Something else to work out.
FS2 uses the objects pivot point to locate the object in the sim
Hi Steve,
Yeah, I did this the wrong way round. I should have built a few airports before writing code. Typical developer eh, code solves everything
I didn't realise about the buildings issue. It explains why none of the Xref buildings are very big.
As I said in a previous post, in an ideal world, the mesh smoothing area would be defined and controlled in the TSC and you'd be able to dial it up to "flat" if you don't mind things being inaccurate. This would eliminate the need for a complex full ground poly and make airport creation a lot easier.
This is how AFS's competitor works and most payware airports for that sim are indeed flat.
Anyway, I'm sure I can do something useful with the code.
Worst case it's a tool that takes some of the grunt work out of creating a custom airport.
If I can get it to create ground polys, runways, taxiways and decals, there's value in that when mixed with hand positioned buildings from FSCloudPort.
But yes, automating building creation seem like too ambitious a goal unless IPACS rethink giving us control over mesh smoothing.