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What file or info determines the shape of an airport?

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I'd like to adjust the overall shape of a default airport I'm working on. The grass texture extends way too far at one end of the runway. There must be a way an airport shape can be adjusted so that is doesn't cover underlying scenery. Any insights would be greatly appreciated. Thanks!

-- tazz

 

 

Since this looks like FSX, standard protocol is to create an exclusion for the existing airport boundary / flatten and then make a new one to your liking. There is no way to "edit" the existing CVX file that holds the data.

  • Author
Since this looks like FSX, standard protocol is to create an exclusion for the existing airport boundary / flatten and then make a new one to your liking. There is no way to "edit" the existing CVX file that holds the data.
Appreciate the reply. Yes, it is FSX. What tool is used to create an exclusion for an airport boundary? Thanks!

-- tazz

 

 

Appreciate the reply. Yes, it is FSX. What tool is used to create an exclusion for an airport boundary? Thanks!
If you have FSX deluxe or accel, you can install the sdk from the install disks. Once the sdk is installed, you can make use of a couple of freeware design apps. SBuilderX or ADE are two that are commonly used. The default airfields are all designed using a single polygon vector terrain that sets the elevation, removes autogen buildings/trees, and replaces the landclass with appropriate texture (in most cases, grass). That polygon can be excluded using either program. When creating your replacement, you can just do like MS did, but with a different shape. However, you can often get better results by creating three separate polygons, one for the flattening, one to remove the autogen, and one for the texture. An advantage to using SBuilderX, is that it has the ability to read Google or Bing maps and download satellite image of your airport that you can use as an aid to draw your polygons. There is also the possibility of using a photo-texture instead of using the autogen and texture polygons (the flatten polygon is still required in this case). Note that airport ground elements (runways, taxiways, aprons) are still drawn over your photo-texture, so at a minimum you need to carefully align the ground elements with the photo. It is easy to make an image from the SBuilderX downloaded maps for use in ADE to move the ground elements.scott s..
  • Author

Thanks Scott. Very helpful info. I'm installing the SDK now. Looks like I also have to install two service packs as well as SBuilderX. I will give this a try.

If you have FSX deluxe or accel, you can install the sdk from the install disks. Once the sdk is installed, you can make use of a couple of freeware design apps. SBuilderX or ADE are two that are commonly used. The default airfields are all designed using a single polygon vector terrain that sets the elevation, removes autogen buildings/trees, and replaces the landclass with appropriate texture (in most cases, grass). That polygon can be excluded using either program. When creating your replacement, you can just do like MS did, but with a different shape. However, you can often get better results by creating three separate polygons, one for the flattening, one to remove the autogen, and one for the texture. An advantage to using SBuilderX, is that it has the ability to read Google or Bing maps and download satellite image of your airport that you can use as an aid to draw your polygons. There is also the possibility of using a photo-texture instead of using the autogen and texture polygons (the flatten polygon is still required in this case). Note that airport ground elements (runways, taxiways, aprons) are still drawn over your photo-texture, so at a minimum you need to carefully align the ground elements with the photo. It is easy to make an image from the SBuilderX downloaded maps for use in ADE to move the ground elements.scott s..

-- tazz

 

 

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