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Looking for some help (ground texture bug)

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Hi everybody, was wondering if anyone could help me, im not sure if this is actually a problem only i got, or it is an fs9 bug, but i noticed a while ago that my airports dont have any grass or any textures, the runways just sit on the city textures, witch makes it look reather bad.This happens with deafult and addon scenerys (addon scenerys wich dont have any grass built into the scenery)So can someone tell me how to fix this?See pic attachedThanks for your timeBest wisheshttp://forums.avsim.net/user_files/69571.jpg

First question that comes to mind is whether you applied any of the seasonal texture patches. Incorrectly applied, it may cause what you see here...-John

Yes, i applied some new sesional textures, so what do you suggest, how could i work this out without having to replace my whole texture folder?Thanks,Benhttp://www.ab-simulations.com/banners/ben.jpg

Just tried installing back the normal textures, but still the same? any ideas what texture addon could cause this?Benhttp://www.ab-simulations.com/banners/ben.jpg

Actually I was referring to whether you applied the seasonal texture patch, which involves editing the terrain.cfg file, editing the MaskClassMap values, and adding new textures (but not replacing) to the texture folder. Your issue doesn't seem to be one of overwritten or missing textures, but one where a config update has gone awry. But that's assuming you and/or third party software tried to make an update.-John

John,This is rather a very timely thread from my point of view! I've been searching the Design Fora looking for a discussion with respect to doing what the original poster is complaining about, only in a more restrictive fashion. That is, to either remove the default "green airport carpet" or to over-ride it with a landclass texture alteration in the same way that we can alter the surrounding landclass at a particular set of coordinates. In other words, is it posible to enable changing selected single or specified airports/airfields and not wholesale as in the originator's complaint? With your work in creating Landclass Assistant, for example, I feel you're in a good position to speak about this. Once the originator is able to explain what happened with his *.cfg file(if that's the culprit and he does indeed discover and relate the cause), would that provide a clue or key to building such an option into say, your program or creating a separate utility for this purpose?

It's quite possible, although Landclass isn't the method I'd choose for performing such updates, since it paints the textures with too broad a stroke, so to speak. But I believe there are several tools out there which would allow for more refined tweaking of the underlying textures. If you really knew what you were doing, you could also make a quasi-photoimage and place it in the vicinity of the airport.Drop into the scenery design forum--there's tons of airport design experts there that should be able to tell you exactly what you need...-John

After some more investigating, I found that by altering the value in the Terain.cfg file under the Airport Background heading, I could get rid of that green carpet, just as happened, by appearance anyway, to the original poster's FS. In other words, the underlying landclass takes over as the green carpet is "removed"The reason behind my wish to have the landclass take over is so that it can be altered with respect to using a specific texture which generates autogen. For example, use a landclass which displays trees, in place of the default green carpet, thus saving immensely on frame rates as opposed to using tree macro's.Another reason for electing the landclass route was that I also thought that using the FS2002 Autogen SDK would be handy for enhancing said landclass texture in the same way that those in FS2002 can be adjusted, but I doubt if that applies to FS2004, since we've yet to see anything for FS2004 resembling an SDK for Autogen annotation.

I think you can accomplish removing the airport texture by using Ground2K4 and creating an exclude for the airport layer. Then the underlying landclass texture should show. I don't do COF, but I assume AFCAD would allow you to build all the necessary runway and apron elements.Main problem of going the GroundkK4 route, is that excludes cover an entire LOD13 area, so you can't fine-tune them. Download the Cellgrid2 program which you can use create a "scenery" of LOD8 cells and LOD13 areas boundary lines over your terrain of interest and take a screen shot. Use that as your background bmp and build your excludes.scott s..

AFCAD does indeed afford the same method of altering ACOF(2004) as the FS2002 version does. The airport texture appears to be a "mask" placed over the landclass if my experiment with the terrain.cfg file demo is accurate. I wrote to Russ Dirks who created EZLandclass utility about this seeking some guidance. If anyone can shed light, I would think he would be up there along with John.

The problem with using landclass is it's scope is too large and you'd only be able to get an approximation of the scenery around the airport. Many airports starkly alter the landscape--especially those in forested areas. The forest doesn't cut in and out of the airport periphery--it normally is cut along the outline of it. Landclass can't be controlled that way--you can only place it with an accuracy of +/- 1 km or so. Ultimately it would end up looking less realistic at most airports vs. the other method suggested here. The best person to seek help from is Dick Ludowise--he's the universal resource when it comes to this type of work, IMHO. -John

John, I have to agree with your assessment with respect to the size problem and I'm aware of it. I have also discovered that even with the airport default background removed, and an appropriate landclass assigned, the autogen that is supposed to take place is still suppressed in those areas originally covered by said background. Thus my plan seems destined to fail and I've again resorted to applying macro's.

check your FS9.CFG file under the [GRAPHICS] section and see if the TERRAIN_USE_VECTOR_MAP= entry is set at =0 or =1, a setting of =0 can cause what you are seeing.[GRAPHICS]TERRAIN_USE_VECTOR_MAP=1Kurt M

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