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Ground polys in GMAX

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Georgio or someone posted the ability of FSRegen to now allow ground polygons to be made in GMAX. Can someone tell me are there any differences from normal 3d GMAX objects? What is the method?Also does this ground poly still suffer from the FSDS 3mile vis limitation?ThanksShez

Shez Ansari

Windows 11; CPU: Intel Core i7-8700K; GPU: EVGA GEFORCE GTX 1080Ti 11GB; MB: Gigabyte Z370 AORUS Gaming 5; RAM: 16GB; HD: Samsung 960 Pro 512GB SSD, Samsung 850 Pro 256GB SSD; Display: ASUS 4K 28", Asus UHD 26"

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> Can someone tell me are there any differences from normal 3d GMAX> objects? The difference is that they are not drawn as 3D object, but as a LayerCall (to speak in SCASM terms). This means no z-bias problems, you can see the shadow on top and it makes the code more efficient for this purpose.>Also does this ground poly still suffer from the FSDS 3mile >vis limitation?Don't know what limitation you mean, as far as I know there was none in FSDS (other then the limited range in Fs2000, but that had nothing to do with FSDS).Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

Thanks Arno.FSDS polygons had a limited visibility range (3miles I think) and required some tweaking in the code to amend. If you made a ground polygon with FSDS it had the same visibility restrictions.Shez

Shez Ansari

Windows 11; CPU: Intel Core i7-8700K; GPU: EVGA GEFORCE GTX 1080Ti 11GB; MB: Gigabyte Z370 AORUS Gaming 5; RAM: 16GB; HD: Samsung 960 Pro 512GB SSD, Samsung 850 Pro 256GB SSD; Display: ASUS 4K 28", Asus UHD 26"

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I still have some buildings made with FSDS and never found a visibility restriction. But back to GMax :) that doesn't have such problems.Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

Hi,about visibility problems in FSDS. The range or distance from the object from where it can be seen is dependant on the scale You use, RefPoint type and V1 number set for the macro in FSSC/Airport/Ground Maker/Architect...I have ground polys and a lot home made objects made by FSDS, some objects are also very complex but as far as it concerns ground polys, they are visible from 30000 ft from above the airport or let say 12 nm from airport (when landing to it). But many times this is too much so I usually set the range to less than 10000 in FSSC/Airport.Oh and just one more thing about those ground polys. Many of You still use grass and other ground textures on the airports which are visible from Mars. If You fly with an aircraft, especially sport airfields are hard to see from greater distance so please keep this in mind.Best regardsGoran

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I agree here, one addition, in Fs2002 the range doesn't depend anymore on the scale. So the problem that object with a small scale become visible to late is gone now.Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

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