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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I recreated my local airport using Airport 2.60 and in the process I moved the entire field about 1000 feet. I also created a new AFD file and had problems with FS2002 recognizing the new file.Using AFCAD, I deleted the original AFD file in the default scenery and replaced it with my AFD file by simply redirecting my file to the default scenery location.Now here's the problem and a question:The ATC recognizes all the new runways and parking areas as well as the progressive taxiways. It does not recognize the taxiway names however. Giving the above information, does anyone have a suggestion to fix this?Also, I added some new flight plans to the airport using TTools 1.2 and…
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noticed an odd difference between the visibility of the mips at the transition of my scenery to that of ms2k2 default. I'll bet its because my conversion to dxt1 + alpha used Martin's code, which works but is different from nvidia's.comments? Martin?If you want details about how I got to this point, I posted my process in tom lassiters thread.on the right hand side, you can see the transition is good, my scenery and the default display the same mip, and cuz its the same texture, the transition is seemless. a bit further to the left, you can begin to see the transition cuz my texture is holding onto a higher detail mip longer than the default.Bob B
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I use Bus API's made for FS2000 in FS2002. The lights are too bright. Is there any solution?
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It has docking gates, mashlers,and service vehicles!
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I was looking at the Microsoft-released gMax House tutorial and it mentioned a file called gmaxMaterials.doc. It said this file could be found in the SDK, but it failed to mention which SDK. I've looked in all the ones I have and I didn;t see it. I guess this file explains about the z-bias material, and all the rest I want to know!Thanks
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Are there any good tutorials about textures, with particular reference to FS? I've got snippets from here and there, but I was wondering if I've got it right. Am I right in thinking that you have 2 sets of textures, a DXT format (with MIP mapping) in the add on scenery texture folder, and another in the GMAX folder (eg, Scenes) in 8bit format? When exported to FS, the "model" knows where to find the texture and can handle the different format?I would test this, but I haven't got to the exporting stage yet!CheersAlun
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Hi, I am a bit of a newbie to the scenery game. I have created several buildings/objects using GMax and successfully put them into FS2K2. However, how do I update the ground textures? I don't want to change the terrain (elevations), but just put new textures over the old ones. Do I have to create a BGL with matching elevations? I want the 'new' textures to wrap over the current surfaces.I understand the different types of texures (for seasons, night etc) and bmp depth, but I don't know how to import them into FS as ground textures. I did create some ground-level flat planes with textures on them. but as the ground is not flat this didn't really work.I have found some info…
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I created a series of odd shaped taxiways but now when the aircraft taxis over that area, it bounces as if it were taxing over the grass/dirt. The runway is hard, but nothing else is.ThanksPilotwings
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I am having no trouble placing and getting autogen to work except in certain areas. I have already posted about the runway approach path being "off limits" to thw Autogen, but I've run into a new problem. There is an area beside the airport that just will not accept Autogen! I checked and it is not on the default airport decal (I am using custom textures here). I also have checked and I have no excludes in that area.Please refer to the picture for the following. The yellow squares roughly outline two adjacent texture slices. The Red area is where Auotgen is defined but not showing up. Disregard the red part above the yellow boxes. It really is just confined to the…
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Well, I finished the daytime summer textures for my scenery. Now there are only several more seasons and night to contend with. Yeah right. I hope people will be happy with summer during the day for awhile. Let me know what you guys think. Criticism...suggestions for the future? I know I could get better resolution, but I was too far into the project to repair when I found this out. This is pretty accurate for the area pictured. Some detail was of course left out. But it adds a lot more realism when you are approaching the airport.
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Hi,Anyone know where I can get a good FS2002 scenery package for Newark, NJ? Thanks,
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I have a nice steam effect coming out of my smoke stack using BGLplacer.exe.How do I make it's scale larger, wider and taller?How do I make it visible from a further distance?Here's my line from the csv.EFFECT,fx_bldstm_lrg.fx,N48* 21.5519',W89* 13.1883,379.42,0.00,0.00,0.00,Very Sparse,""Starting with "379", to "Very Sparse", what does each parameter do?And why do effects sometimes disappear and never return sometimes?http://members.rogers.com/jkanold/jimlogo.gifhttp://members.rogers.com/eelvish/flyurl.gif
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Well, i think this is just a real stupid question but i can
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OK Im new to the FS2002 Scenery developement, though I do have Fly II and have made scenery within that Sim. Could you please let me know what programs I need to build my own Scenery for MS2002.Many thanks Steve BrownMy EGGP pictures for Fly II are below.
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HiHere is my attempt at designing my local airport, Dyce/Aberdeen in Scotland. Its only in the beta stage at the moment with runways, taxiways and modified AI, so there is not a release yet, but one will be coming soon.I have an update page on my website to show people what stage i'm at, so he please go here to view it. http://www.colin.fairbairn.btinternet.co.uk/Rory/fsegpd.htmlThanksRory"If you
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Guys, I run FS2000, Is there a program that will allow you to add buildings & taxie ways and roads. I would like to make my home field (KBFL) look more to what it really looks like.Thanks Denny
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I have a large image (11264x5632pixels) of London Heathrow that i was going to use with Terrabuilder until i realised that up to a third of will not appear because it doesn't fit neatly into the LOD grid! ARGH! So i want to chop it up and make 1024x1024pix texpolys in Groundmaker 3 (a bit like Gary Summons did with his Heathrow). I thought about using terrabuilders "cut image level x" function but it reduces the res or make squares too small (256x256). This would take a long time to stich them into 1024x1024 squares. Is there any program that can cut my image quickly into 1024x1024 squares?Thanks for your help!
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Hi all.I've finally had success with cracking CFS2-style line decals.. and they work with FS2002. This gives us shorelines, roads, and streams... actually any line-type we desire.A LOT of testing needs to be done to determine if these lines will change with the seasons properly, and if surf effects will work.What CFS2 lines actually are is a series of spline-like sections ( or cross-sectional slices ). These are the ribs that the bitmap sections will be draped upon. Here's the macros: ; -----------------------------------------;CFS2TMFmacros.inc; -----------------------------------------CFS2LINE_RIB MACRO x, y, bitmapx, bitmapy db x db y db bitmapx db bitmapy ENDM; ----…
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i remember there was a program to make some photo realistic scenery. Terra....something I dont remember. If anyone could help me remember that would be great!I want to make North New Jersey Scenery, with a good rendition of teterboro airport and maybe jfk(if i have the time). i'm currently working on a new dash 8 series 300 for fs.RegardsMoses
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To autocompile the library bgl whenever I click on the option in the library compiler in FSRegen (bottom right button), I get an error message and FS Regen shuts down. My BGLC is in the FSRegen directory and also for safetly sake in the operational scenery directory too.Any ideas why this might be happening?Shez
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Hi,I wonder if you noticed in the Oshkosh scenery released lately by MS, the photoreal layout of the airport and the surrounding area fades nicely into the default terrain textures unlike other photoreal add ons I saw around and wich are simply a rectangle or box that does not blend with the surrounding like Oshkosh scenery does.Presuming they used Resampler.exe method. So if we use Alpha Chanel to errase the parts we do not want to show we will get water where the Alpha Channel is aplied, is that right? So how did they do to blend it with the default ground textures you think?CheersMichel
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I have been having some fun creating scenery for Wycombe Air Park (Booker, UK) Unfortunately, the control tower in the default scenery is in the wrong place as is the refueling area and a fuel tower. They are actually on one of the major taxi ways for the airport.I want to exclude just those features as the runways seem fine. However, the exclude command uses the syntax :-Exclude=North Latitude,West Longitude, South Latitude, East Longitude, category.with the maximum size of an Exclude area is 90 degrees of longitude and 45 degrees of latitude. But I want a much smaller area so whats the minimum size? I have tried to use the decimal but it dosn't seem to work. These are t…
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Working with gmax last night trying to make a complex hangar and I ran into some problems. How do you create transparent textures such as windows and make them work in gmax? Can you take multiple objects and merge them together to make one object? I think that might be easier than just trying to make the hangar out of one box! One more thing... how do you make dynamic doors and make them open on a comm frequecny? This is something that is not as important to me as the rest, but I think it would be a cool feature to add to the hangar. Andrew [email protected] THE RED WINGS RULE! http://www.duncanfuller.com/d21tracon/logo.jpg"Skate to where the puck's going to be, …
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How can you harden the gmax created ground polygons (taxiways and parking aprons etc.) and stop the aircraft bouncing?letats
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