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Photoreal Scenery, Vegetation & AI for FSX

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gman5250

Charter Member
CBB7 Tipella



There has been some interest in techniques for building & landscaping FSX airports using various softwares and freewares available for designers. I have had requests to open discussion on this topic.

This forum will be directed at helping anyone interested in using my techniques or sharing their own to further the artistic development of our hobby. I am in no way an expert or "master" designer. I use simple tools to drag and drop the scenery elements onto the airport "canvas".


CBB7 Tipella ORBX modified

FSX Tipella


My primary tools are Airport Facilitator X (AFX) and Instant Scenery 2. I draw from ORBX bgl files using licensed software and many of the freeware packages readily available online.

Please Note: I honor ORBX copyright on their artwork and thus will not upload any of my projects. I would however highly recommend purchasing any of the ORBX regional or airport specific packages as these contain a wealth of resources for your own use in your own airports.


KMMH Mammoth Yosemite



I have found that I can use these resources to enhance any airport in FSX, anywhere. Beyond that Instant Scenery 2 allows you to hover over any location worldwide and add trees, buildings, aircraft or misc. objects. In my home area around KMMH and KBIH, I am systematically building a detailed model of my entire area complete with docks on Crowley Lake. I have built scale models of all buildings and hangers at these two airports.

Tipella CBB7


My best results have been with Blue Sky Scenery. Typically, photoreal scenery will eclipse all features beneath it with the exception of airports. Using the tools I am describing, you can place any scenery object on top of the photoreal scenery and achieve a truly accurate environment.


KBIH Easter Sierra Regional models by Gman
Blue Sky Scenery Photoreal

KMMH Mammoth Yosemite


I encourage any and all who enjoy scenery design and modeling to participate. I look forward to sharing ideas and tips with you. Please feel free to message me on my page or through this post.


KMMH



Thanks Milton for pointing me towards Tipella...and for your beautiful aircraft.

Gman
 
Hey Gman,

I don't know if it's a problem with my computer or if it's the same for everybody, but the pictures in your topic do not show.
I had seen your pictures of CBB7 in the other topic though, and it looked fantastic :ernae:
 
Hey Gman,

I don't know if it's a problem with my computer or if it's the same for everybody, but the pictures in your topic do not show.
I had seen your pictures of CBB7 in the other topic though, and it looked fantastic :ernae:

I reloaded the screenshots...let me know if that cured the glitch....thanks for the HU.
 
I've read your PM. But I still don't understand how you made that photoreal overlay runway with the tools you described.
 
I believe that some of the runway that ORBX makes are actually objects and not the typical AFCAD/hptoreal type runways. My guess is that if its an object it should be able to be placed like and object. This is just a guess.
 
I've read your PM. But I still don't understand how you made that photoreal overlay runway with the tools you described.



Many of ORBX runways are indeed objects with their properties i.e. multiple texture files for seasons and lighting. ORBX only places these in their location specific airports.
The generic airports within ORBX operate similar to FSX, but using ORBX own enhanced polys and landclass.

Regarding Tipella CBB7.
ORBX does not offer Tipella as an premium upgrade airport. ORBX PNW Pacific Northwest contains the actual area containing CBB7. The improvements to the area are well worth the purchase price.

The improvements I made to Tipella CBB7 include:

I created a new airport in AFX. You can search the database by ICAO in AFX. The default FSX default file for Tipella is APX15140.bgl. I recommend making backups.
I removed the runway and flattening polygons associated with the runway.
I placed the GPS info into the new runway for altitude, length, vector etc using satellite map data to establish location.

Save the airport as its own airport in FSX Addon Scenery file. CBB7 Tipella is what I used.
Load the file into FSX through the scenery using the Scenery Library / Add Area menu, and move this airport to the top of the hierarchy above all FTX and other installed files.

Leaving the FTX airports enabled, I tweak the runway ends to match the ORBX airport in Airport Facilitator X. In the live mode you can see the actual points you are moving in FSX real time. This makes alignment very simple.

Using method described above, the buildings, trees and polys ORBX has located in their CBB7 airport remain visible in FSX.
What remains is the ground texture ORBX has assigned to this location. This the grassy looking texture beneath the landscaping.

From this point I open Instant Scenery 2 within FSX.
I have quite a few licensed ORBX scenery packages, so numerous ORBX bgl libraries appear in the Instant Scenery dropdown menu. (Be sure to leave all ORBX scenery libraries enabled in FSX to assure access to the bgl files.)

Many of the bgl libraries in ORBX do not have associated thumbnails attached so you may wish to use the thumbnail tool in IS2 to create these. I have created thumbs for all the ORBX bgl files.

The landscaping is simple drag and drop of the various trees, grasses and other objects you may wish to incorporate into your design.
I used high res sat images for my tree placement. Tipella has a very narrow corridor of trees and bushes on either side of the runway with a logging road running directly adjacent to the strip. Some photos I've seen show very high brush as well, making the airport almost like a tunnel. I used lower bushes and grasses for a more aesthetically pleasing design. The tree placements are quite accurate though.

ORBX locations of power lines and other obstructions are quite accurate and demand a well-executed approach. Lining up with the towers 100-150 ft. under the left wingtip provide a reliable glideslope.

If you are flying Milton's Dash 7, ensure that the aircraft dirty well before intercepting the glideslope. Assuming 50% fuel weight, use 78 knots, gear down, flaps fully deployed. The Dash can be a handful if deploying flaps at excessive airspeed, but if done correctly your existing elevator trim needs only a slight nudge to hold level. From there slight power adjustments will trim as needed.
Maintain 69-72 knots on short final and push the nose down slightly after clearing the trees at the logging camp. Bleed energy to the threshold, easing the throttles to idle and flare slightly before the runway embankment (which is steep). You should be able to roll to a stop with no reversers.

I’ll be glad to provide more info on Tipella if I haven’t answered all of your questons.

On a personal note: Once I bit the bullet and dove into modeling and scenery I would have had more fun smashing myself in the head with a 10lb. dead blow hammer. Once I recovered from the headache, it became fun.

:isadizzy:
 
> On a personal note: Once I bit the bullet and dove into modeling and scenery I would have had more fun smashing myself in the head with a 10lb. dead blow hammer. Once I recovered from the headache, it became fun.


Hehe, I hear ya!

Excellent images, GMAN. On the airfield backgrounds, they are not default FSX of course. Are these new default types (new vector elements in the tarrain.cfg) or layered ground polygons made in GMAX / 3dsmax like in Bill Womacks tutorial? I am particularly interested in the latter because I'm thinking of using that method for the ww2 airifelds in the Solomons to get more ground detail.

The vegetation looks great!

Thanks for sharing this,
Mark


 
To tell you the truth, I haven't looked that closely at the stock polys ORBX is using. I know that the premium airports utilize .dds runway objects (overlays) with the usual alphas you would use on any .dds file to create the blends.

I have experimented with various layered polys in my airports, but I think I would focus on mastering the ORBX techniques for "texturing" the runways and aprons. I think that the artistic possibilities would be broader working in Photoshop to create the subtle edges.

Tippela was simple because I simply softened the edges of the base ORBX land class with grasses etc. I had been working on creating my own grasses and bushes, but the ORBX libraries are so complete I just drew on their existing files.

I think that ORBX would be very prudent to consider selling an actual design software package. I doubt it would hurt sales in their existing markets. IMHO

For KMMH Mammoth Yosemite, I used Blue Sky Scenery photo real. The challenge there was to camo the grass in the area of the terminal. It was super Kelly Green and looked pretty bad. (image)



I have since gone back and added some low cut grass from ORBX. If I switch off the Blue Sky and use my UT scenery it looks much better, but the surrounding mountain terrain is not accurate. I prefer to fly with the Blue Sky and my custom vegetation enabled. The shots on this page are in that format.


Thanks for the kudos on the artwork Mark. I've got a deep background in digital graphics, but this venue is a relatively new exploration for me. I've studied your work closely and have great respect for you. Your input is appreciated. I'll go back and look closer at the ORBX config for Tipella and see if I can come up with some better info.

Gordon
 
I'm still no wiser on how the runway texture is obtained. The change between the third and second picture at the beginning of this thread is what I mean. Using AFX to place a runway accurately puts in a generic flat texture from an available list rather than anything lifelike. There's some discussion on runway objects and layered polys, but how do you find/use these. Also using photorealistic backgrounds is mentioned, in these cases is no runway texture used a all, allowing just the photorealistic to show through?

Allan
 
The screenshots you reference are ORBX and FSX comparisons. With ORBX PNW enabled, the grass texture runway surface is the default in the package. When I superimpose my CBB7 over ORBX, I use only the runway link in AFX. This will preserve the ground poly and terrain mesh in the default ORBX. There are no photoreal elements in my CBB7.

View attachment 82633

I populate my CBB7 airport with the folliage and buildings to create the landscape I'm looking for. Leaving ORBX airports (FTX_AA) enabled in FSX, I retain their polys, autogen, mesh and buildings.

I use photoreal in California, Nevada, Arizona and some other areas. These are the KMMH and KBIH airports shown here.
I was unclear on my previous responses as to the nature of the actual background at Tipella. My fault.

I am working on an overylay for KMMH. This will be a .dds texture (with alpha) laid over the photoreal Blue Sky Scenery. I'm not quite there yet with the finished model. I'll post up the results as soon as I have it finished.

G
 
I agree with your statement that it would behoove Orbx to release a payware scenery library of their objects for use by other developers. Personally I don't see that ever happening, but it would be great. You obviously have worked diligently to perfect the work you are doing and that's all great. . .however. . .the real enjoyment I get from doing even the rudimentary scenery I am able to produce is sharing it with the flightsim community. As long you lean heavily on the Orbx objects that avenue is closed. . .unfortunate for the community.

I think what you're doing here is great. . .aspiring scenery artists are getting a somewhat inside look at how some techniques are accomplished. . .something that isn't very widely seen (if at all). Unfortunately, even on design forums, it seems that those who "do" are quite often hesitant to give up any in-depth information on "exactly" how certain scenery work is accomplished, (Bill and Holger are exceptions). Just about anyone can produce a basic airport from scratch or enhance an existing airport with AFX and Instant Scenery, but crossing the line to producing 3D custom objects and realistic ground textures using 3D programs is like learning how to walk one day and a month later winning the Boston Marathon. Maybe this thread will get some folks to the finish line a lot quicker than they otherwise might have.
 
the real enjoyment I get from doing even the rudimentary scenery I am able to produce is sharing it with the flightsim community. As long you lean heavily on the Orbx objects that avenue is closed. . .unfortunate for the community.

Thank you. I appreciate your comment and I am in agreement that we will probably never see a scenery development kit from ORBX. Personally I believe it would enhance their sales and I base this assessment on my own experience from when I produced my own line of software years ago.

I know that I could post an ORBX friendly airport where I do the work and the guids are included in the .bgl file for the ORBX objects. Theoretically, someone with the lisenced sofware would be able to use the file without anyone violating a contract. I don't intend to do this until I contact ORBX and obtain a permission or approval. I believe in copyright. I shut down my software business due to copyright infringement in Asia. I went a different route that protected my intellectual proerty.

With regard to my willingness to share my ideas. This is a fluid and developing environment. I would very seriously consider developing a software that would provide these very tools to developers. The input from my peers in this area is very much appreciated and respected. With the developments I have witnessed in the aircraft design, dynamics and systems, I think the environment has to rise to the challenge as well.

This is a learning curve for me. If I can help my friends in the community with my contributions I am only giving back what they have already given me.

I am close to perfecting my KMMH and KBIH airports. I have a few things to finish...mostly night lighting. The buildings are high res 3D accurate models. I'll probably have animated doors on the "Mammoth Hangar" at Bishop that will allow you to park your aircraft inside. Currently I have a ramp located in mine and have designated that as my default FSX flight. When I load I'm looking out the hangar door past Shupes D-18 parked outside. When the airports are ready, I will post them, minus the ORBX foliage files. They will have autogen in the appropriate areas.


Hopefully, this will be a forum to help everyone aquire the skills to take maximum advantage of the tools we have available to us.

:salute:

Gordon
 
however. . .the real enjoyment I get from doing even the rudimentary scenery I am able to produce is sharing it with the flightsim community. As long you lean heavily on the Orbx objects that avenue is closed. . .unfortunate for the community.

I understand this statement, and I partially agree with that.
However, there are other arguments to take into consideration:

1 - Most of the freeware addon sceneries do not use such graphical enhancement, and as a consequence, most of the freeware sceneries look quite flat and empty (I mean, for a simmer that is used to the small OrbX airfields, that is). The usage of these objects from OrbX scenery library is a nice and easy way for the scenery creator to add a cool dose of details and visual realism, kind of a "beauty boost", to his sceneries.... with moderate use of course, we want "beauty boost" but no "FPS blast", right ? :D Of course, the OrbX libraries won't replace the need for specific objects, but here I'm talking about the "enhancements" to the scenery you would create.

2 - A very big part of the FSX'ers do have OrbX sceneries installed on their computers. Those who didn't buy any OrbX sceneries can still install the freeware OrbX PNW demo, and I believe this demo package contains the object library too, doesn't it ? That would make the object library available to anybody, so nobody would be "excluded" by this new technique.

Also, OrbX libraries can be downloaded for free from the FTX website, so installing the OrbX demo might not even be necessary. So I wonder what would be the real restrictions applying to a scenery creator there ? In any case, I sure would love to see the various airfields addons I have installed out of the PNW area enhanced with the OrbX objects.
 
Thanks for the kind words, Gordon.

The thought of using the ORBX libraries as sort of an open or free standard is surely interesting, but as others have said, I guess that never will happen. ORBX has a business model, which is totally understandable.

The community or part of it could work together to create something like this of it's own. There are many very talented freeware designers out there. I for my part would share anything I have created for such a project, or create new objects if a need comes up and I have the time.
But this would require some tight working together. For example, many of the ORBX objects like aforementioned hangar require someone taking good photographs of it for texturing and measuring the dimensions (making the 3d model is actually easy). My point is, setting an open standard for FSX/P3D scenery elements is a real big community effort, but very much worth it in my opinion.

Cheers,
Mark
 
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