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Adding to default scenery (Read 2033 times)
Apr 29
th
, 2003 at 12:35am
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I'm new to scenery design, I'm more of a repainter myself. I got the most recent version of FSSC. I played around with the older version a year and 1/2 ago an tried to make a complete fictional airport from scatch but never completed it. To my question, is it possible to add to default airports (i.e. tarmac, terminal, taxiways, hangers, etc.) in FS2K2? Thanks, DougD ???
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Reply #1 -
Apr 29
th
, 2003 at 1:52am
Hagar
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Yes it's possible. Try it with a simple test object like a hangar before getting too ambitious. Use the FSSC Area16N Flat Area feature to remove unwanted default scenery. Carefully check the altitude of the new airport to match it with the original.
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Reply #2 -
Apr 29
th
, 2003 at 4:34am
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Thanks for the reply Hagar..............................
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Reply #3 -
May 5
th
, 2003 at 7:51pm
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Can you give an idea about how to precisely add too the default FS2K2 scenery. I've added a simple terminal by taking the coordinates & headings while in slew mode. Am I on the right track? I don't dare export it until I get some guidance............
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Reply #4 -
May 6
th
, 2003 at 1:50am
Hagar
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Hi Xmit. Yes, that's how I do it. Hit Shift + Z to bring up the onscreen co-ords. To position it accurately go to Map view. Then hit Q & then F1 to place you at ground level & show the exact altitude. I find the quickest & easiest method is to take a shot for reference. This can be imported as a "backdrop" in FSSC.
Right-click/New Misc Object/Backgound Image.
Providing you configure your files & install them like any other 3rd party scenery you should have no problems. Activate your own files as a new area from the Scenery Library. If objects are in the wrong location or cause a conflict the new area can be modified as you wish or simply deactivated/removed.
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Reply #5 -
May 6
th
, 2003 at 2:15am
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Hi Hagar, I was hoping you would reply. I got the coordinates, etc. I've made a simple terminal and I've placed it where I believe it should go. Don't I just use the "Export Wizard" in FSSC? It appears it makes .bgl file in my projects' name (i.e. KPWM terminal.bgl) and puts in the scenery file. I would like to use a backdrop but how would you scale it properly? Also how does FSSC's "Area16N flat area" work? There is a hanger by where the terminal should that really isn't there. Sorry for being ignorant, I've never in my FS career imported or designed scenery, just aircraft, panel & sounds.
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May 6
th
, 2003 at 6:22am
Hagar
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Hi Xmit. I should point out that I'm no expert scenery designer. I make it my business to try as many FS utilities as possible & work out the best way to use them. I'm still discovering the new features of the latest FSSC. These make it more user-friendly than ever once you understand the basic principles. It should get easier the more you use it.
First, from FSSC/Tools/Properties/Settings you should set the Flight Simulator version. From the Locations tab set the path to your FS2002 root directory. When using the new Export Scenery Wizard click the Browse button to direct the export path to the desired location. This can be a previously configured scenery folder in FS2002\ADDON SCENERY or a temp folder anywhere on your HD. The BGL files will be created in a Scenery subfolder in whichever location you choose. The Scenery subfolder will be automatically created for you if necessary. Textures can be exported in the same way providing FSSC can locate them.
The scale of the Backgound Image will depend on the zoom factor in the sim & display resolution you used when taking the shot. It can be adjusted to suit from within FSSC. This can take a little figuring out depending on what you're doing. Some idea of the distance between 2 points on the image is a great help. Working with a new runway of a known length is comparatively easy.
The Area16N Flat Area is one of the best things about FSSC for me. Basically, it flattens the terrain over the selected area. This is much better than the old Flatten switch manually added to Scenery.cfg. It's no longer limited to a 4 point rectangle & can be a complex shape with up to around 50 sides. It should remove default scenery objects like buildings, runways etc. It can also be lowered to create a depression in the terrain. It's possible to use more than one Area16N in a single scenery area. Make sure the A16N.bgl option is selected from the Export Wizard when using it.
I hope this gives you some ideas. Good luck.
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Reply #7 -
May 6
th
, 2003 at 12:31pm
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Your a wealth of information Hagar, thanks for everyhting again.........................
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Reply #8 -
May 6
th
, 2003 at 2:25pm
Hagar
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Hi Doug. It's been a while since I used FSSC & I made the mistake of relying on my memory. Sorry, I should have checked before replying.
The Area16N Flat Area is more suited to new aiports. You might not need it for existing ones. Use the Exclusion Object to remove default scenery objects.
Right-click/Exclusion.
This is a simple rectanglar exclusion area which has options for excluding visual scenery, VOR, ILS & NDB. More than one Exclusion Object can be used in a single scenery area. These can be sized to suit.
For the Background Image use Top-down view, not Map view as I stated earlier. Hope this did not confuse you too much.
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Reply #9 -
May 7
th
, 2003 at 8:51am
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Thanks for the follow-up Hagar, I actually hadn't tried to install my terminal scenery yet. I may try to tonight, I'll tell you how it goes..................
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Reply #10 -
May 8
th
, 2003 at 12:07am
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Hello Hagar, well my installations were a disaster. The first time I used the exclusion and it totally wiped out the default airport scenery, I'm not sure why. So I tried it again, I little simpler install this time. Well it went a little better.
I didn't wipeout the whole airport. Most of the default tarmac textures nearby by new terminal were gone and my terminal was off by about 3-5 degrees even after double-checked the heading, etc in FS2K2. Thank god MS put in system were you can delete added on scenery and restore it to the default look.............................
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Reply #11 -
May 8
th
, 2003 at 1:43am
Hagar
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Hi Doug. It's bound to take a while before you can do exactly what you want. The Exclusion Objects can easily be reshaped/resized to take out a single building if you wish. Use several small ones instead of one large one.
My method of checking out new scenery is to export it direct to an active folder & keep FSSC running while I check it out in the sim. If buildings like your terminal are in the wrong location, or on the wrong heading exit the sim & change it. Export it again before checking it out again. Carry on like this until it's right. I think your problem might lie with Magnetic & True headings. FSSC uses True (geometric) headings by default.
From FSSC Help: "You can use the following suffixes to qualify the numeric value of a text field in the English version of FS Scenery Creator:
Length:
m (meters), ft (feet), mi (miles), km (kilometers), nm (nautical miles)
Rotation:
°geo (geographic heading), °mag (magnetic heading)"
Scenery design can be time-consuming but that's the fascination & it gets easier with practice. As you've discovered, if it goes pear-shaped the whole thing is easily removed & will not cause permanent harm. Please keep at it & don't give up now.
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Reply #12 -
May 8
th
, 2003 at 5:32pm
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Hello Hagar, I actually figured it out this morning. Apparently when your at a default airport you don't need to use exclusion if there isn't any 3D objects in the way or the 16N flat area because it's already flat. Who would of thought?........Well the only thing was that it wasn't in the exact position that I wanted, but after moving it little-by-little. Presto! Portland Jetport has a terminal now. I'm gonna try some smaller scenery projects at existing airports to get better at FSSC before tackling any big projects. Oh, one question Hagar. In FSSC what does the "repeat" mean on the level editor of the 3D objetcs? Thanks for the time...........
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Reply #13 -
May 8
th
, 2003 at 5:45pm
Hagar
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Quote:
Hello Hagar, I actually figured it out this morning.
Thats great. I'm pleased you're starting to get the idea.
Quote:
Oh, one question Hagar. In FSSC what does the "repeat" mean on the level editor of the 3D objetcs? Thanks for the time...........
Good question. I'm not really sure about this myself. The only way to find out would be to try it. According to FSSC Help you can mix & match textures for different parts of a building.
Building Object
The building can be used to make houses, office buildings, or airport terminals. Beginning with Flight Simulator 2000, you can use the advanced building style to mix and match many different textures. An advanced building has 4 different levels: the lobby, the floors, the penthouse, and the roof, and each level can be customized in terms of height, texture, and texture stretching factor. You can preview the textures and the scaling that you've chosen using the building editor.
Besides the default four-sided flat roof style, you can also choose the pyramid, sloped, or n-sided styles
The settings change depending on which option you choose. I assume the "Repeat" value determines the way the textures are assigned. I must check this out when I have time.
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Reply #14 -
May 8
th
, 2003 at 6:49pm
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That advanced building tool is pretty cool to use. My terminal looked pretty funny though before I figured out you can set height for each level. It's trial & error my friend but it's starting to pay off. Appreciate the time...............
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