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DJJose

FlightZone ORBX KPDX in FSX Rewind

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Yup. I just noticed the 6' ladders along the pan were flashing. I chose to ignore it, having convinced myself to use it and put up with the issues - and the response - or lack, thereof - from other simmers tells me it's only you and I who care, anyway! :LMAO:

 

Jose - I worked at that SBuilder, plus a bit of ADE most of the morning - then somehow around one this aft - the river filled itself with dirt... and trees... and houses... :Doh: ...and it's taken the rest of the day to fix it, so I'm done like a dogs dinner. :Whew:

 

Of course - if you come up with some more magic....... im%20Not%20Worthy.gif .... we'll see what happens then! B)

 

Cheers

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Paul and Jose, a few things for you to consider with the conversion as it was earlier mentioned by myself and Max Kraus (Flyhalf).

 

1. The transparency issues with the car parking, jetways, etc., can be fixed using Arno's tool called ModelConverterX which can be found over at the FSDeveloper site. I've used this tool to fix all the transparency issues the last time I did the Flightzone KPDX to FSX conversion.. As well, you can also convert the FS9 models the airport uses into FSX models.

 

2. The problem with the ground bleed thru is that the custom ground polys that make up the custom runways, taxiways, aprons, etc., are designed as flat surfaces and when used in FSX bleed is created due to FSX using the "round world" model. Ok, your probably thinking, how much curvature in the world model could be at a single airport? I dont know for sure, but the fact remains that the reason custom ground polys for airport surfaces always bleed when ported to FSX is due to the fact that FS9 polys are flat and ones designed for FSX need to be curved ever so slightly.

 

3. SBuilderX is a great program that is very easy to use to make photo real ground textures, however, these textures will be used as a "back drop" to the airports ADE created ground surface and wont actually be used as custom ground polys like the ones that you guys are getting the bleed thru in. Now you could use the SBuilderX images as the actual taxiway surfaces if you wanted, but you would have to make the same surfaces as invisible in ADE or without having a surface. This is kind of like what ORBX did with either Melbourne or Brisbane, used photo real ground rather than an ADE or custome ground poly. IMHO, it looks horrible going that route and would be better to just use ADE surfacing options for the taxiway, runway,. apron, rather than actual satelite photos.

 

If you could somehow find a way to convert the KPDX ground polys into a curved surface for FSX then you will have solved the bleed problem. ModelConverterX does have some feature for doing something of the such but I have yet to figure out how to do it. This deal with the curved surface is what drove so many 3PD scenery devs like FlyTampa crazy when FSX first went to market as they had been so used to the flat world which apparently made designing ground polys much easier.

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Paul and Jose, a few things for you to consider with the conversion as it was earlier mentioned by myself and Max Kraus (Flyhalf).

 

1. The transparency issues with the car parking, jetways, etc., can be fixed using Arno's tool called ModelConverterX which can be found over at the FSDeveloper site. I've used this tool to fix all the transparency issues the last time I did the Flightzone KPDX to FSX conversion.. As well, you can also convert the FS9 models the airport uses into FSX models.

This deal with the curved surface is what drove so many 3PD scenery devs like FlyTampa crazy when FSX first went to market as they had been so used to the flat world which apparently made designing ground polys much easier.

 

WOW!! I knew you were smart, Sean! Y'know - I actually have that ModelConverterX, and have never used it, so here's the chance I guess. Yes, you mentioned FlyTampa: at the time FSX was released I think Martin put out a post stating something to the effect that he would be getting out of the scenery development busines, as MS had made life so difficult. Indeed it was a long time before he did any new release - I think it was TNCM and St. Bart's.

 

OK - i have to take my hat off to you - I will see what I/we can do with this.

 

All the Best

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WOW!! I knew you were smart, Sean!

 

LOL, well I can only credit the smart folks like Luis Tirado, Max Kraus, and others in the field of scenery design who have helped me thru the years converting sceneries, working with textures, and fixing sceneries for FSX that were less than desirable as far as performance goes, so all the credit goes to the ones that have taught me what I know now. However, I am happy to pass along anything I have learned.

 

Y'know - I actually have that ModelConverterX, and have never used it, so here's the chance I guess.

Yes, you mentioned FlyTampa: at the time FSX was released I think Martin put out a post stating something to the effect that he would be getting out of the scenery development busines, as MS had made life so difficult. Indeed it was a long time before he did any new release - I think it was TNCM and St. Bart's.

 

Make sure you have the latest version of MCX since Arno has put out a few versions of which some have different options and capabilites.

 

What you will have to do is load the bgl into MCX then scroll thru using the arrow buttons and once you find the model you need to work with, like jetways, then open the Material Editor button and you'll see a list of the model's materials. Once that is done scroll through each material and check which ones have alhpa, using the buttons under the left side of the material list. The ones that have alpha channels are the ones that need to be changed by clicking SET DEFAULT TRANSPARENT for each one and then also scroll down the parameters and set DOUBLED SIDED = TRUE. Then you can close the Material Editor and EXPORT and select FSX BGL and overwrite the existing bgl.

 

BTW, you might want to back up all the bgl's prior to this in case you make a mistake and do something wrong you will be able to start again fresh with the original bgl's.

 

 

You might also want to take a look at the SBuilderX tutorial in the Avsim library that was written by Luis Tirado http://library.avsim...php?DLID=140539 for using that tool, if you haven't already. It will give you a good idea about making the night textures, seasonal textures, etc.

 

Regards

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Muy Gratzy! I tried out the ground gbl's, Sean - the one's which contain the runways, did the bent-earth conversion - but they come out as MDL's instead of bgl's. I might have missed something, or there's a pre-process that needs doing first. I've just asked how to do it over at the (Arno's) dev forum, so we'll see what comes out of that one. As Jose said - there are a slew (4,288) of other pieces that can be fixed, too, and MCX looks like the right tool. I'm sure glad you popped in here, Sean - and, of course - if you were to feel like a little extra work.... you know.... for the thousands of simmers that would love to have a real, working PDX in FSX.... well... :rolleyes:

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Sean has always been in my A list of members with much to offer. Thank you!

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Yup: He's given me the pointer, and Arno has added to it.

 

All but four of the ground bgl's are now converted, and there is bleed on just three or four of the rwy enter/exit points. One can start rolling (rwy 28L) at, say ten kts, at the yellow arrows with no bleed; bleeding at the entrance to the runway, which then ceases after the entrance is passed, no more bleed following the aircraft - that is gone, with only bleed at B8 and B6, B1 and B2. I didn't have time, yet to look at 28R, but will get back here as soon as I do.

This is a great "learning experience"!

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Yup: He's given me the pointer, and Arno has added to it.

 

All but four of the ground bgl's are now converted, and there is bleed on just three or four of the rwy enter/exit points. One can start rolling (rwy 28L) at, say ten kts, at the yellow arrows with no bleed; bleeding at the entrance to the runway, which then ceases after the entrance is passed, no more bleed following the aircraft - that is gone, with only bleed at B8 and B6, B1 and B2. I didn't have time, yet to look at 28R, but will get back here as soon as I do.

This is a great "learning experience"!

Excellent! I'm having some issues learning how to use MCX. Sean's instructions don't seem to be working with the latest version.

 

LOL, well I can only credit the smart folks like Luis Tirado, Max Kraus, and others in the field of scenery design who have helped me thru the years converting sceneries, working with textures, and fixing sceneries for FSX that were less than desirable as far as performance goes, so all the credit goes to the ones that have taught me what I know now. However, I am happy to pass along anything I have learned.

 

 

 

Make sure you have the latest version of MCX since Arno has put out a few versions of which some have different options and capabilites.

 

What you will have to do is load the bgl into MCX then scroll thru using the arrow buttons and once you find the model you need to work with, like jetways, then open the Material Editor button and you'll see a list of the model's materials. Once that is done scroll through each material and check which ones have alhpa, using the buttons under the left side of the material list. The ones that have alpha channels are the ones that need to be changed by clicking SET DEFAULT TRANSPARENT for each one and then also scroll down the parameters and set DOUBLED SIDED = TRUE. Then you can close the Material Editor and EXPORT and select FSX BGL and overwrite the existing bgl.

 

BTW, you might want to back up all the bgl's prior to this in case you make a mistake and do something wrong you will be able to start again fresh with the original bgl's.

 

 

You might also want to take a look at the SBuilderX tutorial in the Avsim library that was written by Luis Tirado http://library.avsim...php?DLID=140539 for using that tool, if you haven't already. It will give you a good idea about making the night textures, seasonal textures, etc.

 

Regards

Sean,

 

What version of MCX were you using? I would like to converst the details, jetways, etc., but I can't figure this out.

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1.3 is the latest, but there's a 1.4 beta available.

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Sean,

 

What version of MCX were you using? I would like to converst the details, jetways, etc., but I can't figure this out.

 

I'm using 1.3 as well, same one Paul has.

 

When you drop the bgl in that you want to work with you might need to cycle thru the different models/objects that are in the bgl. Some bgl's might have just one object, but others might include jetways, light poles, fences, etc. Once you find the object you want to fiddle with then you can open the materials tab and check the transparencies and fix them. Unfortunately I dont have the scenery unpacked and installed at this time, but if you try again step by step it should work. BTW, which part of it didn't work? I should have asked you that first.

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I'm using 1.3 as well, same one Paul has.

 

When you drop the bgl in that you want to work with you might need to cycle thru the different models/objects that are in the bgl. Some bgl's might have just one object, but others might include jetways, light poles, fences, etc. Once you find the object you want to fiddle with then you can open the materials tab and check the transparencies and fix them. Unfortunately I dont have the scenery unpacked and installed at this time, but if you try again step by step it should work. BTW, which part of it didn't work? I should have asked you that first.

Sean,

 

Thanks for your help.

 

I'm having trouble figuring out how to fix the bleeding.

 

Here's an example:

 

I open ModelConverterX 1.3. Import PDXJetways.bgl. Then I hit enter 27 times. I see a picture of the jetway. Then I open Material editor. To the left there are 4 files. One of them is is Jetwaytex. To the right I see Alpha test and three rows underneath that. After I SET DEFAULT TRANSPARENT, there's no option to scroll down the parameters and set DOUBLED SIDED = TRUE. That ifo is not there. I see Never, less, equal etc. Not double sided.

 

What do I need to look for with this version?

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Sean,

 

Thanks for your help.

 

I'm having trouble figuring out how to fix the bleeding.

 

Here's an example:

 

I open ModelConverterX 1.3. Import PDXJetways.bgl. Then I hit enter 27 times. I see a picture of the jetway. Then I open Material editor. To the left there are 4 files. One of them is is Jetwaytex. To the right I see Alpha test and three rows underneath that. After I SET DEFAULT TRANSPARENT, there's no option to scroll down the parameters and set DOUBLED SIDED = TRUE. That ifo is not there. I see Never, less, equal etc. Not double sided.

 

What do I need to look for with this version?

 

Ok, looks like you are doing everything right. You click on the "alpha" radio button the scroll down and on the right side you should see the Set Default Transparent area where you can change it from False to True. Here's a pic of what it looks like on mine. BTW, its'a a paint to have to hit ok 27 times, lol. Good thing there are not more objects in that bgl.

 

 

 

 

 

Tell me if this helps.

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DJ,

 

Firstly, thanks again for this fix, I'm implementing it as we speak to fly my newly purchased Lancair legacy (thanks for the glowing reviews of this too)

 

This should work for you and everyone else. This assumes you have ORBX PNW with the latest patch & libs.

 

A couple of questions, if you don't mind?

 

Did you run this with PNW enabled or disabled in FTXCentral? I see you are moving some ORBX bgl's..

 

Also, I'm guessing your procedures above replicate but supercede the original procedures on myflightsimblog and the French guys posts?

Do i still need to follow those instructions? Do I still need to run the FZ FSX patch and then run your fix? I'm guessing no to both, as your folder structure doesn't resemble theirs. Best to check, though..Assuming makes an &@($* out of u and me as my old divemaster used to say..

 

I have my "default" FlightZone folders in my dummy FS9 folder. I just start at your post #38 and go from there?

 

I'm not really brave enough to start editing bgl files and the like..I might start that with a smaller, default FSX airport!

 

Thanks, DJ..I love this scenery but the coastlines really get to me..

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Jake - go looking for HP915150_FZ02_PA.bgl and stick "XXX" on the end, so that it's not a bgl anymore. Doing this stopped it on my system, but I haven't heard of anyone else fixing it, and I haven't shared this 'find'. Try it and let us know your experience.

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DJ,

 

Firstly, thanks again for this fix, I'm implementing it as we speak to fly my newly purchased Lancair legacy (thanks for the glowing reviews of this too)

 

 

 

A couple of questions, if you don't mind?

 

Did you run this with PNW enabled or disabled in FTXCentral? I see you are moving some ORBX bgl's..

 

Also, I'm guessing your procedures above replicate but supercede the original procedures on myflightsimblog and the French guys posts?

Do i still need to follow those instructions? Do I still need to run the FZ FSX patch and then run your fix? I'm guessing no to both, as your folder structure doesn't resemble theirs. Best to check, though..Assuming makes an &@($* out of u and me as my old divemaster used to say..

 

I have my "default" FlightZone folders in my dummy FS9 folder. I just start at your post #38 and go from there?

 

I'm not really brave enough to start editing bgl files and the like..I might start that with a smaller, default FSX airport!

 

Thanks, DJ..I love this scenery but the coastlines really get to me..

Jake,

 

A lot has happened. Thanks to Sean I was able to fix bleeding textures on most objects. I will have the full details once we figure out how to avoid the bleeding ground textures.

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Hi Paul,

 

Thanks for that. So, that is in addition to DJ's fix or do I do that with the original two fixes? (and the FSX patch obv.) It's getting a trifle confusing!

 

I've totally removed it again, now, and am about to do a re-install into my dummy FS9 folder..I'm going to just do as DJ says from there, and then look for the file you talk about - assuming DJ's fix doesn't use it - I can't scroll back a page now so can't see which files he copies over, but if it isn't one of them, presumably the shorelines will be gone anyway.

 

Thanks for all your hard work, guys...I love modders..I haven't got the time any more; I would spend all my time tinkering in 3ds max rather than flying if I allowed myself to get back into that kind of stuff :)

 

Jake,

 

A lot has happened. Thanks to Sean I was able to fix bleeding textures on most objects. I will have the full details once we figure out how to avoid the bleeding ground textures.

 

DJ, I was posting as you posted. I will wait. I'm off to fly the Lancair in Canada while I wait...

 

I love you guys :Big Grin:

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Did you run this with PNW enabled or disabled in FTXCentral? I see you are moving some ORBX bgl's..

Yes - Orbx is enabled, but FZ02 includes the HIO, TTD and VOU airfields, too - so by putting the those Orbx versions in a folder and pushing it above FS02 PDX in the Scenery Library - the OrbX airfields will show, and not the FZ02 versions.

 

So, that is in addition to DJ's fix or do I do that with the original two fixes?

The original fixes are now ignored - gone, this is Jose's version, and it works beautifully - but not all objects are included at this point. If you have followed the original 'Fix" download, you will have a modified 'HP915150_FZ02_PA.bgl 'somewhere' - either in the \addon scenery\fz02\scenery folder or down in the Scenery\World\Scenery - I don't remember which - but that's the one I disabled, and voila! They were gone.

 

I'm going to just do as DJ says from there, and then look for the file you talk about - assuming DJ's fix doesn't use it -

Correct - he doesn't use any of those. All he's doing is inhibiting the other three airports with the "Correction' folder, then copying only the pdx files that he - or you need for a basic PDX with ORBX 'other' fields.

What I've done is to add back in the detail and ground bgl's, and now we're both working toward these updated files being included in a more full package - one that will look almost exactly like the original. I having a hard time with the runway ends - the default end shows, whereas the rest of the runway and ground is just fine. Unfortunately, Jose is the smart one, and ... well uhh.. :Whistle:

 

I love you guys :Big Grin:
Yeah... uhh... well... uhh.... like a brother, or a good friend - a pal - right?

 

:drinks:

 

 

Did you run this with PNW enabled or disabled in FTXCentral? I see you are moving some ORBX bgl's..

Yes - Orbx is enabled, but FZ02 includes the HIO, TTD and VOU airfields, too - so by putting the those Orbx versions in a folder and pushing it above FS02 PDX in the Scenery Library - the OrbX airfields will show, and not the FZ02 versions.

 

Do i still need to follow those instructions? Do I still need to run the FZ FSX patch and then run your fix? I'm guessing no to both, as your folder structure doesn't resemble theirs. Best to check, though..Assuming makes an &@($* out of u and me as my old divemaster used to say..

 

..I love this scenery but the coastlines really get to me..

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Ok, looks like you are doing everything right. You click on the "alpha" radio button the scroll down and on the right side you should see the Set Default Transparent area where you can change it from False to True. Here's a pic of what it looks like on mine. BTW, its'a a paint to have to hit ok 27 times, lol. Good thing there are not more objects in that bgl.

 

 

 

 

 

Tell me if this helps.

This has worked wonders for all the detail at KPDX. I'm almost done and it's looking great!

 

Did you have to convert the Jetways to FSX format? I'm unable to get them to show up after making the changes with MCX. All other conversions have gone smoothly, including the tress.

 

Any ideas? Thanks again!

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Please please please share instructions in how to get whatever it is you guys are working on. When its ready of course=) Things are looking up!

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like a brother, or a good friend - a pal - right?

But of course, Paul :smile: (in fact a bit like a hero if you can get KPDX working with DJ and Sean)

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Naaahh..... Jose is the hero, my friend! He has done all of the detail work and I've done bits of the ground, but I don't know enough about scenery development to recognize exactly what to do, nor which specific tool to use, and so it's guess at this and guess at that. Some bgl's will convert, and some have errors, and sometimes it works - actually for the most part, but when I get stuck - I get really stuck!.

So far it's looking good - very good, but there are things that need more work..

On, let's say 28L approach - there is no flashing: the airport looks as it did in FS9: same with landing, the roll-out, turn off and and taxying to a gate. Clean as a whistle - but Jose has an ILS issue, that I am trying to confirm and hopefully fix, and he is working on the ground bgl's that I couldn't fix, specifically the area closest to the river at the west end. We still have to verify runway - taxyway - gate markings, but right now, if you didn't know what to look for - you couldn't tell there was anything wrong.

Of course - if there are any scenery guys out there that might want to pitch in - please do!! We are open to any and all input!! :smile:

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Gentlemen,

 

Where can I find a descent port-over of the FlightZone KPDX to FSX? I read that DJJose was working on this issue but this was more than 3 years ago, AFAIU. So, can you please enlighten me what's the status of works, any resources I can try on my FSX system?

 

Thanks a lot!!!

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