Until now I had no way to correct this problem … I could only raise some objects, but the aircraft sink into them and there is nothing good.Alex’ Projects ► Little Navmap - Frequently asked Questions Little Navmap - Frequently asked Questions They are small hills 1 to 5 feet generating terrain as shark teeth, a little to the right is the default flatten terrain mesh of the simulator. In one of the tests use a flat object to create the flatten (no texture) and I could see in great detail the default field simulator.
I have not found how to flatten the ground. I open the FS9, I open the airport in question, and layers of texture generated disappearances and sudden appearances. ASM compiled with the BGLcompiler (FS2002).ħ. Replacing the line: ADDOBJ by ADDCAT and put the number of layer (four by four)Ħ. Of course I take the object shadows, keep files, and deselected the crash. ASM * _0.ASM to establish layers of textures. X which is compiled by MakeMDL (FS2002).ĥ. Pair compiled with MakeMDL (FS9) and get a *. I make the textures for each object, first, from the GMAX, through a *. I think the track and from this, I put the image PTsim and start doing the airport in great detail.Ĥ. I think the AFCAD with EXCLUSIONS and flattens.ģ. Downloaded from the airport PTsim image setting your track center as my coordinate axis to pass the AFCAD.Ģ. My problem is that when creating the Airport (elevation 652 feet):ġ. I spent a long time looking for a way to achieve flatten the ground around the airport and I came to your post through a friend.įunctional for FS2004 also? and if not. In FSX, ModelConverterX, Tools | 4 Comments I would be happy to hear any feedback from developers that try this new approach on how that works and which improvements could be made there. To do that well I guess you need to be aware of the terrain shape in your modelling tool. I am not sure yet how easy it will be to model a shape in your 3D modelling tool and still get a nice transition to the surrounding terrain. Below is a picture where I turned one of my test objects into a flatten (I know, this is not a useful terrain shape, but it demonstrates the concept). Next under export scenery you will find the new format “FSX flatten BGL file” and this will use shp2vec to create the flatten BGL from your object. Then you import the MDL into ModelConverterX and enter the coordinates of the reference point. Simply model the shape you want and export it to a MDL file. What this functionality does is create a sloped flatten for each polygon in the model. You can now model the terrain shape in your favourite 3D modelling tool and convert it to a flatten with ModelConverterX. With this new functionality that will be available in the next development release another way to create sloped flattens is possible. But finding the correct elevation for the points can be tricky. Tools like SBuilderX and ADE allow you to create such flattens. But if the terrain around the airport has quite some elevation differences, you are likely to end up with your airport on a plateau or other undesirable results.īy creating a sloped flatten you can usually make a more gradual transition from the airport to the surrounding terrain. I think in the Netherlands you would even get away without any flattens, since the terrain is already flat.īut in more hilly or mountainous areas the problem is that FSX airports have to be flat, so a flatten is created for the airport. Since I mainly create scenery for the Netherlands I have never had trouble with flattens myself. So given multiple questions about the same subject I was trigged to look into this issue. Last week I got approached by different developers with suggestions for ModelConverterX to create flattens.