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› Modifying default airports
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Modifying default airports (Read 365 times)
Jun 27
th
, 2004 at 6:39pm
Matrix
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Posts: 40
I just got started into scenery design a few months ago and I'm interested in modifying one of the default fs2004 airports that I use. Some of the buildings and land features aren't very realistic, so I want to replace them. Any advice?
Thanks
Gmax&&FS2004
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Reply #1 -
Jun 27
th
, 2004 at 6:44pm
Hagar
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Hi Matrix. Which scenery design application are you using?
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Reply #2 -
Jun 28
th
, 2004 at 10:02am
Matrix
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I'm using AFCAD to modify the runways and taxiways, but I'm using FSSC for everything else.
Gmax&&FS2004
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Jun 28
th
, 2004 at 10:35am
Hagar
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OK. I don't know how familiar you are with the features of FSSC so I'll start with the basics. As you probably already know the AFD BGL is not compatible with FS9. You can use the Menu Object instead before adding the proper menu entries with AFCAD.
It's possible to remove the default buildings & other visual scenery objects by using the FSSC Exclusion Object. This can be used to remove a single object like a hangar or all objects on the complete airport. The objects can be then replaced with API macros imported into FSSC. Scenery created with FSSC will be basically flat. The Area16N Flat Area is a useful feature to flatten different areas of the mesh around your airport. This is limited but can change the look of the terrain. You can also lay a textured polygon wherever you wish but this will be flat. If you wish to go further you will need to create mesh. Any further improvements to the mesh would involve different tools & utilities which I have no knowledge of.
Check out FSSC Help for further details. The functions of these features are listed & described under Reference/Objects Reference.
There are other methods which should be covered in the FS9 Scenery SDK posted on the FS2004 Insider site. Things have changed with FS9. I'm used to creating the visual scenery with FSSC & adding the virtual scenery with AFCAD. The AFCAD runways & polygons might look better but I'm not sure how well the two will mix.
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Reply #4 -
Jun 28
th
, 2004 at 8:54pm
Matrix
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Posts: 40
Thanks for tips. I'm not too worried at the moment about the realism of the terrain. I'm not that good yet. But I am having trouble importing airports into FSSC. Any thoughts?
Do you know of any programs that I can use to create Macros for my airports?
thanks
Gmax&&FS2004
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Reply #5 -
Jun 29
th
, 2004 at 3:43am
Hagar
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It's not possible to import the actual airport into FSSC as with AFCAD. If you go to the location in FS9 & take a screenshot in Top Down view it can be imported as a Background Image (BMP format). If this is scaled properly it will allow you to place objects accurately.
For creating macros try EOD.
http://www.echos.ch/eod/
PS. Slew to the centre of your airport & Zoom out to cover the complete area before taking the shot. You might need to experiment with the settings to get the scale right. As you already created a runway with AFCAD use an FSSC runway of the same length & heading as template. Once it's correct the FSSC runway can be deleted if you wish before exporting the project.
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Reply #6 -
Jun 29
th
, 2004 at 10:40am
Matrix
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Those were great tips! I tried taking a pic of my airport from above, then put in the runways and a few buildings and it worked perfectly!!!! Thanks
One last question. How do I add static aircraft to my airport. Idealy I would like to use some of the aircraft I have instead of having to make a macro of it.
Gmax&&FS2004
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Jun 29
th
, 2004 at 10:53am
Hagar
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Great stuff. Glad my tips helped.
The best method for "static" aircraft on your airport would be to add them to the AI traffic. IMHO
You can use TTools (Traffic Tools V2 by Lee Swordy) to add your 3rd party aircraft & create the traffic tracks for them. Define the parking ramps, taxyways etc on your airport with AFCAD. This was what it was originally intended for. Read the manuals with both utilities carefully & check out the AFCAD & Traffic Tools forum here. It looks complicated at first but is not difficult once you understand the basic principle.
PS. It's possible to create your own static aircraft macros with a little utility named M98toBGL posted somewhere in the scenery design or utilities section. This will convert existing aircraft models into API macros. It works best with very simple FS98 aircraft.
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Reply #8 -
Jun 29
th
, 2004 at 12:55pm
Matrix
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Awesome!!! The airport is starting to look good. I made a hanger in EOD (just a rough model) and I want to add it into the scenery to see what it looks like with everything else. When I try to export it it comes up with an error message about APIs and SCASMs. What are they?
Gmax&&FS2004
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Reply #9 -
Jun 29
th
, 2004 at 2:04pm
Hagar
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There might be a bug with your macro. Try creating a simple untextured cube as a test piece first before doing anything complex. Slowly, slowly catchee monkey.
You might also like to read this thread.
http://www.simviation.com/cgi-bin/yabb/YaBB.cgi?board=scn;action=display;num=108...
I'm having a job keeping up with you guys. LOL
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Reply #10 -
Jun 29
th
, 2004 at 4:51pm
Matrix
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That link really helped. I had stored the macro in a different folder than the other ones. ???
Thanks for your help.
Gmax&&FS2004
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