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Painting Runway Markings

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I am trying to understand how to add runway markings to an already present add-on scenery file.My exact issue is that I would like to add Field Carrier Landing Practice markings to the NAS North Island Navy base add-on, Miramar, and NAS Jax.If you look at the following google map link, you will see the marking that I am talking about at the end of runway 32 left side.NAS Whidbey IslandThese are the markings I wish to create and add to the runway scenery. The other issue after this is completed would be the "meatball" and how to install it.

I am trying to understand how to add runway markings to an already present add-on scenery file.My exact issue is that I would like to add Field Carrier Landing Practice markings to the NAS North Island Navy base add-on, Miramar, and NAS Jax.If you look at the following google map link, you will see the marking that I am talking about at the end of runway 32 left side.NAS Whidbey IslandThese are the markings I wish to create and add to the runway scenery. The other issue after this is completed would be the "meatball" and how to install it.
Most of this is thanks to Arno:Use an older version of Gmax gamepack 2002. Create a single sided plane the same size as the letters in Gmax, texture the plane with the white (or pale grey) letters on a black background. Make the 8 bit alpha layer be dead white where the letters are and black (transparent) everywhere else - use DXT bmp (Martin Wright) to create the DXT3 image.You need to export the plane from Gmax and keep the files (this option exists in the 2002 game pack) - and make a couple of changes to the .ASM file, this is the "Arno magic" that I don't understand but I think one makes the layer be higher than the runway the other removes the shadow:OBJECT_0_START label word IFIN1 OBJECT_0_FAIL, image_complex, 2, 32767 ADDCAT OBJECT_0_SCALE, 12 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>this is the new line 12 seems to work >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>remove this line which is the SHADOW CALL OBJECT_0_FAIL label BGLCODEAnd then recompile with BGLC.exeThe tricky bit is that you have to precisly specify the position and heading of the plane and this has to be done in Gmax (the old method) before re-compling - it usually takes me at least 3 attempts before I get it right.But all this does work, and it works in FSX Acceleration as well !!! - surprise surprise! (see attached)There may be other ways to do this of course...Geoff

Thanks for the help Geoff. I thought this was going to turn into a dead topic. I have never touched GMax but have downloaded it and all set up. I don't know where to find the 2002 gamepack. Also, when you say make a plane, you mean actually make the side of a plane? Also, I'm guessing there will be GMAX letters somewhere on the program when I go to create it.Reading it makes it all sound like another language, but I guess it will be diff once I get started on it. I have DXT bpm, but I don't seem to understand the Alpha layer. Does Gmax do this?So, to sum what I can get from your post, I create a single side plane the same size as the letters in GMAX. Then I texture the plane with white or grey letters on a black background. I change the 8 bit Alpha layers to white for the letters and black everywhere else so the letters show. DXT bmp to DTX3.Export from Gmax, change the .ASM file and recompile with BGLC. Don't forget to have the exact heading and position.If this is true, I get the same results as the image you supplied. Now how does one do markings instead of letters?

Holy...... :( This is mind blowing to a newbie. It is exactly what i was looking for. I just realized that I used plane in the wrong sense. I was actually thinking airplane, not 3D plane.Seems since I don't have 2002 anymore, I have to use the "other" method. Thanks allot Greg and Geoff.

Well, it seems that very long description was intended for FSX. I just have to play around with it until I get it right. I already have the size and X Y cor down. Just have to figure out how to create the custom markings in GIMP and transfer it to GMAX. I figured out what the ALPHA means. I think Gimp offers that as well. Once I have the texture insalled onto GMAX, I export it, then create the alpha channels. It shoudl be good to go from there. Just need that image of the FCLP.

Well, it seems that very long description was intended for FSX. I just have to play around with it until I get it right. I already have the size and X Y cor down. Just have to figure out how to create the custom markings in GIMP and transfer it to GMAX. I figured out what the ALPHA means. I think Gimp offers that as well. Once I have the texture insalled onto GMAX, I export it, then create the alpha channels. It shoudl be good to go from there. Just need that image of the FCLP.
Bill's description is more complete than mine! But the essentials are the same - you will need Gmax and the FS2002 gamepack. I just realized I have to be careful because I think I lost my FS 2002 CDs!!!BTW a "plane" in this case is a flat single sided object that you can create in Gmax. In earlier versions of Flight Sim you could simply place an image on the ground - but MS made it more complicated in FSX and Acceleration.Good luck! and welcome to the world of scenrey enhancement. :-)Geoff

There are different methods besides Bill's excellently-described tutorial. I suppose that we can still use SCASM to create lines and the FS X game pack for gMax will also allow creating a plane and placing it over the default runways, aprons or taxiways. I made the following using the latter method, very simple. Just created a plane and used a partially transparent texture:The texture looks something like this, except larger. Everything in black is transparent.The principal problem with using the FS X game pack to create this type of element is that the resolution of the object is limited to the Global Max Texture Size setting, so it can not reproduce very high resolution markings as were made with SCASM.Best regards.Luis

do.png Hot, humid Caribbean paradise!

Luis,Just one question, is the FSX Gamepack backwards compatible for FS9? The reason being is that i own FSX, but I do not use it at all. I primarily use FS9 and this is what the scenery is for. So the other sites that are reqomended include FSX instructions. It helps but to an extant.Right now, I went into GMAX and sedinged the size of the marking size. If I am going to add a marking ontop of an already existant runway, do I still need to created the marking that I want to add using GMax, or do I just lay the new marking ontop of the runway? I think I might have approached this wrong.

Very sorry, Fredo, that was not clear. For FS 9 you must use some of the old style methods or programs. I think that Bill provided a link to a thread with more information on that method for FS 2002 and that will work for you. And perhaps FS Scenery Creator or Airport for Windows can also do something along those lines.Those old layering methods can have a definite impact on performance, and it is easy to overdo, but adding a simple overlay probably won't do any harm.Best regards.Luis

do.png Hot, humid Caribbean paradise!
  • Moderator

Luis, I would love to learn how to make an overlay like you did in those screen shots. I have a few small projects I have been working on but I always have to leave them with the default ground textures due to dificulty in learning the more complex methods of creating custom ground textures. The overlay you made might just be what I need.I know you have made some tutorials on other subjects. Do you by any chance have a tutorial or a step by step guide to making an overlay like the one in your screen shots?Thanks in advance for any info you can provide.Regards,Sean

Avsim Board of Directors | Avsim Forums Moderator

Hello Sean,There is nothing particularly difficult. Simply make a texture, create the plane in gMax and map it with the texture. Of course, you have to know how to use gMax, but, in spite of what many think, it is very easy to use.The real problems with this technique are:1. texture resolution is limited. The apron and/or markings look good in the images from above, but they are fuzzy when looking out the window of the cockpit because of the low resolution;2. because of the Round Earth, the official word is that any plane over 100 meters in length will conflict with the curved ground and create visual anomalies. In fact, the above apron is 285 x 175 meters and I have not noticed anything wrong. On the other hand, I rarely look for such minor problems in my own scenery - this is a flight simulator, not a curved apron sim, so I really don't care. And the fuel trucks zip around the apron without sinking through the texture, so there does not seem to be a problem. But, you should know that the ACES developers warned against this. If anybody is interested, Adam Szofran described the technique for tesselating a plane in gMax so as to make it curved and follow the Round Earth. I can post his comments if desired.In spite of the disadvantages, I used this method because the old style markings and aprons are "deprecated" - I suppose that means that they should no longer be used even if they were superior in results, and placing a gMax plane is all we have officially in FS X.Oh, and the next version of SBuilderX, to be released in a few days as soon as the documentation is complete, will also include the ability to create textured lines and polygons using SCASM so they can have very high resolution.But, Sean, if you have any problems understanding this type of scenery element, just say so and I shall give more detailed explanations. I am pretty busy at the moment, so you may have to wait. In the meantime, try reading Bill's excellent tutorial and start making the texture, which will probably be the hardest part.Best regards.Luis

do.png Hot, humid Caribbean paradise!

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