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rundio
08-13-2001, 02:29 PM
When i create ground polygons macros using FSDS i see bleedthrough(Odd
Visibility in FS200)in my macro polygons generated by FSDS when i test it in
FS2000.
Is there a way to solve that trouble?

FSDS does not do 'ground polygons.' It uses the 3d polygons for everything.
A scenery design program, such as ASD or Airport will give much better
results for ground features.

gorchi
08-14-2001, 05:27 AM
When i create ground polygons macros using FSDS i see bleedthrough(Odd
Visibility in FS200)in my macro polygons generated by FSDS when i test it in
FS2000.
Is there a way to solve that trouble?

FSDS does not do 'ground polygons.' It uses the 3d polygons for everything.
A scenery design program, such as ASD or Airport will give much better
results for ground features.

Hi,
I use ground polygons made with FSDS. I also had this problem and I solved it
only with flatten switch. I also suggest You, to use as much of polygon as You
can with nontransparent bitmap. I have a problem with ground shadow and I hope
I will solve it.
And please take care if You'll make macro for each bitmap and then join tmacros
in Airport - do not use the whole bitmap but leave 1 pixel on the top and on
the right side of bitmap otherwise You'll get annoying thin line through which
You can see the ground.
Regards
Goran

fritzbecker
08-14-2001, 10:33 AM
When i create ground polygons macros using FSDS i see bleedthrough(Odd
Visibility in FS200)in my macro polygons generated by FSDS when i test it in
FS2000.
Is there a way to solve that trouble?

FSDS does not do 'ground polygons.' It uses the 3d polygons for everything.
A scenery design program, such as ASD or Airport will give much better
results for ground features.


But it is much easier to create a good looking ground polygon, even with the
fault that the bleedthrough happens. It only does with the aircraft shadow
option. I do also create most of my ground polygons with FSDS and to my opinion
they look much better!

greetings

Fritz

cazador
08-14-2001, 04:30 PM
When i create ground polygons macros using FSDS i see bleedthrough(Odd
Visibility in FS200)in my macro polygons generated by FSDS when i test it in
FS2000.
Is there a way to solve that trouble?

FSDS does not do 'ground polygons.' It uses the 3d polygons for everything.
A scenery design program, such as ASD or Airport will give much better
results for ground features.

Hi,
I use ground polygons made with FSDS. I also had this problem and I solved it
only with flatten switch. I also suggest You, to use as much of polygon as You
can with nontransparent bitmap. I have a problem with ground shadow and I hope
I will solve it.
And please take care if You'll make macro for each bitmap and then join tmacros


in Airport - do not use the whole bitmap but leave 1 pixel on the top and on
the right side of bitmap otherwise You'll get annoying thin line through which
You can see the ground.
Regards
Goran


Thanks Goran:

I want to create aprons but with the texture orientation or heading parallel to
my runway and buildings.

Thanks.
Alfredo Mendiola Loyola
Lima Peru

gorchi
08-15-2001, 05:28 PM
When i create ground polygons macros using FSDS i see bleedthrough(Odd
Visibility in FS200)in my macro polygons generated by FSDS when i test it in
FS2000.
Is there a way to solve that trouble?

FSDS does not do 'ground polygons.' It uses the 3d polygons for everything.
A scenery design program, such as ASD or Airport will give much better
results for ground features.

Hi,
I use ground polygons made with FSDS. I also had this problem and I solved it
only with flatten switch. I also suggest You, to use as much of polygon as You
can with nontransparent bitmap. I have a problem with ground shadow and I hope
I will solve it.
And please take care if You'll make macro for each bitmap and then join tmacros




in Airport - do not use the whole bitmap but leave 1 pixel on the top and on
the right side of bitmap otherwise You'll get annoying thin line through which
You can see the ground.
Regards
Goran


Thanks Goran:

I want to create aprons but with the texture orientation or heading parallel to


my runway and buildings.

Thanks.
Alfredo Mendiola Loyola
Lima Peru

Hi Alfredo,
I was thinking just of such ground polygon. I made a macro with 6 512x512 pix
textures and bleedthrough was solved after flatten switch. I also noted strange
behaviour when turning on ground shadows. I fixed it witch commenting
ShadowCall function in API.
If You need any more assistance with this send me an e-mail on
goran.brumen@s5.net
With regards
Goran