Removing autogen from lengthy taxiways/aux runways?

Let's hear all about the eye candy at those military bases.
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RKE
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Removing autogen from lengthy taxiways/aux runways?

Post by RKE »

Is there an easy way to deal with this? I'm doing some PLANAF airbases that are missing entirely from FS9, and apparently China has a thing for lengthy taxiways/auxillary runways going to far off parking spaces (usually inside a mountain). I'm doing them as proper taxiways, as I prefer that look over the look of "default" roads built in SBuilder (which I'm using for background and to reroute a river), but that leaves the issue of removing autogen.

If I put down a road under the taxiway in SBuilder, will that remove any autogen in the way? I've attached a screenshot of the airbase in question, to give an idea of what I mean.
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Re: Removing autogen from lengthy taxiways/aux runways?

Post by MIKE JG »

Using a SBuilder line (road) under you taxiway might work. Your other option is to use a background polygon underneath your taxiways. You can see in SBuilder which background textures will exclude autogen. All of the airport grass backgrounds will remove the autogen.
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Re: Removing autogen from lengthy taxiways/aux runways?

Post by RKE »

Thanks Mike, I'll give the road idea a try. It's somewhat easier than trying to draw a polygon.

Where do I see if a texture excludes autogen? I'm thinking it's the Y/N between the number and the description of the various background textures? Had a look through the SBuilder readme file, but couldn't find anything there.
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Re: Removing autogen from lengthy taxiways/aux runways?

Post by MIKE JG »

RKE wrote:I'm thinking it's the Y/N between the number and the description of the various background textures?
That is correct. If I remember right, a couple Y/N entries are not correct for the texture but most are. The plain grass ones are for sure.
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Re: Removing autogen from lengthy taxiways/aux runways?

Post by RKE »

Thanks :D It looks like drawing a road underneath does the trick, so I'm going to go with that, but knowing my luck it probably won't work on other people's setup :lol:
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Re: Removing autogen from lengthy taxiways/aux runways?

Post by Greg »

RKE wrote:Thanks :D It looks like drawing a road underneath does the trick, so I'm going to go with that, but knowing my luck it probably won't work on other people's setup :lol:
I know you make them for FS9 but just so you know: it won't work if those people use FSX.

VTP elements are not compatible between the two versions.
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Re: Removing autogen from lengthy taxiways/aux runways?

Post by RKE »

Tirithon wrote:
RKE wrote:Thanks :D It looks like drawing a road underneath does the trick, so I'm going to go with that, but knowing my luck it probably won't work on other people's setup :lol:
I know you make them for FS9 but just so you know: it won't work if those people use FSX.

VTP elements are not compatible between the two versions.
I'm pretty sure that trees in the middle of the taxiway would be the smallest concern as far as FSX goes :P
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Re: Removing autogen from lengthy taxiways/aux runways?

Post by scruffyduck »

In FSX you can use terrain exclusion polys. SBuilderX will generate these as will ADE.
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Re: Removing autogen from lengthy taxiways/aux runways?

Post by Greg »

RKE wrote:I'm pretty sure that trees in the middle of the taxiway would be the smallest concern as far as FSX goes :P
Why is that?
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Re: Removing autogen from lengthy taxiways/aux runways?

Post by travels »

Tirithon wrote:
RKE wrote:I'm pretty sure that trees in the middle of the taxiway would be the smallest concern as far as FSX goes :P
Why is that?
Jugdeing by the smile its an anti fsx comment. Ill just say every MAIW afcad works fine in fsx for me. dont have jetways at the military/comm fields but oh well
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Re: Removing autogen from lengthy taxiways/aux runways?

Post by tango234 »

As far as my experience goes trees on the taxiways is about the only real problem I've had to deal with in porting MAIW FS9 afcads to FSX. Sometimes flattens, but not that often. The only really annoying thing is that buildings from older FS9 sceneries may not work, and don't even talk about FS9 tree models...doesn't apply much to MAIW afcads though, only ones I got from Avsim et al.

Unfortunately you can't put moving jetways on afcads that were originally for FS9, but thats not technically a problem with FSX as such :P. Besides, you would rarely need to do that for military afcads anyway, unless the military bit is an annex of a large civil airport.
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Re: Removing autogen from lengthy taxiways/aux runways?

Post by travels »

tango234 wrote:As far as my experience goes trees on the taxiways is about the only real problem I've had to deal with in porting MAIW FS9 afcads to FSX. Sometimes flattens, but not that often. The only really annoying thing is that buildings from older FS9 sceneries may not work, and don't even talk about FS9 tree models...doesn't apply much to MAIW afcads though, only ones I got from Avsim et al.

Unfortunately you can't put moving jetways on afcads that were originally for FS9, but thats not technically a problem with FSX as such :P. Besides, you would rarely need to do that for military afcads anyway, unless the military bit is an annex of a large civil airport.
Ya and those are mostly ANGBs few European bases and assorted CGAS oh and Charleston
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Re: Removing autogen from lengthy taxiways/aux runways?

Post by tango234 »

In which case you may find yourself modding it on to custom scenery anyway-I did that with Brussels, merging the AIG afcad with the military parking area from the MAIW package.
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Re: Removing autogen from lengthy taxiways/aux runways?

Post by RKE »

travels wrote:
Tirithon wrote:
RKE wrote:I'm pretty sure that trees in the middle of the taxiway would be the smallest concern as far as FSX goes :P
Why is that?
Jugdeing by the smile its an anti fsx comment. Ill just say every MAIW afcad works fine in fsx for me. dont have jetways at the military/comm fields but oh well
Not at all, it's just that the airbase is built from scratch and I have no idea what the area looks like in FSX. Part of building it involved rerouting a river, which, if it's still there in FSX will run right across the airbase.
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Re: Removing autogen from lengthy taxiways/aux runways?

Post by tango234 »

Yes, you'd have to do that again to make it FSX compatible-scenery elements like terrain excludes, vectors (I think) and the like don't port over all that well.
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