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Ahhh. . .The Fresh Mountain Air

falcon409

SOH-CM-2025
I couldn't let this one go for some reason, so I'm back to it. I found that gradually stepping the flatten down and then back up, I can get a pretty fair representation of the grade of the rwy at 2NCO. I still have to tweak it now that I see what effect the points have on the flatten because while I stepped it down to the lowest grade. . .I didn't reverse that process on the way up, so there isn't a nice gradual incline, a bit too sharp actually. Also, I think the parking area at the top is more or less flat and right now it still follows the incline.

What I really need is Lance's mesh for that area, because as you can see the abruptness of the rwy position isn't very evident with just the mesh I have running (I think it's FSGenesis).
ScreenHunter_01Jan210944.jpg


ScreenHunter_05Jan210956.jpg
 
I think this looks better:
ScreenHunter_06Jan211113.jpg


The really elusive part of the equation now is how to harden the rwy surface so that it reacts as it should. Currently it has the look. from a distance, of concrete, but it isn't smooth and it isn't hard and close up it doesn't look like concrete, lol.:isadizzy:
 
I love the sloped view in the last pic, but I hate the sharp edges you get with the concrete poly. Holger made his own textures and SBuilderX definitions for TongassX and his have blending egdes that really look great. He told me how he did it, but I have yet to take on that daunting task, LOL

I doubt you will be able to make it react like concrete because of the different levels.
 
I love the sloped view in the last pic, but I hate the sharp edges you get with the concrete poly. Holger made his own textures and SBuilderX definitions for TongassX and his have blending egdes that really look great. He told me how he did it, but I have yet to take on that daunting task, LOL

I doubt you will be able to make it react like concrete because of the different levels.
Hi Michael,
For myself, I could probably live with just doing a bit more to what I have already, then place the necessary objects around the property. I have a Golf Course LC on top the mountain, so flying around it looks pretty cool and with a few homes, a Clubhouse, some static aircraft and a few other little niceties and it would probably pass, but releasing it for download would be something I probably wouldn't consider because depending on what mesh, if any, someone has and with the sloped rwy setup, no telling what nightmarish possibilities might show themselves.

I'd like to hear sometime how Holger did his. Any information, even if I don't really understand it, lol, might eventually seep into my brain and cause a success here or there, lol.:salute:
 
Hi guys,

the edge blending I use is an overlay of a wide vector along the poly edges using the same color/content as the poly itself and with a gradient Alpha channel (in the DTX5 bmp) that creates "fuzzy" edges. The downside of that approach is that custom vectors in FSX require additional entries in the terrain.cfg file, which means you also need an autoinstaller that can safely add or remove those entries into existing terrain.cfg files. Lots of effort for a single airfield.

Instead, I would suggest making a "fake" compostite photoreal file: grab the imagery for the area of your fictitious airfield, then find an airfield of similar shape and surroundings, get the photoreal coverage, rotate and stretch etc. in your photo editing software as needed, and paste it on top of the image of the desired location. Rinse and compile :mixedsmi:

Cheers, Holger
 
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