Posts by coffeecup1978

    Thanks Larry,

    however, it comes down to my inexpedience (aside from an OpenGL class 10 years ago...) with 3d and shaders. So, the naming of textures matters I've learned. Borrowing textures is fine, but you will need to use the _color tif, and not the ones named _spectacular. For anyone else coming across this, there's some interesting information in the wiki regarding texture names under the kingman example airporp, and even for AC3D users, the 3DMax KeyWest example is of value.

    Kingman

    https://www.aerofly.com/dokuwiki/doku.php/sdk:scenery

    KeyWest 3D max

    https://www.aerofly.com/dokuwiki/doku.php/sdk:scenerydev2


    So I lost a bit more hair tonight, trying to figure out why the decals are not showing up on top of every texture. E.g. here is an example where the taxi line is coming onto the runway, but disrepair as soon as it reaches the runway itself. The runway decal does not show up either unless I deliberately place them on the side. I've put the decals at a height of .4, but still no. What gives?

    -coffeecup

    OK,

    so I've plonked down a 35 by 35 box as a placeholder for e.g. this hangar. Where exactly is the middle point? will the root of the xy axis shown in the reference image on the right be approx where the pink arrow point on the left, or is it referenced from the left corner? Also, if you rotate it, where is he rotation point? The reason why I ask is that I struggle to get two similar buildings slightly rotated to line up of some reason... thanks in advance!

    - coffecup

    For anyone else who is struggling with how to cut crossing runways, taxiways and aprons without overlapping, AND getting a tight fit on the outer mesh in AC3D, I created a video demonstrating a method using blocks and 3d boolean operations to avoid having to manually manipulate vertices to create 2d meshes. Hopefully might be of help to someone who are stumbling over this thread:


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    For anyone else who is struggling with how to cut crossing runways, taxiways and aprons without overlapping, AND getting a tight fit on the outer mesh in AC3D, I created a video demonstrating a method using blocks and 3d boolean operations to avoid having to manually manipulate vertices to create 2d meshes. Hopefully might be of help to someone:

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    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    Simwerft - do you know a way that 2 overlapping runways could be separately made the simple way in AC3D (make the mesh of runway width cells with a strip cut away for the runway and the rest of the square mesh is __outside) and then placed over each other and merged somehow without hand tweaking the vertices?

    Spit40 ,

    I'm not sure how you went with this, but if not easy, I have found a way:

    1. Starting with two cubes (not boxes) instead of meshes as runways

    2. Use the boolean methods to cut the intersection out, (keep a copy of the cubes as you will lose it in the process)

    3. Cut the top surface off, and discard the rest.

    4. Create the other mesh, and cut away the area for the runways.

    5. Use the create 2d mesh function by picking the outer vertices to fill the gap.

    This will give you a tight fitting outer mesh, with runway polygon not cross each other. I found the inner most surfaces from the runway that had the cut needed to have the textures turned slightly differently.

    I can see how it could be scripted, but admit it would be slightly convoluted...

    -coffeecup

    Thanks Rodeo,

    I'd love to see a video on how to do crossed runways with a tight _outside mesh in ac3d. The only way I have come with so far from reading the forum post would be to start with boxes as runway, use some boolean functions to cut one of the runways , flatten, and then build a mesh around that... Seems a bit convoluted...

    I've placed another mesh for the second runway on top of the outside mesh.

    Deleted then all surfaces of the outside mesh below the runway.

    Selected in vertex mode 3 points each to create ordered surfaces.

    Merged all the new surfaces to the __outside mesh.

    I don't know whether there is a better method, but it works in a rather easy way.

    Rodeo,

    What do you do in the intersection of the runways? Let them overlap or do you make a cut in one of them?

    -coffeecup

    Hi,

    I've watched the tutorial videos multiple times, but are at loss why my xref buildings does not show up. As a test I got two dummy object in a group. IF I mistype the property name, I get two black boxes, but if I do it correctly, nothing shows up:

    In my TSC I got

    <[list_tmsimulator_scenery_object][objects][]

    <[tmsimulator_scenery_object][element][0]

    <[string8][type][ground]>

    <[string8][geometry][avalon_rwy]>

    <[vector3_float64][position][144.4682 -38.03934 0]>

    <[float64][orientation][0]>

    <[int32][autoheight_override][-1]>

    >

    <[tmsimulator_scenery_object][element][1]

    <[string8][type][object]>

    <[string8][geometry][avalon_obj]>

    <[tmvector3d][position][144.4682 -38.03934 0]>

    >


    >

    I got my avalon_rwy.tgi and avalon_obj.tgi in the conversion folder and it does not seem to have an issue with the conversion.

    Any suggestions of what might be going wrong?

    -coffeecup

    For Good measures, here are the tm log as well:

    0.00: exporting 'E:/Airport/Avalon/avalon_rwy.tgi'...

    0.05: 'avalon__airport__outside' -> -10.55 37.81 0.00 -2305.81 -2261.54 0.00 2294.27 2338.55 0.00

    0.05: object 0: name='avalon__airport__outside' (notex) verts=59472 faces=19824

    0.08: 'avalon__airport__runway' -> -10.55 37.81 0.00 -2305.81 -2261.54 0.00 2294.27 2338.55 0.00

    0.08: object 1: name='avalon__airport__runway' tex='asphalt_runway__typeblue__brightness05_color' texindex=1 verts=528 faces=176

    0.08: writing 'E:/Airport/Avalon/avalon_rwy.tgi' -> saving 2 objects, 2 materials and 0 virtuals

    1.86: done exporting

    1.86:

    29806.97:

    29806.97: exporting 'E:/Airport/Avalon/avalon_obj.tgi'...

    29806.97: 'backgroud' -> 1.94 0.78 0.00 -1803.77 -2988.09 -0.00 1807.63 4741847366007789715456.00 0.00

    29806.97: object 0: name='backgroud' tex='Area_Lp1_SnapOff_S038004503_S038035825_E144265155_E144291983' texindex=0 verts=6 faces=2

    29807.01: 'avalon__airport__outside' -> -10.55 37.81 0.00 -2305.81 -2261.54 0.00 2294.27 2338.55 0.00

    29807.01: object 1: name='avalon__airport__outside' (notex) verts=59472 faces=19824

    29807.05: 'avalon__airport__runway' -> -10.55 37.81 0.00 -2305.81 -2261.54 0.00 2294.27 2338.55 0.00

    29807.05: object 2: name='avalon__airport__runway' tex='asphalt_runway__typeblue__brightness05_color' texindex=1 verts=528 faces=176

    29807.05: 'avalon__decals__priority0' -> -82.71 115.99 0.40 -1803.77 -2988.09 -0.00 1807.63 4741847366007789715456.00 0.40

    29807.05: object 3: name='avalon__decals__priority0' tex='runway_decal_01_color' texindex=2 verts=1026 faces=342

    29807.05: 'avalon_obj' -> 0.00 0.00 0.00 -1803.77 -2988.09 -2.64 1807.63 4741847366007789715456.00 2.64

    29807.05: object 4: name='avalon_obj' (notex) verts=36 faces=12

    29807.05: writing 'E:/Airport/Avalon/avalon_obj.tgi' -> saving 5 objects, 5 materials and 0 virtuals

    29808.90: done exporting

    29808.90:

    30120.24:

    30120.24: exporting 'E:/Airport/Avalon/avalon_obj.tgi'...

    30120.24: 'backgroud' -> 1.94 0.78 0.00 -1803.77 -2988.09 -0.00 1807.63 4741847366007789715456.00 0.00

    30120.24: object 0: name='backgroud' tex='Area_Lp1_SnapOff_S038004503_S038035825_E144265155_E144291983' texindex=0 verts=6 faces=2

    30120.28: 'avalon__airport__outside' -> -10.55 37.81 0.00 -2305.81 -2261.54 0.00 2294.27 2338.55 0.00

    30120.28: object 1: name='avalon__airport__outside' (notex) verts=59472 faces=19824

    30120.31: 'avalon__airport__runway' -> -10.55 37.81 0.00 -2305.81 -2261.54 0.00 2294.27 2338.55 0.00

    30120.31: object 2: name='avalon__airport__runway' tex='asphalt_runway__typeblue__brightness05_color' texindex=1 verts=528 faces=176

    30120.31: 'avalon__decals__priority0' -> -82.71 115.99 0.40 -1803.77 -2988.09 -0.00 1807.63 4741847366007789715456.00 0.40

    30120.31: object 3: name='avalon__decals__priority0' tex='runway_decal_01_color' texindex=2 verts=1026 faces=342

    30120.31: 'avalon_obj' -> 0.00 0.00 0.00 -1803.77 -2988.09 -2.64 1807.63 4741847366007789715456.00 2.64

    30120.32: object 4: name='avalon_obj' (notex) verts=36 faces=12

    30120.32: writing 'E:/Airport/Avalon/avalon_obj.tgi' -> saving 5 objects, 5 materials and 0 virtuals

    30122.19: done exporting

    30122.19:

    30261.74:

    30261.74: exporting 'E:/Airport/Avalon/avalon_obj.tgi'...

    30261.74: 'office_big_concret_sh_01_40_23_virtual.jpg' -> 0.00 0.00 0.00 0.00 0.00 -2.64 447.24 1433.42 2.64

    30261.74: object 0: name='office_big_concret_sh_01_40_23_virtual.jpg' (notex) verts=36 faces=12

    30261.74: writing 'E:/Airport/Avalon/avalon_obj.tgi' -> saving 1 objects, 1 materials and 0 virtuals

    30261.74: done exporting

    30261.74:

    33929.79:

    33929.79: exporting 'E:/Airport/Avalon/avalon_obj.tgi'...

    33929.79: 'office_big_concret_sh_01_40_23_virtual.jpg' -> 0.00 0.00 0.00 0.00 0.00 -2.64 447.24 1433.42 2.64

    33929.79: object 0: name='office_big_concret_sh_01_40_23_virtual.jpg' (notex) verts=36 faces=12

    33929.79: writing 'E:/Airport/Avalon/avalon_obj.tgi' -> saving 1 objects, 1 materials and 0 virtuals

    33929.80: done exporting

    33929.80:

    43518.42:

    43518.42: exporting 'E:/Airport/Avalon/avalon_obj.tgi'...

    43518.42: office_big_concret_sh_01_40_23_virtual -> 0.000000 0.000000 0.000000 0.000000 -2.639999 0.000000 1433.419922 2.639999 447.242004

    43518.42: extracting rotation angle via ac3d url field -> 0.000000 degree

    43518.42: writing 'E:/Airport/Avalon/avalon_obj.tgi' -> saving 0 objects, 0 materials and 1 virtuals

    43518.42: done exporting

    43518.42:

    44252.17:

    44252.17: exporting 'E:/Airport/Avalon/avalon_obj.tgi'...

    44252.17: 'office_small_concret_sh_00_17_23_virtual.jpg' -> 0.00 0.00 0.00 0.00 0.00 -2.64 447.24 1433.42 2.64

    44252.17: object 0: name='office_small_concret_sh_00_17_23_virtual.jpg' (notex) verts=36 faces=12

    44252.17: writing 'E:/Airport/Avalon/avalon_obj.tgi' -> saving 1 objects, 1 materials and 0 virtuals

    44252.17: done exporting

    44252.17:

    46027.10:

    46027.10: exporting 'E:/Airport/Avalon/avalon_obj.tgi'...

    46027.10: 'office_small_concret_sh_00_17_23_virtual.jpg' -> 24.27 -8.40 0.00 0.00 0.00 -2.64 471.51 4741847366007789715456.00 2.64

    46027.11: object 0: name='office_small_concret_sh_00_17_23_virtual.jpg' (notex) verts=36 faces=12

    46027.11: 'office_small_concret_sh_00_17_23_virtual.jpg' -> 0.00 0.00 0.00 0.00 0.00 -2.64 471.51 4741847366007789715456.00 2.64

    46027.11: object 1: name='office_small_concret_sh_00_17_23_virtual.jpg' (notex) verts=36 faces=12

    46027.11: writing 'E:/Airport/Avalon/avalon_obj.tgi' -> saving 2 objects, 1 materials and 0 virtuals

    46027.11: done exporting

    46027.11:

    46419.45:

    46419.45: exporting 'E:/Airport/Avalon/avalon_obj.tgi'...

    46419.45: tank_small_white_mw_00_00_15_15_virtual -> -8.400757 0.000000 24.268768 1384.559204 -2.639999 0.000000 1425.019165 2.639999 471.510773

    46419.45: extracting rotation angle via ac3d url field -> 0.000000 degree

    46419.45: office_small_concret_sh_00_17_23_virtual -> 0.000000 0.000000 0.000000 1384.559204 -2.639999 0.000000 1433.419922 2.639999 471.510773

    46419.45: extracting rotation angle via ac3d url field -> 0.000000 degree

    46419.45: writing 'E:/Airport/Avalon/avalon_obj.tgi' -> saving 0 objects, 0 materials and 2 virtuals

    46419.45: done exporting

    46419.45:


    Thanks Rodeo ,

    I already had watched the videoe a few times , but seems I got confused with the coirdinates out of FSET. When I looked up my reference point in Google, I got coordinates that seems to match much better, as explained in the video!

    I still would have loved to know if there was a way within the game to find the position with more than two digits precision though.

    -coffeecup

    Hi,

    I am taking the first steps trying to learn the process of learning to build airports. I've followed Rodeo 's excellent videos, and I'm trying to model one of my local single runway airport YMAV. It's also very handy that the runway is almost straight north/south aligned. However, I am struggling with getting my runway to align with the underlying scenery I created using GeoConvert. When using the center I got from FSET, I end up about ~500m east of the underlying graphics:

    My centerpoint was calculated to:

    S38° 2' 6.49'' E144° 28' 37.36''

    convert to decimal degrees

    144.477044 -38.035136

    Couple of questions:

    1) What's the precision allowed in the long/lat variable? Is 6 digits allowed?

    2) To find the centerpoint in the graphics, I flew over it and checked the game data using Shift-F1, it told me 144.47/-38.04 . If I used these coordinates, my runway was still too far east (~100m). Putting in 144.46, and it was about 500m west. I realized I could work may way back and ended up around 144.468. Is there a way I can find a point on my scenery with higher precision than two digits?

    Thanks in advance, I apologize if this has been answered before but I could not find a thread regarding it.

    Also perhaps it would be good if there was separate Airport creation section as this does not seem to fit into geoconvert or aircraft/general?

    -coffeecup

    Can you please post a screenshot of which gap you mean or describe exactly where to find it. Thanks

    Jet-Pack (IPACS) ,

    I've attached a picture that shows it at certain angles a bit of the ground is visible where the bar for the pedals are attached, on both sides. Hard to see in 2d, but I keep noticing it in VR.

    Thanks btw for fixing up the storm light switch affecting the autopilot button issues, much better now at night! It may be a personal preference, but I think the storm lights should be default should be off by default. I guess there is perhaps somewhere in the tdm file I can change it if I want?

    -coffeecup