Removing autogen from lengthy taxiways/aux runways?
Removing autogen from lengthy taxiways/aux runways?
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.
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.
Re: Removing autogen from lengthy taxiways/aux runways?
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.
-Mike G.
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Re: Removing autogen from lengthy taxiways/aux runways?
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.
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.
Re: Removing autogen from lengthy taxiways/aux runways?
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.RKE wrote:I'm thinking it's the Y/N between the number and the description of the various background textures?
-Mike G.
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Re: Removing autogen from lengthy taxiways/aux runways?
Thanks
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 
Re: Removing autogen from lengthy taxiways/aux runways?
I know you make them for FS9 but just so you know: it won't work if those people use FSX.RKE wrote:ThanksIt 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
VTP elements are not compatible between the two versions.
Re: Removing autogen from lengthy taxiways/aux runways?
I'm pretty sure that trees in the middle of the taxiway would be the smallest concern as far as FSX goesTirithon wrote:I know you make them for FS9 but just so you know: it won't work if those people use FSX.RKE wrote:ThanksIt 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
VTP elements are not compatible between the two versions.
- scruffyduck
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Re: Removing autogen from lengthy taxiways/aux runways?
In FSX you can use terrain exclusion polys. SBuilderX will generate these as will ADE.
Re: Removing autogen from lengthy taxiways/aux runways?
Why is that?RKE wrote:I'm pretty sure that trees in the middle of the taxiway would be the smallest concern as far as FSX goes
Re: Removing autogen from lengthy taxiways/aux runways?
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 wellTirithon wrote:Why is that?RKE wrote:I'm pretty sure that trees in the middle of the taxiway would be the smallest concern as far as FSX goes
Re: Removing autogen from lengthy taxiways/aux runways?
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
. Besides, you would rarely need to do that for military afcads anyway, unless the military bit is an annex of a large civil airport.
Unfortunately you can't put moving jetways on afcads that were originally for FS9, but thats not technically a problem with FSX as such
Re: Removing autogen from lengthy taxiways/aux runways?
Ya and those are mostly ANGBs few European bases and assorted CGAS oh and Charlestontango234 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. Besides, you would rarely need to do that for military afcads anyway, unless the military bit is an annex of a large civil airport.
Re: Removing autogen from lengthy taxiways/aux runways?
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.
Re: Removing autogen from lengthy taxiways/aux runways?
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.travels wrote: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 wellTirithon wrote:Why is that?RKE wrote:I'm pretty sure that trees in the middle of the taxiway would be the smallest concern as far as FSX goes
Re: Removing autogen from lengthy taxiways/aux runways?
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.



