You explain in 4 min what I have been stuck on for 2 days, I did not yet know the "Apron" type and the "fall-off"option, I got lost on the path of package material and user textures without result convincing, it will be very useful to me to avoid too sharp edges, a big thank you!
Oh yeah, I was waiting for this one. Glad to see I wasn't the only one who thought just slapping a polygon down would do the trick but noooooooo. I'll give this a whirl tonight!
Was able to use this and clean up a bunch of stuff tonight. Definitely need to go back and try blending the grass colour in a bit more but it worked pretty well. I found that searching for the RGB values of a colour (e.g. brown) online and using that as a starting point for the colour picker worked well.
Yeah I've found the in-game colour picker a bit strange, seems to jump around on the hue strip when you are moving the lightness/saturation. If you wanted to be super exact on colour I guess you could take a screenshot and use a colour picker on it!
Excellent vid, very quick and to the point and very helpful. I haven't tried developing at all in MSFS yet, but will watch your tutorials should I decide to do so. Thanks.
How to change satelite image for the lowrest default one at airport? Or how to remove aircraft or boat on satelite image on the water? I dont think I can use apron :D
Can you make a video of how to neaten up taxiways and making runways out of different textures like a part is asphalt and the rest is asphalt but the lines are still visible?
The problem with adding texture to a polygon is that the texture doesn't respond properly to lighting conditions. So, if you match the colour for a given time of day, it's wrong at another time of day. Do you have any suggestions to correct this?
Hi thanks for the tutorial but why after i placed all my apron and i changed the ground texture, game still have BING satelite ground texture idk why ? how save it ?
@@Benney Hi, yes because all other things of my scenery show up (custome props, polygons, etc....) all i made. but aprons wont show up BiNG Maps satellite still stay
@@Benney Nop too, but is strange because in the first time when a put only ONE apron for test he is show up perfectly, but now no, like i need to delete my airport objet and make another to work again but i'm confused. the material texture i want to do is (grass06 from assobo)
I am puzzled as to why polygons can't have the same functionality. I am creating a scenery (a city) with my custom landmarks and if I want to put some semi transparent ground textures over the Bing imagery to hide old infrastructure there, polygons don't work as you show in your example. Or if I want to hide some boats that are part of the Bing fading out mask in the water, I can't either even if I add a water polygon, it still reveals what's underneath... So the only way is to use Apron for that but then one needs to create an Airport for a scenery project. So all in all I am wondering what prevents polygons from having the Apron functionality.
If you use the Windows Snipping tool you can get a sample to put into a paint program to get the RGB numbers close enough. I am having fun Building Twinwood Farm WW2 Airfield (Were Glen Miller left from) & the Sat image has around 500 vehicles & vans from a festival to cover up. :o)
Just one question. It is not better to correct the satellite image before, directly on photoshop, to erase trace of aircrafts? I have not started to use the SDK yet ....
Hi Benbeyboy, thank you for your nice video. In the moment I am struggling with an grass airfield with runway deformations in longitudinal and transverse sloops. The longitudinal sloop I can handle with the runway transformation but how can I handle the transverse slope?
I've never tried making a runway that slopes across, like you say the profile editor only handles slopes along the runway. Maybe try rotating the runway object itself using the rotation gizmo.
Thanks so much for this excellent fix to the problem that stumped my project last year! I came back to see if there was a fix yet, and sure enough, here it is. One question though...I notice to add an apron, the sim states there must be an airport present; is there anyway around that? In other words, if I'm trying to create non-airport scenery and cover up a very large area of the Bing Maps imagery, do you know of any way this can be accomplished?
You have to add a NavData XML to your package. Check out the SimpleNavaData sample project in the MSFS SDK/Samples folder. I've not played with this myself yet, but when I do I'll be sure to make a video about it.
Hi BenneyBoy, thanks for the great tutorials! I have one question. Do you know how to prevent the world generator from overriding ground textures on its own? I replaced a ceratin area with google maps textures, but it still overrides the textures where the planes were before, even if the new textures do not have these plane textures in. I just want to go with the maps texture instead of overriding those areas manually. Thanks in advance and keep up the good work!
I think that the textures MSFS places over planes are just aprons so you should be able to remove them by making a new airport object and choosing "DeleteAllAprons" in the "Airport Object > Properties > To delete" section. I show how to do this in my basic airport tutorial: ua-cam.com/video/xWxJW6cHPpc/v-deo.html This will of course remove any legitimate aprons as well, but I can't think of any other way to do it.
Ground vehicles should spawn automatically, there are some settings for it under General > Traffic. As for roads, once you've placed a taxiway you should be able to change it's type to a road and then ground vehicles will try to prioritise that over taxiways.
You explain in 4 min what I have been stuck on for 2 days, I did not yet know the "Apron" type and the "fall-off"option, I got lost on the path of package material and user textures without result convincing, it will be very useful to me to avoid too sharp edges, a big thank you!
Oh yeah, I was waiting for this one. Glad to see I wasn't the only one who thought just slapping a polygon down would do the trick but noooooooo. I'll give this a whirl tonight!
Was able to use this and clean up a bunch of stuff tonight. Definitely need to go back and try blending the grass colour in a bit more but it worked pretty well.
I found that searching for the RGB values of a colour (e.g. brown) online and using that as a starting point for the colour picker worked well.
Yeah I've found the in-game colour picker a bit strange, seems to jump around on the hue strip when you are moving the lightness/saturation. If you wanted to be super exact on colour I guess you could take a screenshot and use a colour picker on it!
I'm blown away with the things we can do with this in-game editor. Amazingly fast and easy compared to what we had in the past with FSX/FS9.
I like that you also demonstrate options that *don't* work and why. Thanks!
Excellent vid, very quick and to the point and very helpful. I haven't tried developing at all in MSFS yet, but will watch your tutorials should I decide to do so. Thanks.
Glad you enjoyed it!
Thanks BenneyBoy for the great and precise explanation and all the other tutorials!
You're welcome, glad you like them!
How to change satelite image for the lowrest default one at airport? Or how to remove aircraft or boat on satelite image on the water? I dont think I can use apron :D
Can you make a video of how to neaten up taxiways and making runways out of different textures like a part is asphalt and the rest is asphalt but the lines are still visible?
What should I do if I just want a flat airport? My project airport ground is messed up now
The problem with adding texture to a polygon is that the texture doesn't respond properly to lighting conditions. So, if you match the colour for a given time of day, it's wrong at another time of day. Do you have any suggestions to correct this?
Thank you so much for this. I have been going crazy trying to fix it with polygons...
No problem, glad you found it useful!
Hi thanks for the tutorial but why after i placed all my apron and i changed the ground texture, game still have BING satelite ground texture idk why ? how save it ?
Have you built the project correctly, copied it to the community folder and restarted the sim?
@@Benney Hi, yes because all other things of my scenery show up (custome props, polygons, etc....) all i made. but aprons wont show up BiNG Maps satellite still stay
If you add a normal apron with taxiway textures do they show up?
@@Benney Nop too, but is strange because in the first time when a put only ONE apron for test he is show up perfectly, but now no, like i need to delete my airport objet and make another to work again but i'm confused. the material texture i want to do is (grass06 from assobo)
What is the best option for covering satellite imagery outside of an airport? The SDK won't let me use "apron" unless I am at an airport.
Not sure, you could try using polygons but when I tried them they didn't work as well as the apron.
I am puzzled as to why polygons can't have the same functionality. I am creating a scenery (a city) with my custom landmarks and if I want to put some semi transparent ground textures over the Bing imagery to hide old infrastructure there, polygons don't work as you show in your example. Or if I want to hide some boats that are part of the Bing fading out mask in the water, I can't either even if I add a water polygon, it still reveals what's underneath... So the only way is to use Apron for that but then one needs to create an Airport for a scenery project. So all in all I am wondering what prevents polygons from having the Apron functionality.
Yeah I'm not sure, it's just a limitation of the current SDK. Maybe that will change in a future release.
If you use the Windows Snipping tool you can get a sample to put into a paint program to get the RGB numbers close enough.
I am having fun Building Twinwood Farm WW2 Airfield (Were Glen Miller left from) & the Sat image has around 500 vehicles & vans from a festival to cover up. :o)
Just one question. It is not better to correct the satellite image before, directly on photoshop, to erase trace of aircrafts? I have not started to use the SDK yet ....
Depends if you want to do a satellite imagery import. That's a lot more effort than just covering it up with an apron.
Hi Benbeyboy,
thank you for your nice video. In the moment I am struggling with an grass airfield with runway deformations in longitudinal and transverse sloops. The longitudinal sloop I can handle with the runway transformation but how can I handle the transverse slope?
I've never tried making a runway that slopes across, like you say the profile editor only handles slopes along the runway. Maybe try rotating the runway object itself using the rotation gizmo.
I somehow managed to remove a default generated terminal building when editing an airport. Any idea how to restore the building?
Check you haven't placed down a polygon with exclude buildings checked.
Super great help
Glad you found it useful!
When I try to select Apron-default, I get an error message saying no airport selected? what am I doing wrong?
Have you created your airport object correctly? Do you get the same error trying it on a freshly created airport?
Apron clearly is the real winner of all in the SDK..only way to hide bad imagery or even those auto -roads created by the AI!!.
Yeah it's very useful! Didn't know it could cover up the autogenerated roads, I'll have to check that out.
Thanks so much for this excellent fix to the problem that stumped my project last year! I came back to see if there was a fix yet, and sure enough, here it is.
One question though...I notice to add an apron, the sim states there must be an airport present; is there anyway around that? In other words, if I'm trying to create non-airport scenery and cover up a very large area of the Bing Maps imagery, do you know of any way this can be accomplished?
I don't think so, aprons are tied to the airport object unfortunately.
Thanks very much! Very helpful.
You're welcome!
How would you setup ATC frequencies etc?
You have to add a NavData XML to your package. Check out the SimpleNavaData sample project in the MSFS SDK/Samples folder. I've not played with this myself yet, but when I do I'll be sure to make a video about it.
Hi BenneyBoy, thanks for the great tutorials!
I have one question. Do you know how to prevent the world generator from overriding ground textures on its own? I replaced a ceratin area with google maps textures, but it still overrides the textures where the planes were before, even if the new textures do not have these plane textures in. I just want to go with the maps texture instead of overriding those areas manually.
Thanks in advance and keep up the good work!
Glad you found them useful. Not sure I fully understand what you mean with that question. Is MSFS reverting to the old Bing Maps data with planes?
I think that the textures MSFS places over planes are just aprons so you should be able to remove them by making a new airport object and choosing "DeleteAllAprons" in the "Airport Object > Properties > To delete" section. I show how to do this in my basic airport tutorial: ua-cam.com/video/xWxJW6cHPpc/v-deo.html
This will of course remove any legitimate aprons as well, but I can't think of any other way to do it.
How to add airport ground vehicle life? How to create their own road dedication taxiway for ground vehicles ?
Ground vehicles should spawn automatically, there are some settings for it under General > Traffic. As for roads, once you've placed a taxiway you should be able to change it's type to a road and then ground vehicles will try to prioritise that over taxiways.
@@Benney how do I exactly change it to road ? I can't find it
Your a legend, thank you so much!
You're welcome!