View Full Version : Creating a Simple Road...
swambast
01-21-2002, 11:31 AM
OK, I'm just trying to add a simple road to FS2002 with Build 135. The road lies about 10-15m south of Runway 18 at a small airport. Insert the road without the flatten switches, and it does not appear. Add a flatten area around the road, the road appears. I can now drive on the road or fly over the road with no problem (other than the "white" road side textures - FS2K Minor Road selected - does not appear about 10m out, and comes "sliding" into view). Anyway, major problem is this: Now when I use the taxiway at the airport to get to Runway 18, the taxiway texture is tearing and the grass/ground beneath begins appearing. It looks terrible! As you start taxiing closer to Runway 18, the taxiway practically disappears completely and all you see is the yellow taxi line on the ground below. My conclusion is that it must be something in the flatten area. I've reduced the flatten area so it just outlines the road, but still no luck. Could it be an altitude problem...? Really confused here.
P.S. MY GOD! Is all FS2002 Scenery this difficult to create!? I'm tempted to just give it up completely, as it is incredibly time consuming. And, I'm just trying to add a simple road!
wsieffert
01-21-2002, 02:04 PM
It seems a lot of people think it is a snap. Well, I think you found out it is not.
A lot of people thought making aircraft from scratch with GMax was a simple process, its not!
That's why I choose to tinker with programs, like Airport, DOD, VOD, NOVA, GMAX, etc., and let the dedicated pros build the aircraft, scenery, textures, air model, panels, etc.
That's also why, when I find something of quality, I make sure the author is properly thanked, especially if it is freeware!!!
And just to reaffirm my appreciation to Airport. Thanks Pascal, Tom, Brian and all the others listed in the About Airport Menu.
Barney
01-21-2002, 06:32 PM
Try creating a runway, sized so that it covers the area of your concern, but texture it as "invisible" and make sure the elevation you opt for is the one you want. Since it will pretty much dominate your working schematic within Apt 2.60; thus making it harder to see some of the other aspects of your schematic, this step is best done after you are happy with the rest of your airport and surroundings.
This 'runway' works in the manner you're attempting to do with the flatten switch(es) and it also 'hardens' the area encompased by its dimensions.
Once complete, you should notice that everything looks and behaves better.
One other tip: some polygons do not display in FS2002 depending upon the menu used (in Apt 2.60), especially when seasonal textures are applied. To get around this, I have found that manually editing the *.sca file for the particular polygon seems to work. Where the "LoadBitmap" line is, check that the "EO" definition reads "EF" (minus the quotes). "Save" the altered *.sca and then run it through Scasm 250 via DOS commands and install this new *.bgl to over-write the one generated originally in Apt2.6
Barney
swambast
01-21-2002, 10:11 PM
Thanks for the responses. Barney, before I try your suggestion, I really want to understand WHY following the "normal(?)" procedures would not work here. Maybe I have a setting wrong, or maybe it just can't be done.
If anyone's interested in helping solve this problem, please let me know. I would gratefully accept any and all help, and could quickly email you the required files. It's literally just ONE road in the scenery file that's been added, that's it. Plus, it would be great to share our results with the rest of the community so others don't have to go through all this. Or, at least others would know whether it's even possible considering the circumstances. I just can't figure out why this is happening, and would love someone else to take a look to see if I'm overlooking something.
Well, if you're up for a challenge, just let me know!
Regards,
Steve
Barney
01-23-2002, 09:08 PM
I think what is happening is this....and I've experienced it too.
I think the terrain is laid down in squares that cover defined coordinates. If a road (or river) for example, begins in an adjacent square, that is the elevation it adopts. By altering the elevation to make your road work, you upset the elevation for the taxiway.
Or something like that!! I'm sure some guru will come in here an pounce all over my suggestion!
By creating the 'invisible' runway, and having it encompass your airport and road, the whole area elevation is 'fixed' and also hardened (this gets away from the bouncing on add-on taxiways/aprons).
Barney
swambast
01-24-2002, 01:02 PM
Barney,
Well, I tried your suggestion. Although the results are slightly better, I am still experiencing the same problem. The concrete taxiway textures still are torn and reveal the terrain beneath them. From a VERY high altitude, they look fine. But down low on the ground, it still looks like crap.
I think I've about exhausted all recommendations. Unfortunately, no one has been able to solve this problem. Until some better scenery creating programs arrive, I'm close to giving this up for awhile. I mean, is it really worth it to spend hours and hours trying to place a simple road - it's getting ridiculous.
Thanks for sharing your tips though, it was worth trying it out! I've about had it for now though with the scenery creating. I'm placing my faith and hope in LAGO's Scenery Creation Program which I have been following closely, and providing a lot of input.
Thanks All,
Steve
Barney
01-24-2002, 04:47 PM
Tearing of polygons usually indicates a layer level problem. Based on FS2K, it was determined that multiples of 4 worked best.
Also, depending on the menu used to insert the polygon, you may need to edit the *.sca file and re-compile a *.bgl using SCASM.EXE in DOS divorced from the Apt2.6 program altogether. I have found this to be so when using the menu which assigns seasonal textures. I end up going through the editing process mentioned above and changing the instances of "EO" in the "LoadBitmap" command to read "EF" (minus the quotes, of course).
Barney
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