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Time for some questions

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  • Commercial Member

Hey guys, I'm a game developer for a major game studio, and I'm slowly getting my feet wet with FSX SDK and SBuilder. I've learned some basics, as far as importing satellite imagery and exporting as a usable BGL file that FSX sees. So here are my questions:Once it downloads the satellite imagery, I want to start painting on the images, but there are so many, and so many different pieces. Whats the best way to approach this?How do I apply photorealistic imagery to the taxiways? I saw a tutorial on this but it uses an older SDK. I'd like to know how using FSX SDKLast but not least, how do I delete models from FSX's default scenery? Basically I'm re-doing SFO for FSX. There are some homes sitting right next to the runway that I'd like to completely remove. This will also help me in very near future to delete the entire SFO terminal and place my own modeled terminal. Anyway, any help is appreciated. Thanks!

Have you been to the FSDeveloper.com forum?

Art

Perhaps we can answer questions here as well, this is a scenery design forum, after all.First, if you are a commercial developer, please remember that you need a commercial license for the use of SBuilder. Since you are making money on your product, you should please remunerate the creator of the tool that you use.1. How to paint the image - create a bitmap, either by generating a GeoTIFF or by creating a "Map" from any part of the downloaded tiles that you wish; this latter method will cause SBuilderX to make a bitmap of the selection that you can then edit to your heart's content.2. To create textured ground polygons using FSX methods, there is really only one way, and that is using either gMax or 3DS Max. Please be advised that FSX has a rounded earth model that makes ground polygons much greater than 100 meters either sink in or float above the ground. You can get around this by either tesselating your polygon so as to apply the appropriate curve within the modeling program (if that is at your level, I, or somebody else, can provide you with more information), or you can simply keep your ground polygons smaller than 100 meters and make multiple instances.3. Deleting autogen buildings - perhaps you should start by reading the SDK documentation, and follow that with some tutorials available right here in the Avsim library, no need to go anywhere else: - Terrain Design for Flight Simulator Xhttp://library.avsim.net/esearch.php?&DLID=141643 - Make photo-real ground textures in Flight Simulator Xhttp://library.avsim.net/esearch.php?CatID...amp;DLID=140539 - Using the Autogen Annotatorhttp://library.avsim.net/esearch.php?&DLID=140537Also, please don't hesitate to read the Help file for SBuilderX. All those documents should answer just about all the questions that you may have.Best regards.Luis

do.png Hot, humid Caribbean paradise!
Hey guys, I'm a game developer for a major game studio, and I'm slowly getting my feet wet with FSX SDK and SBuilder. I've learned some basics, as far as importing satellite imagery and exporting as a usable BGL file that FSX sees. So here are my questions:Once it downloads the satellite imagery, I want to start painting on the images, but there are so many, and so many different pieces. Whats the best way to approach this?How do I apply photorealistic imagery to the taxiways? I saw a tutorial on this but it uses an older SDK. I'd like to know how using FSX SDKLast but not least, how do I delete models from FSX's default scenery? Basically I'm re-doing SFO for FSX. There are some homes sitting right next to the runway that I'd like to completely remove. This will also help me in very near future to delete the entire SFO terminal and place my own modeled terminal. Anyway, any help is appreciated. Thanks!
1. When you you create a map from background, are you saying this map is not big enough, so you need additional ones? If that is the case you would probably be better served by obtaining different imagery. If you wanted to create multiple maps in SBuilderX, it would probably be best to use a GIS program to assemble the maps into a single image.2. Not sure on this, as other poster suggests take a look on fsdeveloper.com. It appears that technical limitations make using the FS2002 sdk gamepack better.3. Scenery objects generally come from 3 sources: terrain autogen, bglcomp-placed objects, and "living world" objects. Buildings are either autogen or bglcomp objects.a. For autogen, there is a number of ways to remove, but the easiest is to create vector terrain polygons encompassing the area with their attributes set to "airport background excludeautogen" and compile using shp2vec or a GUI tool which invokes shp2vec. Note that you can't specify types of autogen to exclude; it's all or nothing.b. For bglcomp objects, create an exclusion rectangle encompassing the area with attributes set to the type of objects to remove and compile using bglcomp, or again using a GUI which invokes bglcomp.scott s..
  • Author
  • Commercial Member

Thanks for the tips! After researching some more, it seems i dont even really need SBuilder.Appreciate the pointers in the right directions, especially how to remove existing assets

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