View Full Version : Moving/editing default scenery
marklogsin
06-22-2008, 09:31 PM
I finally got involved with AFCAD and fixing up a local airport that has been revamped since FS2004 came out. The runway is longer and rotated about 10 degrees. Now, since fixing it though, autogen trees are on part of the taxiway. How do I delete or move these? I got the autogen SDK but I'm just lost. I can't even find the right bitmap to open in the SDK (if that's even what I'm supposed to do). I also want to move some airport objects, like the fuel pumps and maybe add some buildings. How does this work? If I would add a new building, would the default one show through? I need tons of help. It's MO6. Thanks.
Mark
P.S. What about texturing an airport? How does that work? The real airport has "Washington" painted on the ramp. Thanks again.
Laxplurr06
06-22-2008, 11:54 PM
For deleting scenery i use FlatEX. For moving scenery i would just use an object placer, and place the default object where you want it.
scruffyduck
06-23-2008, 01:25 AM
If this is for FS9 then ExcBuilder2 can be used to delete autogen buildings (this does not work for FSX). Exclusion rectangles will work for trees provided that the exclude all option is used. ExcBuilder2 can also be used to exclude unwanted buildings and objects. Then you can add back new ones using something like RWY12 (freeware) or Instant Scenery (payware). One tool that will do both jobs (and much more) is SBuilder. There are some tutorials on my web site (www.scruffyduckscenery.co.uk) on how this can be used.
barty
06-23-2008, 10:41 AM
To fix that, you'll have to use a tool like SBuilderX and create some exlcusion polygons around the airport perimeter. If you read the tutorials available, you'll have it fixed in minutes. Once you learn some of the basics, its pretty easy to use.
I'm not certain if the Flight Simulator engine supports text on runway, taxiway or apron textures. The .bgl files (as I understand it) just tells FS where to lay out the appropriate textures. Short of creating a single use texture to overlay one part of the ramp, I don't think it would be possible to do what you're wanting to do. Maybe MS will include such functionality in a future version of FS to allow us to create custom runway/taxiway surfaces that can be inserted inline with the default textures to allow the addition of ramp labels, airport names, ramp names, VOR check circles, etc..
scruffyduck
06-23-2008, 11:03 AM
To fix that, you'll have to use a tool like SBuilderX and create some exlcusion polygons around the airport perimeter. If you read the tutorials available, you'll have it fixed in minutes. Once you learn some of the basics, its pretty easy to use.
I'm not certain if the Flight Simulator engine supports text on runway, taxiway or apron textures. The .bgl files (as I understand it) just tells FS where to lay out the appropriate textures. Short of creating a single use texture to overlay one part of the ramp, I don't think it would be possible to do what you're wanting to do. Maybe MS will include such functionality in a future version of FS to allow us to create custom runway/taxiway surfaces that can be inserted inline with the default textures to allow the addition of ramp labels, airport names, ramp names, VOR check circles, etc..
You need SBuilder for FS9 and not SBuilderX. It is possible to create texture polygons using SBuilder but to create special textures etc for an airport overall you would probably need to use GMax or FSDS
meshman2
06-23-2008, 12:35 PM
P.S. What about texturing an airport? How does that work? The real airport has "Washington" painted on the ramp. Thanks again.
There is a package of letters, done by Sidney Schwartz, that would accomplish this, me thinks. But it requires an object editor, like EZ-Scenery or it's later version, Instant Scenery. Set at an elevation of about 0.1 feet above ground level should work.
marklogsin
06-23-2008, 04:33 PM
Thanks for the info. Not a lot of time to mess with it. I work at a computer all day so even MSFS doesn't sound fun at the end of most days. It looks like SBuilder or FS Architect is something I should look into.
What if I wanted to overlay satellite or aerial imagery (Google Earth or otherwise) on the landclass/mesh? Can SBuilder or GMax do that?
When it comes to using GMax for scenery design, I assume I'd need some other program to tell FS9 where to put the building/texture/etc. I made in GMax. Am I correct?
scruffyduck
06-24-2008, 03:41 AM
What if I wanted to overlay satellite or aerial imagery (Google Earth or otherwise) on the landclass/mesh? Can SBuilder or GMax do that?
As I recall Sbuilder can make photo scenery
When it comes to using GMax for scenery design, I assume I'd need some other program to tell FS9 where to put the building/texture/etc. I made in GMax. Am I correct?
If you generate mdl files (model files) from Gmax and want to use them more than once in your scenery then you would need to put them into an object library. A tool like Library Creator XML (www.fsdeveloper.com (http://www.fsdeveloper.com)) can do this. You then need to place the objects where you want them using another tool. If you tell SBuilder about the library then it can do the placement work. I don't think SBuilder can handle mdl files directly
Alternatively (and I do not use GMax so I may be wrong) I think you may be able to create a bgl file with GMax that will contain both the model and the placement code - in this case you can only use the model as placed in GMax.
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