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drumelo

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Everything posted by drumelo

  1. Thank you for your reply and clarification Alex. Much appreciated! Drumond
  2. Hi, running MSFS2020 premium deluxe and LNM 3.0.11 64-bit. I have defined in my content.xml file for the Navigraph data to take priority over all sceneries I have, since I want their data to override any other. After a full database update, for some airports (I'll use KATL as example here), I still see that the Steam data is shown "lower" in the LNM "Data sources" list in the information window (below). In my understanding this means it was read last, and took priority. Data Sources Generic Airports D:\MSFS2020\Official\Steam\fs-base-genericairports\scenery\0302\APX25200.bgl Base Navigation D:\MSFS2020\Official\Steam\fs-base-nav\scenery\0302\NAX25200.bgl Community D:\MSFS2020\Community\navigraph-navdata\scenery\fs-base-jep\scenery\0302\NAX25200.bgl Steam D:\MSFS2020\Official\Steam\microsoft-airport-katl-atlanta\scenery\Microsoft\Atlanta\KATL-Airport.bgl Using the "package reorder tool", I was able to check that the Steam version of KATL has a priority of -100 (default). The Navigraph packs have priorities 1 and 2 (default). I read your post about priority below: ...and was left with a question: since the Navigraph data has higher priority than the "Steam" data, shouldn't the "Community" data line appear after (lower) the "Steam" one? As per the diagram presented in the post linked below, that's how I understood the simulator to read data after SU10. https://forum.navigraph.com/t/su10-and-new-context-xml/9288/8 Does the ordering of info and display of map items takes into consideration the "contents.xml" data? If that's not the case, could you please clarify how should I read the "Data Sources" window regarding which scenery took priority? The aim here is just to understand better the data presented and help me doing some debug in sceneries I've created. Thanks, Drumond
  3. Umh... that could be an idea...I'll try that... thanks!drumelo
  4. Hi all Found today into my FS9SceneryWorldTexture folder a file called detail1.bmp. Found that it is responsible for that nice dot-effect (at least for me) on default ground texture. Also, found 4 other files in main texure folder (runway_detail.bmp, runway_detail02.bmp, taxiway_detail.bmp and taxiway_detail02.bmp) that do the same thing but acts on runways and taxiways. I was wondering: how do I apply such effect to regular ground poligons (aprons)? How do I apply such effect (dots) to my home-made textures? Another question: how to make poligons with the same texture resolution as the runways and taxiways (aprons textures looks a bit large to me, and I'm trying to make something more detailed using the dots and larger textures). I should just increase the size of the texture? Thanks for the time, drumelo

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