Scenery Woes . . .

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Scenery Woes . . .

Postby Travis » Sat Apr 22, 2006 5:04 pm

Why, oh, WHY can't any scenery design program be easy?!  Why can't they use the same coordinate system as FS?!  Where do these people come up with these crazy, convoluted scenery design programs?!

I've been trying to create some scenery for myself and possibly the rest of you guys, but so far the going is horrible.

The island I've been trying to work with was basicly ignored by M$, so it just doesn't look right.  I've been trying to find a good, relatively easy way to fix it, but so far nothing is working.  There isn't any stuff already done for it, so I'm trying to do it myself.  Unfortunately, this is leading me nowhere.  I have been trying to use things like SBuilder and Ground2k4 to make it work, but I can't even get started because I can't get the right coordinates down.  Nothing uses the same system!!! Aaaaaaa!

Does anyone have an idea on this?  I'm feeling really open right now, so just have at it. :P
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Re: Scenery Woes . . .

Postby Iwannabeapilot » Sat Apr 22, 2006 5:13 pm

I know just how you feel Locke, I've tried scenery designing many times and have now given up. There are just so many too much programs/tools/options available and its all very confusing (to me anyway). Its because of this that i have limited myself to simple AFCAD editing to enhance default airports :-[
As for your problem with coordinates, i am sure that SBuilder and Ground2k4 would have some sort of coordinates capturing option where coordinates can simply be taken straight from your current postion in FS ???

Just a thought ::)

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Re: Scenery Woes . . .

Postby Travis » Sat Apr 22, 2006 7:06 pm

Well, Ground2k4 does have the option to hook up to FS, but I couldn't get the program to work right!

And I couldn't, for the life of me, find an option to do that with SBuilder.  Guess its time to go hunting for a new airport to work off of . . . ::)
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Re: Scenery Woes . . .

Postby dave3cu » Sat Apr 22, 2006 11:15 pm

SBuilder will link to FS. FSUIPC (unregistered) is required.

In SBuilder select View menu-Show Aircraft. So just like in AFCAD you can use your aircraft location to position things.

There is very little need to worry about conversions as most everything is done with point and click.

If you have got a start with SBuilder stick with it a bit longer.
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Re: Scenery Woes . . .

Postby CAFedm » Mon Apr 24, 2006 3:19 am

I have to agree with the above, regarding SBuilder.  This is the most useful scenery program I've used yet.  So far I've added library objects, built roads, changed terrain levels and moved part of a river coast line, all with little fuss.  There's a lot more than that that can be done as well.  Just takes a few evenings of playing around, to get the hang of it.  
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Re: Scenery Woes . . .

Postby Glitch » Sat Apr 29, 2006 8:47 am

I have been designing scenery for Pendercrafts.com for a couple of years now. Using FSDS1 & 2. I have recently started using Gmax. The tutorials in the Gmax SDK, from Microsofts SDK downloads, are quite good. I find that working from a design program rather than an editor program gives more flexability and control. You build the scenery objects you need then export to the sim. And Gmax is a free download.

FSDS or Gmax will build any scenery, and place it accurately with in the sim. Using a program called TDFcalc2004 to generate the coodinates. Simply pause the sim where you want the scenery to be. Then click on the TDFcalc2004 icon and get lat, long, alt. info accurate to about 8 decimal places. Input the numbers into the design program. And you have scenery, where you want it. TDFcalc2004 might work with the editor programs mentioned above too.

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Re: Scenery Woes . . .

Postby Travis » Sat Apr 29, 2006 9:31 am

Well, been using Gmax for nearly three years, myself.  Unfortunately, I've run into a snag regarding scenery: it just doesn't want to show AT ALL.  I've tried everything I can think of.  The only way it shows is if I add textures and export to Runway 12 Object Placer.  I can then use that program to place my objects anywhere.

But I'm not too keen to use Gmax to do terrain, as it is only landable if you do flat surfaces and such.  I want to be able to taxi around on this island with little or no trouble.  Also, the textures would have to be custom, the autogen wouldn't show, and I would have to spend buku amounts of time editing in Gmax.  Not something I'm looking forward to, let me tell ya.

Think I'll get with SBuilder some more and see what I can do with it.  I'll let ya'll know.
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Re: Scenery Woes . . .

Postby dave3cu » Sat Apr 29, 2006 10:34 am

Think I'll get with SBuilder some more and see what I can do with it.


Good choice  :) I think you'll find that the only thing it cant do for you is building the objects.

But it will even serve you there as once you have your Gmax objects exported to the Rwy12 Object Library you can place them with SBuilder.

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Re: Scenery Woes . . .

Postby Glitch » Sun Apr 30, 2006 7:34 am

Well each to his own. I am forced to create all of my own objects because of the subject matter that I am producing.

I am about as neewbie to gmax as a person can be. I have worked thru the native tutorials in Gmax as far as "Making a head" . And I have done the scenery tutorial from the microsoft Gmax SDK. It took me about a week to work thru it. But I am a near neewbie to gmax. And my objects all show up where I want them to. True I have to edit the XML every time I export a scene. But the results justify the extra work.

If you ever get time to do the tutorial, already being experienced in gmax. I think you will find it to be a rewarding task.  Just download the Gmax SDK and the BGLComp SDK to compile the scenery with.

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