Hi all,
I have recently created a fantasy island scenery for CFS1 using Martin Wright's excellent CFSClass classlist-type terrain construction tool.
I am now dressing the scenery with FSSC, which is proving to be a useful and versatile tool in its own right and I think a move up from Airport 2.60, which I was using before.
The problem I am encountering involves the bleed through of textures from runways, taxiways, polygon textures and macro textures through my underlying terrain scenery..
For example, I have an airfield nestled just beneath a mountain. Approaching the field from the east with the mountain behind causes no problems - in fact it looks quite impressive (though I say so myself...
)
When approaching from the west, however, I can see the textures of pretty much everything on the airfield *through* the mountain. This includes the polygon textures, roads, runways, taxiways, macro objects, etc.
A similar issue occurs with a macro object placed on a mountain peak. When approaching from below, the object (including its base) shows through the underlying terrain until sufficient altitude is gained to allow you to look down on it, when it displays well.
My macros have been created as APIs using EOD, BMP2000 and convr8 and utilise extended bitmap and .r8 textures. I have been making use of EOD's VectorJump option to handle bleed through within the macro objects themselves (not always successfully...
).
I have observed this effect on other sceneries so suspect that it may be unavoidable, but wonder if anyone has any suggestions to allow at least better management of this issue if not a complete solution.
Thanks in advance,
Pads