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How to 'flatten' (Read 1511 times)
Jan 10th, 2010 at 3:14am

patchz   Offline
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How do I 'flatten' an area? Ever since I added global mesh, Air Mountain Ranch has had a hill in the middle of the runway and some of the buildings are floating. Thanks.  Smiley

Also, is there a way to 'repaint' buildings within a scenery package? I was able to remove T-Rex and the hulking white sign floating in midair from my Meigs scenery, but I would like to repaint the two hangars a more natural looking color instead of the glaring red and blue. They do not show up in the textures folder and I know nothing about .bgl files.


« Last Edit: Jan 10th, 2010 at 4:21am by patchz »  

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Reply #1 - Jan 10th, 2010 at 7:10am
Crash   Ex Member

 
There is a small program called FlattEx on this page. Maybe that can solve your problem?

Carlo Wink
 
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Reply #2 - Jan 10th, 2010 at 7:19am

patchz   Offline
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Quote:
There is a small program called FlattEx on this page. Maybe that can solve your problem?

Carlo Wink


Thanks Carlo, I'll try that.  Smiley
 

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If God intended aircraft engines to have horizontally opposed engines, Pratt and Whitney would have made them that way.
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Reply #3 - Jan 10th, 2010 at 11:06am

dave3cu   Offline
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Quote:
Ever since I added global mesh, Air Mountain Ranch has had a hill......
Common when adding terrain mesh as fixed elevations (lakes, rivers, airports) do not automatically adjust to the new terrain.

Another option for 'flatten', is Steve Greenwoods FSTFlatten-http://home.earthlink.net/~smgreenwood/flatten.shtml-This method has the advantage of allowing irregular polygon shapes (FlattEx is limited to rectangles), and creation of a <flatten>.bgl, so no editing of the scenery.cfg file is necessary.

For the hanger textures...the author may have used hanger objects from an 'object library', (Rwy12, EZ-Scenery, etc.). In this case the textures would be in the object library's texture folder. Any changes to those textures would be global.

On the same page as Carlo's link for FlattEx you'll find BGLXML 1.8. This utility will decompile a scenery .bgl into it's .xml source.  You can then view the .xml in notepad to identify the objects placed.

Dave
 

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Reply #4 - Jan 10th, 2010 at 12:11pm

patchz   Offline
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dave3cu wrote on Jan 10th, 2010 at 11:06am:
Quote:
Ever since I added global mesh, Air Mountain Ranch has had a hill......
Common when adding terrain mesh as fixed elevations (lakes, rivers, airports) do not automatically adjust to the new terrain.

Another option for 'flatten', is Steve Greenwoods FSTFlatten-http://home.earthlink.net/~smgreenwood/flatten.shtml-This method has the advantage of allowing irregular polygon shapes (FlattEx is limited to rectangles), and creation of a <flatten>.bgl, so no editing of the scenery.cfg file is necessary.

For the hanger textures...the author may have used hanger objects from an 'object library', (Rwy12, EZ-Scenery, etc.). In this case the textures would be in the object library's texture folder. Any changes to those textures would be global.

On the same page as Carlo's link for FlattEx you'll find BGLXML 1.8. This utility will decompile a scenery .bgl into it's .xml source.  You can then view the .xml in notepad to identify the objects placed.

Dave


Thanks Dave. After downloading FlattEx and looking at the readme, I did not install it, for several reasons. I think I would prefer the manual route, if I knew how.
As to the hangars, I don't think they are generic as I have not seen any that gaudy anywhere else. The scenery is Meigs and had a TRex as well, which I was able to get rid of, as well as the huge white rectangle floating in midair. The scenery looks good now except for those hangars. I have EZ Housez and Buildingz but it was installed a long time after Meigs, so the buildings must be within the scenery. Eventually I'll figure it out.
 

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If God intended aircraft engines to have horizontally opposed engines, Pratt and Whitney would have made them that way.
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Reply #5 - Jan 11th, 2010 at 3:20am

patchz   Offline
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Can't get FSTFlatten to work. I can create the dots and connect them but when I click on 'Link Vertices' I get a No Data message. Guess my feeble brain is not capable of comprehending how to use the program. But it seems to me the instructions leave something to be desired.  Undecided
 

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If God intended aircraft engines to have horizontally opposed engines, Pratt and Whitney would have made them that way.
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Reply #6 - Jan 11th, 2010 at 4:45am

Hagar   Offline
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patchz wrote on Jan 11th, 2010 at 3:20am:
Can't get FSTFlatten to work.

it seems to me the instructions leave something to be desired.  Undecided

Did you follow the instructions in readme-FSTflatten.doc? It's in the fstutilities\programs\FSTflatten folder. I just created a simple 4-point flatten area BGL using the Quick Start (Area16N method) & it works perfectly.
 

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Reply #7 - Jan 11th, 2010 at 6:29am

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Been using it for several years - couldn't be much easier to use if you follow the instructions.

But, as with most utilities, the first effort may seem daunting, but once you have made a few flattens, it is really a piece of cake.
 

David "Opa" Marshall
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Reply #8 - Jan 11th, 2010 at 10:12am

patchz   Offline
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Yes, I read the instructions. I don't what happened the first time, but I tried it again and got it to work. But I'm having trouble with the elevation. The map says 0, the aircraft on the runway says 3.6', and 11' on the ramp. I've redone it twice now and it still is not right. The runway is below ground level and when it loads, the only thing visible above ground is the top of the tail. I'm going to keep trying, but how do you handle a small GA field that is not completely level, i.e. runway one elevation, ramp another? Originally, the terrain sloped from the rear of the buildings on the ramp down to the water's edge, where there are cabins and a dock.
 

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If God intended aircraft engines to have horizontally opposed engines, Pratt and Whitney would have made them that way.
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Reply #9 - Jan 11th, 2010 at 10:56am

JoBee   Offline
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patchz wrote on Jan 11th, 2010 at 10:12am:
The map says 0, the aircraft on the runway says 3.6', and 11' on the ramp. ... The runway is below ground level and when it loads, the only thing visible above ground is the top of the tail. ....how do you handle a small GA field that is not completely level, i.e. runway one elevation, ramp another?

The map will give you the ground elevation above seal level.

Shift+Z will give you the ground elevation+aircraft static height, which in the C172 is about 3.6 feet.

In FS9 ramps, runways, tec. all have to be on the same level for an Afcad to work. To have an airport with slope you cannot have an Afcad, which means you have to have custom ground textures for runways, etc.

For tasks such as placing scenery objects in slew mode, and creating flattens and excludes, the best tool is Rob Finnegan's Crosshairs Plus.

Check it out - http://library.avsim.net/esearch.php?DLID=73331

To make it better add this panel mod by Jim Robinson- http://library.avsim.net/esearch.php?DLID=108863

cheers,
Joe
 

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Reply #10 - Jan 11th, 2010 at 11:47am

Opa   Offline
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Couldn't agree more - the combination of the Crosshairs with Jim's gauge gives precise elevation AND true headings (the mag variation is automatically calculated for you).

A "must have" to get correct readings easily. 
 

David "Opa" Marshall
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Reply #11 - Jan 11th, 2010 at 4:23pm

patchz   Offline
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Thanks Joe. If you and Opa say it's good...
plus, they say the third times the charm.  Roll Eyes
 

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If God intended aircraft engines to have horizontally opposed engines, Pratt and Whitney would have made them that way.
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Reply #12 - Jan 11th, 2010 at 4:31pm

JoBee   Offline
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patchz wrote on Jan 11th, 2010 at 4:23pm:
Thanks Joe. If you and Opa say it's good...
plus, they say the third times the charm.  Roll Eyes
Where do you think I learned about it?






......Opa.


cheers,
Joe
 

Don't argue with idiots, they drag you down to their level and beat you with experience.
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Reply #13 - Jan 11th, 2010 at 9:47pm

Opa   Offline
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RE: The FSTflatten program-

One of the often overlooked "shortcuts" is this:

The "elevation" box is expecting the numbers in meters - however you can enter them in feet and then double left click the box. The feet number you entered will automatically be converted to meters.  Cool!   Wink
 

David "Opa" Marshall
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Reply #14 - Jan 12th, 2010 at 11:09am

patchz   Offline
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Opa wrote on Jan 11th, 2010 at 9:47pm:
RE: The FSTflatten program-

One of the often overlooked "shortcuts" is this:

The "elevation" box is expecting the numbers in meters - however you can enter them in feet and then double left click the box. The feet number you entered will automatically be converted to meters.  Cool!   Wink


Yes, I found that. I got Crosshairs and the gauge addon but have not tried it yet. Thanks guys.  Smiley


Edited:
Finally got it. I had to go to an elevation of 0' to get it right. But now it looks like it did before the addition of the mesh. Thanks for all the help.  Smiley
Now I have to learn how to exclude the trees in the middle of the runway.  Grin
Patience for repainting aircraft is one thing. If this is any indication of scenery design, I'm not sure my feeble brain could take the strain.  Cheesy
 

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If God intended aircraft engines to have horizontally opposed engines, Pratt and Whitney would have made them that way.
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