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WIP - learning SbuilderX to rework FSX Guam

Posted: 25 Sep 2008, 21:32
by Ford Friendly
My sister has accused me of being somewhat "multiple-personality'd" as I can't work on just one thing at a time. One of the latest long term projects I've got going is to seriously learn SBuilderX. I have fooled around with the basic stuff - basic/generic landclassing, making a large area photoscenery texture and just plopping it down somewhere... But I didn't have a clue how to make reshape a shoreline, integrate texture masks with other scenery parts, etc.

I double up challenges I set for myself with memorable places and experiences if I can. I was stationed in Guam in the early 80's and am sorely disappointed with its appearance everytime I fly into/out of/around Andersen AFB. So, that's why I picked Guam as a learnig location. I plan to use my experience/knowledge gained here in adding details to that disaster relief project I am also playing with (Louisiana airports are poorly treated in default MS FSX).

So, here are some work in progress pictures of my on-going project to rework Guam in FSX.

Before - or MSFSX default
http://i195.photobucket.com/albums/z66/ ... 1222377821

First big challenge - how to get rid of the "straight line"/unnatural coastline.
After a bit of redrawing of the coastline for Tumon Bay/Apra Harbor
http://i195.photobucket.com/albums/z66/ ... 1222377869

Before re-landclassing the downtown area, the Apra Harbor dock area or the Naval Station.
http://i195.photobucket.com/albums/z66/ ... ssing.jpg?

Posted: 26 Sep 2008, 09:34
by Keith Jones
Excellent stuff you're doing there, FF. First stop Guam, next stop the World?

Posted: 26 Sep 2008, 15:34
by Ford Friendly
Next stop? The world? LOL... perhaps.
Having just learned how to use SBuilderX as a mesh modifier and how to make small photoscenery adjustments/additions opens a lot more doors than anything I had actually planned.

Um, Seriously, let's see...
Started jsut fooling around with Rota right after I first "got serious" with FSX... need to return there and replace the big single photoscenery picture made for FS2000 that I am currently using with something better. One truly limiting factor up until now, in terms of "releasing to other people", is my total inability to use anything more than RWY12/Instant Scenery models - but acceptable models are becoming more available for personal/local use if not incorporation into a releasable package. There are GMAX scenery wizards out there that make me green with envy and where I'd get accurate photos of building textures ---- well, you can begin to see the issue. I've found a few "open" scenery bgls included in other people's work that make a 1-off/"for personal use only" scenery doable, but without permission and better recordkeeping of what I actually used, there're limitations to offering it to anyone else.

Ongoing - disaaster relief project - numerous Louisiana/Texas airports.
This is what actually spurred the current "get it right" effort. MS's scenery default limits become obvious as one moves from "base to base" to ensure that afcads and parking are available for the relief aircraft. For instance, someone here posted about and B-52s being used out of Barksdale - something obviously "already ready". However, USCG helo parking is non-existent in default afcads.

Ongoing - probably 5 - 10 Russian/former Soviet bases
...(including Sovetskaya Gavan, Yelizovo, Domna, Engles, Chita)
Been fooling around with these for some time without real results. Has been really back burner since there are so few acceptable AI aircraft and the non-AI substitutes drag my system down too far fps-wise.

Ongoing - a few Middle East military bases mostly spurred by some MAIW and ULMIL packages. Up to now, I've been limited to a single big picture photoscenery texture and then Instant Scenery/RWY12 object placements.

Ongoing - Eieilson, Elmendorf and a retro-Adak. Possibly Diego Garcia but a first look suggests that a complete re-draw/re-landclass of the island will be necessary. I don't have the unique shelters for DG either.

So, "the world"? You were joking, right? Lol! :lol:

Posted: 26 Sep 2008, 22:11
by Keith Jones
So, "the world"? You were joking, right? Lol!

Well, sort of. Actually, I was just trying to give you the encouragement to continue in this vein of FS study. You had taken the time to post your original message and I thought it would be nice if someone (me!) acknowledged what you had done/are doing. Nothing more sinister than that. And it wasn't a request to get hold of a copy of your hard work either. Honest!

Posted: 27 Sep 2008, 01:24
by Ford Friendly
I took the comment as you intended - encouragement.

If I can finally overcome my hesitation to accurately keep track of which objects made by whom actually go into any sceneries I make AND I get over an aversion to public criticism of stuff I've worked hard on, I don't have any problem making things public. I admire those who have released stuff publicly and continued to do so despite some ridiculous public criticism.

So, no worries. I do have a sense of humor - unless my self-revelation about being thought of as having multiple personalities was mistaken for an admission of truth.

Posted: 27 Sep 2008, 04:58
by Ford Friendly
The default scenery has no ammo storage area or abandoned NW field. Also, the road network on this part of the island is sparsely represented to say the least.

So, here's what the default looks like.
http://i195.photobucket.com/albums/z66/ ... 1222491256

Here're a few shots after creating an afcad for the abandoned airfield. The road structure was added using SbuilderX. I haven't added any objects to represent the ammo storage bunkers yet.
http://i195.photobucket.com/albums/z66/ ... 1222491405
http://i195.photobucket.com/albums/z66/ ... 1222491443
http://i195.photobucket.com/albums/z66/ ... 1222491490