,

    As anybody already had success in creating an extended polygon using method2 (polygons with more then 30 points)? I have tried everything that came into my mind, but FS keeps crashing while loading the scenery :(.Arno Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

  9. Started by arno,

    hello guysDo you know how does active docking work and what is its source code?

    • 5 replies
    • 1.1k views
  10. Guest christian
    Started by Guest christian,

    In some of my add on sceneries, if you are in spot view and pan around you get a building crash, even when the plane is not close to a building. In one of my own sceneries I parked a plane near a hanger, but well clear of it, and next time I started FS it would not permit the start up position because of a building crash, and required selecting a different flight like Meigs.Checking the ignore crash button in FS usually stops the problem. No big deal, but I was wondering if anyone knows what causes this?Thanks,John Woodward

    • 3 replies
    • 1.1k views
  11. Hi,Yesterday i reinstalled some of my old UK2000 scenery and patched it.Wasn't all that impressed with the ground textures so decided to improve them.Turned them from 256 colors into 16 bit(555) enlarged them and retouched.It looks quite good now, thing is...the 'edges' also show.Say there's a 512 x 512 onlt left side is used, right side is black and would normally be masked by the default FS2002 terrain...but that doesn't work for the new textures...so those areas also show.I could fill those areas up with grass textures but then it won't blend in to the default FS2002 nicely, all square and such.Anyone any clue on how to solve this or would that mean messing with the bg…

    • 6 replies
    • 880 views
  12. Started by wsieffert,

    I'm using the polygon feature in Airport to create some taxiways. When I use short segments of the polygon to make sweeping arcs or curves, the taxiway light feature seems to place the points of light in the center of each segment of the polygon, instead of placing them on the polygon points themselves. In many sceneries, the taxiway lights seem to be precisely on the polygon points, which I think looks better. How can I position the taxiway lights on the polygon points instead of having them show up in between the points ? Along the same lines, I have seen some sceneries that seem to create the taxiways by first placing a large, asphalt-textured polygon over a large area…

  13. Guest
    Started by Guest,

    I can create animations in Gmax, no problem. However, when I export it, there is a long pause in the creation process, and then when I open flightsim, the model is HUUUUUGE. And there is no animation.Im using thenew MakeMdl from the SDK, but there seems to be a problem.When I go back tot he old one from the flightsim disk, it works OK, except there is no animation.Ive named the object Tick18_, included a static object and all that, still no animation.Anyone have a clue as to what I may be doing wrong??ThanksJohn

    • 2 replies
    • 772 views
  14. Guest
    Started by Guest,

    Hi all flyers,very urgent! Can someone post the dates of the Exclude-File for the scenery.cfg of this very great scenery of SJU??Thanks a lotRegardsMichael

    • 2 replies
    • 683 views
  15. Started by arno,

    Are there any associated file that I need to either copy or delete when I copy over the new Makemdl from the makemdl.sdk?The new one doesnt seem to be functioning correctly for me....ThanksJohn

    • 1 reply
    • 1.8k views
  16. Started by arno,

    Hi all.Here's some code for a VTP Method2 polygon. A simple oval shape in the desert that I made into a park. The poly is mesh clinging, and the etsxture is assigned to Layer 4, so just about everthing else will go over it ( including a watermask ). Drawbacks? VTPm2 polygons cannot be 'feathered' by an alpha channel mask, or blended into the default scenery ( as far as I can tell ). Also, these textured polys are just like repetitive landclass tiles, in that you cannot control orientation or positon.Notice the autogen is assigned automatically to the VTPm2 polygonAmazing what a little irrigation can do. :)include TDFMacros.incinclude TDFHeaders.inc; N31* 25.86' E26* 2.9…

  17. Guest
    Started by Guest,

    I'm working on my first set of custom terrain textures for my scenery using the new resample.exe. It's basically a completely made-up texture for my fictitious Bush base, and I got the original image by just taking an overhead screenshot in FS2002 and then painting on the things I wanted to add to the ground. I used Bob Bernstein's great TMF calculator for getting the info required by the inf file, and after a slight amount of fiddling around, I got the numbers right where I wanted them. When I run resample it looks like everything is going great. It progresses as expected, and spits out two LOD13 images, which are cover exactly the area I want, and a bgl file. But when I…

    • 13 replies
    • 1.6k views
  18. Guest cwright
    Started by Guest cwright,

    I've written a Visual Basic program that automatically converts a set of lat/long coordinates to the corresponding ASM file that can be compiled by BGLC. It generates a simple lake as described in Dick's excellent tutorial. I've included an example ASM file below. It's for a 32-sided circle. Currently the program generates the lat/long coordinates from a mathematical formula. I plan to extend the program to accept input in the form of a list of coordinates or a hand-drawn .raw bitmap. Also I will update it in the light of new techniques arising from the release of the SDK. Hopefully Dick will release a new tutorial in the fullness of time! Unfortunately I can't compile …

    • 38 replies
    • 3.2k views
  19. Guest christian
    Started by Guest christian,

    Hi,I have a BGL mesh file covering 3 (E/W) by 2 (N/S) LOD10 quadrants and opened it with TmfViewer. I made a screenshot of the image and pasted it to a Paint program. As expected, the image size is 768 by 512 pixels. The number of unique colours was 129 which, I suspect, is less than the quantity of different elevations in the original raw DEM file. Still, if we know the algorithm translate altitudes to colours, a fair (if not exact) representation of the DEM is possible. This could be useful for some small mesh corrections as, for example, to create "flat polygons" on an runway/airport area. Even if we own the original DEM there would be an advantage in working at this "…

    • 5 replies
    • 2.7k views
  20. Guest christian
    Started by Guest christian,

    Hi,Ms have reuploaded the SDK Custom Terrain Texture with the fixed tmfviewer.exe and it's available now.http://zone.msn.com/flightsim/FS02DevDeskSDK15.asphttp://ftp.avsim.com/dcforum/User_files/3d798bb26a115cda.jpgThanksChris Willis[link:fsw.simflight.com/FSWMenuFsSim.html]Clouds And Addons For MsFshttp://fsw.simflight.com/fsw.jpg

    • 11 replies
    • 1.6k views
  21. Hi Folks http://www.januranusjaymartin.de/uranusjay...ley-hifolks.gifI recently created my first own scenery (Lhasa & Bangda in Tibet) with Airport for Windows v2.6 Built 122 Freeware and added some gates with AFCAD v1.22. After improving Lhasa very intensively, relocating Bangda airport by 10nm to north and finishing the 3rd version of my scenery I found out that my AFCAD import-file for Bangda airport set both the northern and southern start locations in the same direction.Of course I could correct it manually but does it seem to be an error by AFCAD - or did I make an error?I was really quite a bit shocked, after I was set by FS2002 in the wrong start location dir…

  22. Started by NWATech,

    Just updating some scenery and the runway or ground is bleeding through. I have never seen this.Using the latest build of Airport and FS2K2.Thanks for the help. http://ftp.avsim.com/dcforum/User_files/3d7e6f30544f9dab.jpg

  23. Guest Claviateur
    Started by Guest Claviateur,

    Has anyone had success yet with letting a light (GMax landing light) shine onto a object of your scenery? I can only get them to shine on the ground. I want to light my building with it.I know they also can't light aircraft, so maybe they can only shine on the ground.Arno Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

    • 16 replies
    • 2.4k views
  24. Started by rhumbaflappy,

    Hi all.There are problems with the LWM Tutorial's 'TDFHeaders.inc'It doesn't like the East and West bounds to be in the western hemisphere. I didn't test it enough.The math limitations of BGLC got me. Here's the corrected ( hopefully ) code for TDFHeaders.inc... cut'n'paste it into notepad and save as 'TDFHeaders.inc' ; TDFHeaders.inc; ===================================================================BGLHeader Macro NorthB, SouthB, EastB, WestB, LWM_Header, VTP_Header; if LWMStart = TerrainHeaderStart then LWM polygon header disabled; if VTPStart = TerrainHeaderStart then VTP polygon/line header disabled; NorthB, SouthB, EastB, WestB, are the Bounds in whole integer deg…

  25. Started by Wolfko,

    Dear all:I have tryed to compile some BGLC source code, but when i assign the Coordinates for the South West Hemisphere i get a error compiling message.Example S12* 1.2 W77* 1.3If i assign for Example South Eat coordinates i don't get the error message.Thanks.Alfredo Mendiola LoyolaLima Peru

    • 2 replies
    • 808 views

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