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Guest mz-cd

Flattening Areas in FSX

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I don't think you need to get too worried over the polygon ordering -- that is handled automatically by FSX, either by internal coding or through the terrain.cfg configuration file, which you shouldn't need to look at unless you are doing something advanced. I would suggest first drawing the polygons that you need to exclude default terrain. Set each one you make to the desired exclusion type. When you get them done, compile them, then load your new bgl file in TMFViewer. along with the the default cvx file for your area. This way you verify that the polygons did in fact compile into the file, cover the right area, and are the correct type (right click on the polygon to verify type). If it looks OK in TMFViewer, then copy or move the new bgl into FSX, such as in addon sceneryscenery, and then see if in fact the right terrain is excluded in the sim.Once you get the stuff excluded properly you can work on building your replacement terrain. You can use the same process -- build a little, compile, check it out in TMFViewer, and then in the sim. Note that you can select 1 or more polygons in SBuilderX, rather all polygons to compile, if you want to check on just certain ones (of course, the bgl file name will be the same so you will overwrite any earlier compiled bgl unless you edit the name). Normally, though, all the terrain polygons and lines should be compiled into a single file.scott s..

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Thanks Scott, but it just ain't happening for me.Pity but at least I can do the flattens and add LC.so will have to limit my projects to land based stuff.Maybe something will come along that my brain will accept.Thanks also to Luis.I will probably have questions in relation to other aspects so keep watching this space.Kind RegardsRichard.

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