3D objects (macros)
3D objects will make you airport look 'real'. Use them for buildings, static aircraft, ground vehicles, trees, ... GroundMaker does not have an object editing tool but lots of pre-made objects are available. You can make your own macros if you want. For a list of macro design tools go to the link topic.
GroundMaker only supports macros in API format. This is the main format used by any other airport design tool. Most macros feature options such as rotation, density-level, altitude or visibility. These can be set in the macro property dialog.
Setting macro properties
In order to access the settings dialog, make sure only one macro is selected. Double-click anywhere on the map to open the dialog. You can also access the settings through the SELECTION\ PROPERTIES... menu item or by left-clicking the macro handle.
Select your 3D object (macro) in the SELECT MACRO drop-down box. If you want to use your own macro select USER 3D-OBJECT and click the button on the right to browse.
The EDIT button lets you view the macro code.
Some macros feature a special info header with description, available options and default settings. Clicking the RESET DEFAULTS button will reset the VISIBILITY and PARAMETER values. GroundMaker loads the defaults when selecting a new object.
Various options are available in the VISIBILITY section. Most macros will let you edit RANGE, HEADING and DETAIL LEVEL. If you downloaded macros, it can be useful to read the author's documentation to know what values should be entered. Grayed-out options cannot be set by the user. Here a description of all available options:
- Visual range: You set the maximum distance at which the object can be seen. Use 500 - 1,000 meters for small objects like people or short vehicles; 1,000 - 3,000 meters for medium sized objects like trees, static aircraft or large vehicles; 2,000 - 10,000 meters for large object like buildings; 8,000 - 32,000 for huge objects like mountains, tall buildings.
- Heading: Most objects will let you change heading. Enter any value between 0° and 359°. Decimal values are allowed (e.g. 45.3876). You can also change heading by rotating the objects.
- Elevation: That option is usually not available since most objects 'sit' on the ground by default. You must enter the elevation above the ground, not above sea level! GroundMaker will add the airport altitude to the elevation set here when exporting to SCA or BGL format. Use this move objects up.
- Scale: It lets you change the object's size. To find out a macros correct scale, read the the documentation that came along with it or hit the EDIT button to read its description, if available. All build-in macros (the one from the drop-down box) have a preset scale which you can't change.
- Visible at detail level: This option should not be confused with LOD (level of detail). FS lets you set the scenery density to optimize performance. The drop-down box lets you set the minimum density level at which the object will be drawn in FS. It is highly recommended to use the NORMAL level. The build-in macros don't feature that option.
Note: The build-in macros (except the adjustable buildings) all feature LOD (level of detail) for better frame rates. Thanks to LOD it is possible to insert lots objects without serious impact on frame-rates. Read the performance issues topic for more information.
Most macros feature extra options (parameters) like color, texture, size and night effects. Parameters are numbered ( % = parameter). Grayed-out parameters are not available. Usually, there is a description for each one. If not, click the EDIT button (SETTINGS tab) or read the macro's documentation.
It is important to enter correct values, otherwise GroundMaker won't be able to export the scenery to BGL format. In case you need to enter RGB colors, textures or FS-palette colors, first click on the parameter's input box and then click one of the three buttons on the left:
- RGB: A standard RGB color dialog will be shown. Select a color and click OK.
- PAL: A dialog with preset colors will be shown. Select a color and click OK.
- TEX: A texture dialog will be shown. Select the texture and click OK.
Click CANCEL in any of these dialogs if you want to keep the old values. If you want the default options, click the RESET DEFAULTS button (SETTINGS tab).
Don't forget to include the textures needed by macros to the scenery's TEXTURE folder.