About GroundMaker, beta 4
GroundMaker is an airport scenery design tool for the Microsoft(R) Flight Simulator 2000(R). Created scenery is FS2000 compatible only!
Note to the beta user
The Groundmaker help is under development. Links marked in red are not available for now... You will notice that a couple of features, which are still not available, are explained here. These will be implemented in the near future. Topics about newly implemented features are marked like this.
Visit GroundMaker on the web
Get the latest info and updates at www.groundmaker.org.
beta 4, full install
This download is a full install of GroundMaker, beta 4. You will need to download SCASM v 2.5 or higher in order to be able to convert your scenery projects to the BGL scenery format used by Flight Simulator (FS). GroundMaker is in beta test stage. There still may be bugs
Installation
- If you have a previous installation of GroundMaker (beta 3), uninstall it using the control panel (a setup screen will be shown. Click on REMOVE). Make sure to move any GRM files or custom macro or texture files out the the GroundMaker directory first.
- Unzip SETUP.ZIP into a temporary directory.
- Run SETUP.EXE and follow the instructions on the screen.
- Download SCASM v2.5 or higher (ZIP file).
- Unzip the SCASM zip file into a temporary directory and copy SCASM.EXE into GroundMaker's directory.
Bugs fixed/ Changes
Beta 4.0 (09.07.01)
- Many small bug fixes.
- Accuracy of TexPoly() mapping improved.
- Taxiway sign rotation bug fixed.
- LOD (level of detail) for polygons and lines implemented.
- Custom runways added. Lines can be drawn on top of these.
- 3D taxiway light feature added (dotted line tool).
- Improved interface: Easier selection, info in status bar added.
- Hot keys added: Drag selection by pressing arrows (use SHIFT to speed up). Switch to rotation mode by pressing R, to scaling mode by pressing S.
- New help files.
- API preview on the map improved (fixes the hatched squares bug).
- It is possible to assign an individual scale to polygons (Poly and TexPoly).
- A new experimental 'TexPoly merge' feature has been added: Select TexPolys which you want to be drawn into one RefPoint (coordinate system). This will ensure 100% positioning accuracy for adjacent TexPolys (no gaps between these polygons). Great for photo realistic tiles.
- Loading time of GRM project files shortened.
- GroundMaker now gives you feedback on texture and scenery (bgl) files needed by your scenery.
- Improved menu.
- Ability to search for a missing backdrop.
- Forest texture selection added (forests make use of a set of specially formatted textures).
Known bugs (beta 4)
This release of GroundMaker is still incomplete. Some features are disabled for now. Here is a list of what doesn't work:
- 3D objects for VORs, NDBs and ILS's do not show in FS (macros need to be made).
- Help is incomplete.
- VASI/PAPI and runway approach lights are not visible at custom textured runways. This will be fixed with the next update. These lights work with standard FS runways though (approach light macros still need to be made).
- Sometimes GroundMaker crashes unexpectedly when in OpenGL mode. There is no fix for that bug now. It is recommended to use OpenGL mode for preview purposes only. Disable the OpenGL mode when drawing and editing your scenery.
- You may notice positioning inaccuracies in OpenGL mode.
Notes
Some new features are not explained in the help files. You will find some information here.
- Default GroundMaker textures
Please release the the needed default GroundMaker textures with your scenery. Don't forget to include any required night and seasonal textures! A scenery release feature will be added in the future. It will automatically search for all needed textures and copy them into your scenery's TEXTURE directory. You'll have to this manually for now.
- Enabling LOD (level of detail)
Click on the FILE\ PROJECT SETTINGS... menu item. Check the ENABLE LEVEL OF DETAIL (LOD)... box (ADVANCED tab). This will enable LOD for all polygons (Poly) and lines. LOD is a technique to improve frame-rates and it consist of using less-detailed versions of a shape depending on the viewer's distance in FS. GroundMaker still uses a simple algorithm to simplify shapes (angle checker); if you notice shapes that get badly distorted when viewed from a long distance, disable LOD for those shapes (check NO LEVEL OF DETAIL in the shape's settings dialog). Distortion may occur on shapes which feature both very long and very short segments. LOD is not required at small airports with few polygons.
- Assigning an individual scale to a polygon
Some users have suggested to add a feature which lets you set polygon scales individually. Usually, all polygons are drawn with the scale set in the FILE\ PROJECT SETTINGS dialog (SCALES tab). However, if you need different scales on some polygons, check the USES OWN SCALE box (shape's settings dialog, VISIBILITY tab) and enter a scale in the text field. Note that setting a large scale (>1) will result in distorted polygon outlines, a small scale (<0.25) will reduce the visibility range. The pixel size on Poly()s is also influenced by the scale.
- TexPoly() merging (advanced)
It is now possible to force GroundMaker to combine TexPoly()s of your choice into one RefPoint() command (one coordinate system). This ensures a 100% positioning accuracy and completely removes gaps that would normally occur between adjacent TexPoly()s. Use this feature for photo realistic texture tiles. Enable the feature by setting the REFPOINT() MERGE layer in the TexPoly()'s settings dialog (LAYER drop-down box in VISIBILITY tab). All TexPoly()s with that layer set will be merged into one RefPoint(), its center being the center of the map.
Before compiling to BGL format, you must set the scale and layer to be used for that RefPoint(). Click the FILE\ PROJECT SETTINGS... menu item and select the ADVANCED tab... It is recommended to set no layer (NONE). Merged TexPolys are drawn before any other scenery items by default; this makes sure that all other shapes lie on top of the merged TexPoly()s. You should enter a realistic value for the scale: 0.5 - 2. Since GroundMaker 'internally' works with a scale of 0.5, it is strongly recommended to set the scale to 0.5.
Note that FS only allows coordinate values (integer) ranging from -32,766 to 32,765, 1 being the size of a scale unit. At a scale of 0.5, the merged TexPoly()s can cover an area of about 32 x 32 km, at a scale of 1 an area of approx. 65 x 65 km (the grid in the drawing area covers an area of 10 x 10 km). In other words, the smaller the scale, the smaller the area the merged TexPoly()s can cover. Merged TexPoly()s which lie outside that area will generate an error when compiling to BGL format.
This feature has not been fully tested and is there for experimental purposes only. Note that it may be removed if proven unnecessary or being too complicated!
- About TexPoly() mapping
Some users were confused by the TexPoly() tool. It gives you full control on how the texture is applied to it. Unlike the Poly() tool, where textures are repeated and cannot be rotated or scaled at your will, you decide which part of the texture is visible on the surface. In the TexPoly()'s settings dialog, click the MAPPING tab. You will see the shape's outline on top of the texture. The outline can be dragged over the texture. Note that this won't change the shape's outline, just the way the texture is applied to it. Actually, the outline you drag over the texture will be 'fitted' into the shape. Switch to OpenGL mode and experiment a little or look at the screenshots in the help files.
There are some options in the APPLY drop-down box on the right (MAPPING tab). DEFAULT MAPPING will reset the outline so mapping is distortion-free. If you are working on photo realistic texture tiles, click the TILE (FULL-256x256) item. This will fit the whole texture into a square TexPoly(). Note that points must be drawn in clockwise order, the first point being the top-left corner!
Note that textures use a standard 2D coordinate system (X: left to right; Y:bottom to top).
- Custom runways
A new runway type has been added. It lets you set your own surface texture, marking color and lets you add skid marks and dirt effects to it. Furthermore, lines are visible on top (taxiway centerlines). Enable custom runways by selecting the CUSTOM item in the SURFACE TYPE drop down box (SURFACE tab in runway settings dialog). Select a texture and marking color in the box beneath. The runway textures are formatted the same way as the default FS runway textures (4 vertical stripes). If you want to use your own skid mark and dirt textures, open the FILE\ PROJECT SETTINGS... dialog, click the EXTRA FEATURES tab and browse for your own textures in the CUSTOM RUNWAYS section. These textures must be formatted in a special way (look at how they are made for now).
Since custom runways are not fully implemented, some features like approach and VASI/PAPI lights do not work. It is not recommended to make your own skid-mark or dirt textures since the texture layout may be changed in the future.
- 3D taxiway lights
To improve realism at your airport, use the new 3D taxiway light feature. Each 3D lights is made up of a small texture which rotated to the viewer in FS, its Y axis always pointing up (billboarding technique). Since most lights have a 'cylindrical' shape the effect is unnoticeable, even when moving around the light. 3D lights are drawn using the DOTTED LINE tool.
In the DOTTED LINE's settings dialog, select one of the available 3D TAXIWAY LIGHTS items. Note that the DEFAULT item uses a build-in texture. A custom texture can be set for each USER light. Lights will be visible at shape points only. In other words, there will be as may lights as there are points in the DOTTED LINE shape.
Set you USER light textures in the FILE\ PROJECT SETTINGS... dialog. Click the EXTRA FEATURES tab and select one the user lights in the drop-down box. Browse for a texture. You will notice a round circle on the texture. It represents a light source (smooth dot) which you can position on the texture by dragging it. Set its color by clicking on the small box on the right.
If you edited the USER 2 light for example, you'd have to select the 3D TAXIWAY LIGHTS <USER 2> item from the drop-down box in the dotted line's settings dialog in order to see it in FS.
There are still bugs in GroundMaker. Please report bugs and inconsistencies to webmaster@groundmaker.org...
Check out groundmaker.org for updates...
Disclaimer:
All files are provided as-is without a warranty of any sort. No responsibility will be taken for any direct or consequential damages arising from the use of this software. This software is released as freeware and cannot be used for commercial purposes. This beta version cannot be uploaded without permission of the author.