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AFX Scenery Extension

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What determines the spatial extent of AFX scenery ? Is it a boundary fence ? an exclusion area ? Would like to slightly extend the airport grassy area in a particular airport to get rid of buildings etc from background scenery. I cannot find the answer to this question in the AFX manual. I suppose it is included in the BGL or XML file for the airport, but would like some easier GUI-way to do this, if possible.Thanks for any help.Dave Hinson

David Hinson

Not quite sure I understand your question. AFX should work very smiliar to ADE and allow for manipulating buildings, adding/removing fneces, editing/excluding airport backgrounds. I have never used AFX, but with ADE you can exclude the existing airport background (which isn't visable in ADE) and make a new one covering any area you want. As for any texture that has buildings on it, you can change that but placing another landclass section there and it will display that texture (and any autogen associated with it) instead of the original.

Best, Michael

KDFW

Hello Dave,Essentially, you determine the spatial extents of airports. The scenery designer, you, decides on the shape and size of the airport boundary (bounds) - this is the grass, usually, that underlies all of the airport - and the size and shape of the airport flatten - it can be smaller, or even larger, than the bounds. Also, you draw the autogen exclusion at the same time, so that the trees and buildings of the underlying land class do not appear within your airport.To more specifically answer your question, in order to exclude buildings from surrounding areas, you will first have to determine if they are autogen (easy to see since autogen buildings are pretty specific) or if they are scenery objects of some other sort.If autogen, simply draw an autogen exclusion polygon in your preferred scenery design tool.If other scenery objects, create a BGLComp exclusion file using your preferred scenery design tool.Best regards.Luis

do.png Hot, humid Caribbean paradise!
  • Author
Hello Dave,Essentially, you determine the spatial extents of airports. The scenery designer, you, decides on the shape and size of the airport boundary (bounds) - this is the grass, usually, that underlies all of the airport - and the size and shape of the airport flatten - it can be smaller, or even larger, than the bounds. Also, you draw the autogen exclusion at the same time, so that the trees and buildings of the underlying land class do not appear within your airport.To more specifically answer your question, in order to exclude buildings from surrounding areas, you will first have to determine if they are autogen (easy to see since autogen buildings are pretty specific) or if they are scenery objects of some other sort.If autogen, simply draw an autogen exclusion polygon in your preferred scenery design tool.If other scenery objects, create a BGLComp exclusion file using your preferred scenery design tool.Best regards.Luis
Thanks for the responses. What I mean by "spatial extent" is the collection of lat/longs that define the extent of the ADX display.Edit: Whoops, I meant in A"D"X, rather than AFX in the orginal post. My error, sorry if it threw anybody off. By the way, what is AFX ? :(

David Hinson

Thanks for the responses. What I mean by "spatial extent" is the collection of lat/longs that define the extent of the ADX display.Edit: Whoops, I meant in A"D"X, rather than AFX in the orginal post. My error, sorry if it threw anybody off. By the way, what is AFX ? :(
AFX http://www.flight1.com/products.asp?product=afxv1ADE http://www.airportdesigneditor.co.uk/These are the two main programs used to edit airports in FSX. Not sure what ADX is.

Best, Michael

KDFW

  • Moderator
Error again. ADX = ADEX = Airport Design Editor (FSX) for me. I have that one.
You should update your ADEX program then to ADE9X, as there are a ton of improvements/bug fixes that've been made... ;)

Fr. Bill    

AOPA Member: 07141481 AARP Member: 3209010556


     Avsim Board of Directors | Avsim Forums Moderator
Error again. ADX = ADEX = Airport Design Editor (FSX) for me. I have that one.
As Bill says - make sure you have the latest version of ADE9X. So to go back to your original question. The area covered by a bgl file created by ADE will be such as to include any objects that you add. so if, for some reason, you decided to add something a long way from the airport then it will go into the bgl file you create and be compiled in it. A good example are cross wind runways. These are 'false' runways associated with the airport but located at the North Pole!As far as the extent of the airport background (the flat bit that is clear of trees etc) that is defined by a terrain polygon (which you can create or modify in ADE for FSX) to match the area you want flattened and cleared. Again, as far as I know there is no restriction as to distance from the airport reference point that this can extend to. It is worth noting that the FSX Compiler provides for (and ADE supports) something called an Airport Test Radius. Works only for FSX and the compiler will issue warnings if you have objects etc outside the circle at this radius from the reference point. It does not stop the compile but it is there to warn you in case you did place something wrongly. Developers often extend this to stop warnings when they know the object was placed deliberately by them.

Jon

-------

Microsoft Flight Sim MVP

Airport Design Editor FSDeveloper.com

  • Author
As Bill says - make sure you have the latest version of ADE9X. So to go back to your original question. The area covered by a bgl file created by ADE will be such as to include any objects that you add. so if, for some reason, you decided to add something a long way from the airport then it will go into the bgl file you create and be compiled in it. A good example are cross wind runways. These are 'false' runways associated with the airport but located at the North Pole!As far as the extent of the airport background (the flat bit that is clear of trees etc) that is defined by a terrain polygon (which you can create or modify in ADE for FSX) to match the area you want flattened and cleared. Again, as far as I know there is no restriction as to distance from the airport reference point that this can extend to. It is worth noting that the FSX Compiler provides for (and ADE supports) something called an Airport Test Radius. Works only for FSX and the compiler will issue warnings if you have objects etc outside the circle at this radius from the reference point. It does not stop the compile but it is there to warn you in case you did place something wrongly. Developers often extend this to stop warnings when they know the object was placed deliberately by them.
Thanks to all - I still have a lot to learn about Airport Design.I do have ADE9X with latest updates. Very nice program. Thanks, Scruffyduck :( Dave Hinson

David Hinson

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