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MSE Oregon - Orbx Airfield compatibility

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I don't care for FSX Autogen but it's okay for the default scenery.  I like the buildings, grass and other scenery done by Orbx/FTX.  It's not Autogen in that you can turn off Autogen in FSX and still see all of the buildings, people, grass, and other scenery enhancements done by Orbx/FTX.  I had Autogen turned off at Jackson Hole but was still able to see all the objects Orbx/FTX put into the airport scenery.  Unfortunately though you have to turn on Autogen if you are using the Orbx/FTX PNW at Friday's Harbor and other airports where enhancements were not made.  I do like the default Autogen trees though especially in the Orbx/PNW areas.

 

Best regards,

Jim

Jim Young | AVSIM Online! - Simming's Premier Resource!

Member, AVSIM Board of Directors - Serving AVSIM since 2001

Submit News to AVSIM
Important other links: Basic FSX Configuration Guide | AVSIM CTD Guide | AVSIM Prepar3D Guide | Help with AVSIM Site | Signature Rules | Screen Shot Rule | AVSIM Terms of Service (ToS)

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Well, ORBX PNW has its own .agn files.  Theoretically, if you drag the texture directories from ORBX so that the texture directory sits next to the scenery directory for an MSE area then the .agn files in the texture directories would display on top.  This is the theory as it was explained to me.

Gregg Seipp

"A good landing is when you can walk away from the airplane.  A great landing is when you can reuse it."
i9 64GB RAM, GTX-5090

Does orbx/ftx regions contain photoscenery?

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Autogen over photoscenery looks amazing. You get the best of both worlds and it makes everything much more realistic looking especially if you're on ground level. I wish more scenery developers would add more autogen on top of their photoscenery.

 

And there is nothing stopping you from using the Autogen Annotator from the SDKs to place as much autogen as you want. Try it, it's a load of fun...

 

 

Speaking generically here, autogen is assigned in one of two ways. First to a specific land classification texture, as can be seen in the \Scenery\World\texture folder of FSX. Or autogen can be assigned to sit upon photo based work, in which case the autogen carries a specific location, thus the long numeric names you will see for the AGN files. Autogen placed to appear on top of photo based work is designed to show upon whatever photo scenery might be displayed for an area.

 

 


Speaking generically here, autogen is assigned in one of two ways. First to a specific land classification texture, as can be seen in the \Scenery\World\texture folder of FSX. Or autogen can be assigned to sit upon photo based work, in which case the autogen carries a specific location, thus the long numeric names you will see for the AGN files. Autogen placed to appear on top of photo based work is designed to show upon whatever photo scenery might be displayed for an area.

 

But, in theory, an .agn file will sit on top of either land-class or photo...doesn't matter, yes?

Gregg Seipp

"A good landing is when you can walk away from the airplane.  A great landing is when you can reuse it."
i9 64GB RAM, GTX-5090

Some screen shots please. Oregon is my home so i'm very interested. I have orbx PNW and some enhanced orbx airports.I also have enhanced some of the area's airports with instant senery maker 2.I think PNW is one of the best area's in FSX for low and slow. Would to see some very low screen shots of the two seneries combined please. Thanx

 

 


Would to see some very low screen shots of the two seneries combined please. Thanx

 

There are pictures of Oregon on the MSE website that depicts some "low and slow" shots.  I'll see what I can get but I have Orbx Portland installed and that's right on the border of PNW so it is going to be difficult to do a comparison.  Since I own both Orbx and MSE, maybe I could take a picture in the same spot and height in say, Boise, with NRM and then MSE V2.

 

Best regards,

Jim

Jim Young | AVSIM Online! - Simming's Premier Resource!

Member, AVSIM Board of Directors - Serving AVSIM since 2001

Submit News to AVSIM
Important other links: Basic FSX Configuration Guide | AVSIM CTD Guide | AVSIM Prepar3D Guide | Help with AVSIM Site | Signature Rules | Screen Shot Rule | AVSIM Terms of Service (ToS)

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And there is nothing stopping you from using the Autogen Annotator from the SDKs to place as much autogen as you want. Try it, it's a load of fun...

 

Why is it that I suddenly hear Anthony Edwards' voice from Top Gun: "Is this your idea of fun, Mav?"

 

Scott

Why is it that I suddenly hear Anthony Edwards' voice from Top Gun: "Is this your idea of fun, Mav?"

 

Scott

 

Ah c'mon, a little fun never hurt nobody! I'd even say for even more fun start with Texas and don't stop until you're finished. Personally, I'd rather have a root canal done with no pain killer shots beforehand, but some might still think of autogen annotation as being... fun!

 

 

But, in theory, an .agn file will sit on top of either land-class or photo...doesn't matter, yes?

 

An autogen file is an annotation to a land class texture file or to photo based scenery. It cannot, nor should it, apply to one or the other. Because if it *could*, then why doesn't all the default AGN files show up with photo based scenery? And even if it could, the trees and buildings that are assigned to a land classification texture are suppose to be rendered "where" when it comes to photo scenery?

 

When it comes to autogen, you can have one item from column A or one item from column B, but you can't have both! Some old joke from many years ago sitting in the statement above.

It cannot, nor should it, apply to one or the other. Because if it *could*, then why doesn't all the default AGN files show up with photo based scenery? And even if it could, the trees and buildings that are assigned to a land classification texture are suppose to be rendered "where" when it comes to photo scenery?

 

Well, from what I could tell, Microsoft's stuff is largely done without using .agn files..there are some in there but not very many.  Are you saying that the location for the .agn files is stored in .bgl files or some other place then?  When you use annotator does it create both .bgl files and .agn files? 

 

EDIT:  So I glanced at Microsoft's guide for Autogen Annotator and it seems to only create an .agn file:

 

The Autogen Annotator will create Autogen annotation files in the texture folder of the location of your custom ground. They will look something like: 011222030211102an.agn

 

So...it still seems as if it's possible it might work. 

Gregg Seipp

"A good landing is when you can walk away from the airplane.  A great landing is when you can reuse it."
i9 64GB RAM, GTX-5090

The annotator creates .agn files. If the autogen file is created for a photoreal area, it is location specific. The location is stored in the name hence why the names are 15 digits long. Autogen for landclass tiles is just assigned the name of the tile and the tile will call it. So if you dump autogen for landclass in a photoreal area, nothing will display as the autogen files have no physical location tied to them and nothing calling them.

 

Long explanation short, dumping Orbx or default FSX autogen files in with MSE will do nothing.

Ok, I haven't got my Orbx airports installed yet, but I have installed my MCA Airfields Vol 1 (of which all 3 airports are in Oregon).

 

The airflields are compatible with the MSE Oregon in terms of placement, location, mesh, etc, but the colouring is quite drastically different.

 

You certainly wouldn't struggle to find these airfields while flying VFR (due to the colour difference making them stand out!):-

 

811.jpg

 

 

114.jpg

 

 

214.jpg

 

 

Forgetting about the MCA / Orbx airfield integration for a moment, MSE Oregon is stunning!  :-

 

314.jpg

 

 

412.jpg

 

 

Will be interesting to see how the Orbx airfields blend.   (or not).

 

Either way, it's MSE all the way for me now! :smile:

Q400 - Thanks for the pics - worth a thousand words - more afer your Orbx airfields please !!

 

 


The annotator creates .agn files. If the autogen file is created for a photoreal area, it is location specific. The location is stored in the name hence why the names are 15 digits long.

 

Aha!  Thank you e51f8e0401548d7940caf01724 (hope I pronounced that right).  So it seems that the information others were saying was incomplete...or, optionally, misunderstood.  I guess my question is answered...**sigh**.

 

In some way at least, it must be more difficult for companies to create objects that sit on top of photoreal than they can when placing it on generic ground textures.  I guess Annotator isn't sufficient to make it easy enough to be worth their while. 

Gregg Seipp

"A good landing is when you can walk away from the airplane.  A great landing is when you can reuse it."
i9 64GB RAM, GTX-5090

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