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Adding to default scenery (Read 2037 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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Reply #15 -
May 10
th
, 2003 at 2:00pm
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Hello Hagar, It's me again.............I've been doing pretty good except when it came time to use some of the exclusion boxes. They took care of the one 3D object in the way but the default taxiways were still there. They're on-top of my new tarmac textures and they look like crappola. I can only use the exclusion boxes because my new scenery is intermingled with default scenery that I want to keep. Any suggestions?..........................
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Reply #16 -
May 10
th
, 2003 at 2:10pm
Hagar
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Hi Doug. I'm no expert at updating default airports as I usually create new ones from scratch. Is it possible to use one or two large Exclusion boxes to cover both the runway & taxyways? If so you could replace them with your own new ones. I might be able to suggest something if you post a shot showing the problem.
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Reply #17 -
May 11
th
, 2003 at 11:09pm
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Hello Hagar, With a little guidance from Arno in the FSSC forum I tried excluding the taxiways again without any luck, I only excluded part of the default terminal. I think I'll have to do the whole airport but here's my idea. I'll use the existing default airport scenery to help me locate my new buildings, runways, taxiways etc. and then when I'm all done I'll use the exclusion "visual scenery" in the scenery export wizard when I do the final install. So technicnally I'll have a new airport scenery with the exisitng FS2002 airport info. That's my theory, what do you think?
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Reply #18 -
May 12
th
, 2003 at 1:46am
Hagar
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Hi Doug. The guys in the FSSC forum know far more than me so that would be the best way to go. It would involve much more work replacing the whole airport but this might in fact be easier in the long run. I thought of suggesting it myself but as this is your first attempt at scenery design I was trying to save you time. It seems I complicated things for you which wasn't my intention. So much would depend on the layout & orientation of the particular airport you're updating.
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Reply #19 -
May 12
th
, 2003 at 2:15am
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Hagar, I really appreciate all the help you've given me. with some trial & error everything has worked for me except those darn taxiways. What I was thinking was replacing all the 2D & 3D objects as exact to their original locations as the default one but I would use the default objects before getting rid of them as a guide for the replacement ones. After I was done putting in the new objects I would use the exclusion for the entire project area when I do the final install. but before I do that, I'm planning a new add-on to another default airport (there's no taxiways in the way).............
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Reply #20 -
May 12
th
, 2003 at 4:53am
RollerBall
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Hi xmit
Excluding objects is an interesting exercise. Remember you don't need to place huge exclusion areas over objects - you only need to exclude their ref points.
So you can exclude large objects with VERY small exclusion areas - the trick is to find the ref point for each one. For example, in Kai Tak, I've excluded the WHOLE default runway with an exclusion area of just 20m x 20m.
A ref point is usually at an object's 'centre'. As it happens, the ref point was not quite in the rwy centre and I had to develop my own system to 'home' in by placing a 'large' exclusion area over the expected ref point position (something like 200m x 200m), moving
it around until the object (plus others around it) disappeared, actually drawing it's position on my monitor in dry marker, reducing the exclusion area to say a third of the original size, moving that one around within the boundary on my monitor in a grid pattern until the object disappeared (but not the surrounding objects) and repeating the process until I was happy.
With a building finding a ref point is pretty easy but with objects like taxiways it's harder. Even so, by trial and error using my system I found a ref point somewhere near the centre of the airport where a relatively small exclusion area took out the taxiways and most of the concrete apron. Again, by reducing its size I was able to take out taxiways and leave in apron. That left me with a flattening problem even with an A16N flatten in place but that's another story.
Dick 'rhumbaflappy' Ludowise told me about ref points and it's proven to be very useful information. I think you could use it here.
Arno of the Netherlands Scenery Design Group is one of the top designers as well as being one of the most helpful as you know from the FSSC and other design forums. I tried for quite a while to make my Kai Tak apron lights turn on and off at dusk/dawn without success. He gave me a fix within a few minutes of my posting the problem.
What would we do without these guys?
Roger
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Reply #21 -
May 12
th
, 2003 at 11:30pm
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Thanks for your response Rollerball, I misunderstood what Arno said. I tried a couple smaller exclusion boxes on the taxiway by the center point of the airport. Boy did I hit the jackpot, all the taxiways & aprons are gone (runways & 3D objects remained). initailly I didn't want to do that but I've been having a ball replacing them. I'm using the runway & 3D objects and a screenshot of the default airport as references to place the new ones as close to the defaults as I can. After I'm all done I know I'll have to tweak the AFCAD but what else can I expect? The entire area appears to have remained flattened.........
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Reply #22 -
May 13
th
, 2003 at 1:55am
RollerBall
Ex Member
So there ya go xmit.
Dick's advice has been useful all over again.
You'll find that when you redo the taxiways you are able to correct errors that M$ left in - their taxiways are never as good as the ones you do yourself. They always have little concrete bits hanging out at corners and stuff like that. Bet yours'll be better!!
Roger
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Reply #23 -
May 13
th
, 2003 at 2:02am
Hagar
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Thanks for bailing me out Roger. I should visit the FSSC forum more often.
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Reply #24 -
May 13
th
, 2003 at 3:29am
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Appreciate the help from both of you, I'll keep you advised...................Thanks again
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Reply #25 -
May 13
th
, 2003 at 4:37am
RollerBall
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Quote:
I should visit the FSSC forum more often.
You're always welcome Doug.
I regularly look in at the Airport, FSSC and the MSFS scenery design forums.
The last one is where the REAL dudes hang out. All the really bright scenery guys are there - you know, the ones taking FS apart and writing all the scenery design progs and stuff. A lot of the stuff they post there is way over my head but you also get loads of useful info if you're into scenery desgn.
And even people like Dick and Arno can always find time to help you out with your probs no matter how small. But that I guess is what we all like about simming.
Roger
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Reply #26 -
May 28
th
, 2003 at 1:15am
Powell
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Ive been wanting to add scenery to a couple of airports in my region. With the support you guys give new designers, I might consider doing so myself. Not sure if i want to totally redo the airports (not sure if i can handle all the new tasks). I have messed with FSSC some and I found out postioning things and creating macros are the hardest to learn for me. Can any downloadable macro work with FSSC? Hopefully I can create my virtual company I always wanted.
Thanks!!!
SimLover and Aviation Fanatic
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Reply #27 -
May 28
th
, 2003 at 4:06am
Hagar
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Can any downloadable macro work with FSSC? Hopefully I can create my virtual company I always wanted.
Hi Jeff. FSSC will import macros in the API (Airport) format & includes a good selection to get you started.
The Airport 2.6 scenery design program also has a good selection of API macros so it's worth installing even if you don't intend using the actual program.
Some 3rd party macros work better than others depending on which sim they're used in. The only way to find out for certain is to try them. The FSSC Building feature has many options to create your own custom buldings. Right-click the screen & select "New 3D Object/Building". You can also use default buildings in your new scenery (Library Objects from the "New 3D Object/Macro" option).
All this takes time to learn so don't expect instant results. It wouldn't be worth doing if it was that simple. IMHO
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Reply #28 -
May 28
th
, 2003 at 4:12am
Powell
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Hey,
Was about to go to bed and saw that you replied. Ive been doing ok so far in the tutorial but I think i installed it the upgrade wrong and now it wont let me access the macros. "Subscript out of range at 423 in fssc.bas"
I also seem to not have the correct paths for the bgl directory and the scenery compiler directory to export my files. Thanks for the help, Many questions soon to come lol : ???
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Reply #29 -
May 28
th
, 2003 at 4:29am
Hagar
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Hi Jeff. Glad I caught you. It might be best to uninstall FSSC & get the complete latest version (Full Install).
http://fssc.avsim.net/downloads.html
Then you can start from scratch without bothering with updates. Once it's installed use the Tools/Preferences option to set the paths to the locations of your own files. Add paths to Macro locations as you wish.
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Reply #30 -
May 28
th
, 2003 at 4:37am
Powell
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Hi, thanks for the help, Im currently downloading it right now. Where does the scenery compiler suppose to go, none of the paths I put work.
Ive gone blank to what to add to my airport, any tips?
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Reply #31 -
May 28
th
, 2003 at 4:49am
Hagar
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OK. Install the latest version & try it. The path to the scenery compiler should be set by default. If not, point it at SCASM.EXE in the FSSC\Scasm folder. Other options such as the export path to your new scenery can be changed from the Export Wizard. If you have problems or need advice - please post again. Good luck.
.
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