KLNK P3DV5
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- Cadet
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KLNK P3DV5
I accept help. My discord is TheXLumberman#7988
Re: KLNK P3DV5
What sort of help?
Steve
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Quid Si Coelum Ruat
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Quid Si Coelum Ruat
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- TimC340
- Lieutenant Colonel
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- Location: Hadleigh, Suffolk
Re: KLNK P3DV5
Nice ground polys. What help are you looking for?
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Re: KLNK P3DV5
Thanks for the reply guys. I already finished the whole AFCAD and now im doing the ground markings. Since its my first scenery, i'll use the photoreal as ground. I was thinking of how i could make the photoreal "follow" the elevations of the airport. As you may know there is a river around the RWY36, this river is a little lower than the airfield elevation, and the photoreal is flat. ( follow the image)
The second problem i was thinking about is the Anotator. I tried using it to create autogen in the vicinity, but when i clicked to open the ground image.bgl, I get a error: "Unable to open file". Am i doing something wrong? ( i tried by looking through tutorials, but didnt work)
The third one is about 3D objects. IDK how im doing these since i have 0 experience on using Blender or Sketchup. I can solve that by watching lots of tutorials on youtube, but idk how ill get real data about the buildings - Height, length, etc -. I'll read about using free libraries on internet, even if i can use the ones from ORBX, i need to search about this.
Sorry for the english, brazilian here.
Basically thats it, lets go going boys
The second problem i was thinking about is the Anotator. I tried using it to create autogen in the vicinity, but when i clicked to open the ground image.bgl, I get a error: "Unable to open file". Am i doing something wrong? ( i tried by looking through tutorials, but didnt work)
The third one is about 3D objects. IDK how im doing these since i have 0 experience on using Blender or Sketchup. I can solve that by watching lots of tutorials on youtube, but idk how ill get real data about the buildings - Height, length, etc -. I'll read about using free libraries on internet, even if i can use the ones from ORBX, i need to search about this.
Sorry for the english, brazilian here.
Basically thats it, lets go going boys

- TimC340
- Lieutenant Colonel
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- Joined: 07 Mar 2015, 13:18
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Re: KLNK P3DV5
OK. What you're asking is really the territory of FSDeveloper, but I'll have a go at at least answering some of your stuff.
Your photoreal tile should wrap over the contours you create in the CVX for the airport. If you're creating for P3Dv5.3, you theoretically have a great deal of flexibility over how much contouring you include, but many of us have found that the 5.3 SDK - specifically shp2vec - is broken and doesn't actually allow the CVX to work properly. The answer is to use the 5.2 SDK, but that is quite a bit less flexible. But it's a bit better than 4.5, which uses essentially the same CVX protocols as FSX, and cannot create sloping runways (but it is still possible to create contoured airfields to a degree). SBuilderX is probably the most capable tool for making a detailed contoured surface for your airfield, but it can be done to a limited extent in ADE.
You are lucky that KLNK is covered by Google 3D imagery, so you can observe the buildings from all sides in either Google Maps or Google Earth Pro. Both have the facility to measure buildings well enough that you can create them adequately accurate for the needs of P3D.

The Nebraska ANG ramp in Google Maps
The actual process of making the buildings (and a lot of other things to do with scenery) is explained brilliantly by Bill Womack in his YouTube series *. You can of course use the libraries here on MAIW, but they were created for FS9 and lack much of the detail regarded as appropriate for P3D. Don't use Orbx objects; they are copyright and not for use in other people's sceneries. They're also not very good except in the payware specific airfield sceneries (which are generally excellent).
I would strongly recommend learning and using Blender for creating your scenery objects. SketchUp is very good, but the free Make version has been withdrawn, and the online version is far less capable or reliable. The paid-for version is very expensive! Blender is free, and is constantly being developed. FSDeveloper has plugins that allow the export of Blender models ready-formatted for P3D (or MSFS), though you may need to use v3.0 or earlier for now. If you have SketchUp Make 2017, hold on to it! It's very capable. But it may well be deprecated as Windows is further updated, making it impossible to use in future. That's a shame - I love it (see some of my SketchUp buildings here) - but Blender is far more capable, and is the future of scenery development.
*Bill also explains how to download detailed elevation data to make an accurate depiction of the airfield surroundings; something which is possible for US airfields.
Your photoreal tile should wrap over the contours you create in the CVX for the airport. If you're creating for P3Dv5.3, you theoretically have a great deal of flexibility over how much contouring you include, but many of us have found that the 5.3 SDK - specifically shp2vec - is broken and doesn't actually allow the CVX to work properly. The answer is to use the 5.2 SDK, but that is quite a bit less flexible. But it's a bit better than 4.5, which uses essentially the same CVX protocols as FSX, and cannot create sloping runways (but it is still possible to create contoured airfields to a degree). SBuilderX is probably the most capable tool for making a detailed contoured surface for your airfield, but it can be done to a limited extent in ADE.
You are lucky that KLNK is covered by Google 3D imagery, so you can observe the buildings from all sides in either Google Maps or Google Earth Pro. Both have the facility to measure buildings well enough that you can create them adequately accurate for the needs of P3D.

The Nebraska ANG ramp in Google Maps
The actual process of making the buildings (and a lot of other things to do with scenery) is explained brilliantly by Bill Womack in his YouTube series *. You can of course use the libraries here on MAIW, but they were created for FS9 and lack much of the detail regarded as appropriate for P3D. Don't use Orbx objects; they are copyright and not for use in other people's sceneries. They're also not very good except in the payware specific airfield sceneries (which are generally excellent).
I would strongly recommend learning and using Blender for creating your scenery objects. SketchUp is very good, but the free Make version has been withdrawn, and the online version is far less capable or reliable. The paid-for version is very expensive! Blender is free, and is constantly being developed. FSDeveloper has plugins that allow the export of Blender models ready-formatted for P3D (or MSFS), though you may need to use v3.0 or earlier for now. If you have SketchUp Make 2017, hold on to it! It's very capable. But it may well be deprecated as Windows is further updated, making it impossible to use in future. That's a shame - I love it (see some of my SketchUp buildings here) - but Blender is far more capable, and is the future of scenery development.
*Bill also explains how to download detailed elevation data to make an accurate depiction of the airfield surroundings; something which is possible for US airfields.
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Re: KLNK P3DV5
Thank you so much for the reply Tim, i'll keep on doing the scenery and i will sure come back here and re-read a lot of times your message
As the progress go, i'll be updating this tread with screenshots.

As the progress go, i'll be updating this tread with screenshots.
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Re: KLNK P3DV5
ongoing GA aircraft apron
- TimC340
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Re: KLNK P3DV5
Are you using SBuilder X or Earth Tiles to download the imagery? How are you converting it to a ground poly?
- TimC340
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Re: KLNK P3DV5
Are you using SBuilder X or Earth Tiles to download the imagery? How are you converting it to a ground poly?
There’s a good tutorial here which, among other things, describes how to get rid of the unwanted detail in the surface image (ground equipment, vehicles, aircraft) which will make your finished product a lot cleaner.
There’s a good tutorial here which, among other things, describes how to get rid of the unwanted detail in the surface image (ground equipment, vehicles, aircraft) which will make your finished product a lot cleaner.
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Re: KLNK P3DV5
I watched this tutorial a lot of times when was doing the photoreal, but i decided to keep some detail in the surface image for now. Maybe when i finish all ground markings ill do more one photoreal without vehicles.
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Re: KLNK P3DV5
Today's progress
- TimC340
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Re: KLNK P3DV5
Looks good. What are program(s) are you generating your ground poly and ground markings in?
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Re: KLNK P3DV5
Basically, i'm using ADE with the GP Line option and the default textures
- TimC340
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Re: KLNK P3DV5
OK, that's what I thought. You're getting very good results with that! And the photoreal - is that from SBuilderX?
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Re: KLNK P3DV5
The photoreal i used FSET with photoshop to get rid of some planes
- TimC340
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Re: KLNK P3DV5
Ah, ok. I’ve never managed to get FSET to work!
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Re: KLNK P3DV5
If you want some help, idk what's your trouble but maybe i can try to do something =D
- TimC340
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Re: KLNK P3DV5
That’s kind of you, but I’m happy to do it with SBuilderX. I think it achieves the same thing.