I realize this video is almost 1.5 years old at this point but... still crazy useful, thanks for this. I needed to add a closed "X" mark on a taxiway and this tutorial gave me the exact steps I needed to make it happen.
Thank you very much for this video, I have been waiting a long time to know how to include custom floor brands, thanks to the I can continue with my project, great tutorial!
Many thanks! Just one quick pedantic comment: textures should be powers of 2 (ie 2^n where n is an integer), so 64x64, 128x128, 256, 512, 1024, 2048, etc. For models FS doesn't accept anything besides those sizes. Incedentally they are multiples of four as well
Yes, generally in game development textures are 2^n. Textures in MaterialLibs however are not the same as textures for models. Unlike models these support any size in multiples of 4 (I did make sure to check that before making this tutorial :P) This is also mentioned in the SDK documentation under the MaterialLib section.
If anyone has the alpha area of their custom texture turning white at a distance, I solved this by exporting the file out of Photoshop in the DDS format using the Nvidia DDS export tool.
First of all, thank you so much for creating this series, it's been a huge help. I just recently began using the SDK to create some of the airports missing in the sim. I'm not a graphics artist, but I am using the various object libraries to create somewhat realistic content. I would like to create my own signs to go on fences, sides of buildings, etc. Can this be done using SDK Version 14? I watched your tutorial on taxiway lettering, but I'm not sure how to use that for creating fence signs. Also, Microsoft has made a lot of changes to the SDK since your original videos were created, so it's getting harder to follow along. Thanks again, 55tom55
Hi! I did everything as you said and in developer mode it works and looks amazing, but when using the package in community, the textures appear checkered in white and gray. Only if I load and close the project in developer mode, the textures appear while in normal mode. What can I be doing wrong?
@@chriscrossler Thanks! Yes i deleted my old materials folder, created a new one with different name and now it works! Can i ask you one more thing? :D thnk uuu
Hi! Great tutorials! My question is, if you know anything about how to add animated vehicles (default or custom) on airports. If you know anything about this topic, this could be one of your future video. Thank you and subscribed.
Thank you! If you create an airport with functioning runways, taxiways and parking spaces you should get ground traffic spawning and driving around your airport. You can control the density of the ground traffic in the Options > General > Traffic > Airport vehicle density. If you need help creating an airport I've got a tutorial showing how you can do that: ua-cam.com/video/ekRm-723JhU/v-deo.html
Having a bit of trouble with materials. I have a custom car park material and works great. But the default Asobo grass material won't show up in the sim? Any ideas?
How do we add our custom 3D objects to an airport project? I created a modellib folder structure in the airport project folders and it shows in MSFS but the 3D models I exported from Blender do not show in the MSFS objects list. I built the scenery, closed re-opened but the 3D objects are not part of the list there. Any idea?
I'm afraid I don't know much about custom models in the SDK yet, I'm still to learn that myself. I plan to make a tutorial on that area in the future though!
@@Benney Thanks. I asked on forums and I think for now, we need a different scenery package similar to the Simple Scenery one in the SDK Samples. However, the free Aerosoft Paderbon airport shows custom 3D inside the same package. So the SDK updates might tell us more about this in the future.
Thanks, Benney. Does anyone know of a work around to have the textures not look resolution with this method? My textures look terrible to the sim compared to the source file.
Great tutorials - I am stuck at 3:48 "File New". Instead of getting a "Surface" pick box , there is a "Type" pick box with "CODE_DIFFUSE" displayed. I recreated the project from scratch using your other tutorials but still get stuck at this point ?
Thanks! This is a really smart way of adding in textures! as a side note, I am struggling to get all my SDK windows lined up the way you have? do you have any tips how to set them up locked to the side of the screen, or as multiple tabs?
Yeah it's quite neat, easier then making models for the projected mesh method. When you drag the panels around you should see blue squares if you move it to the edge of the screen, these let you snap.
Hey! thank you again for your tutorials!. I already created my custom textures and when I build my airport, the final .DDS is very large (16 MB), and de .png is only 56KB, do you know why?? my airport went from 200KB to 350 MB just with 20 custom textures.
It’s OK for dds files, they are always the exact same size no matter what’s in the image itself. 4K dds will be 21mb, 2k dds will be 10,6 and so on, you get the point.
Hi can you perhaps make a tutorial on how to texture an object correctly and bring it into the sim via blender for example. Its driving me crazy trying to figure it out.
hi! this is a great tutorial!!! i have been able to make my own runway ahead textures and they look great! Just one question, how do you deal with textures that are not rectangular, but lets say triangular? as an example, the markings on the ground to indicate a gate number? I have been trying but get weird results
For non-square markings you still should use a square texture and apply it onto a square apron like I do. Like in this example the marking does not take up the whole texture image but the background is transparent so it's transparent on the apron. I resize the apron down so it's neater but you wouldn't be able to do this with a triangular texture, it's not necessary to do that though so it should work fine.
I had the same issue myself, I posted about a workaround on FSDeveloper: www.fsdeveloper.com/forum/threads/quick-way-to-update-textures.449540/post-860738
Following through your great video step by step ... but in my Material Inspector window, under name, there is a drop-down called "Type" with four choices: CODE_DIFFUSE, CODE_HEATDEFORM, CODE_UVFLOWDISTORTION, CODE_DOUBLESCROLLVFX. I don't have a box labelled "Surface". Have I missed out a step somewhere?
@@Benney I've since had a couple more sessions. The Material Inspector opens each time as I described above but after a while shows the Surface box under the Type box ... your video didn't have the Type dropdown, if I remember rightly. I still don't know what triggers the appearance of the surface drop down!
@@salokin1 I've just tested what triggers the "Type" box to show. In SDK 0.9 if you dont have your base project loaded, the Type box will not show. The other thing i've noticed is the Transparent PNG's like the ones you gave us the link to, although they are correct and transparent, they are not showing in 1.12.13.0 as being transparent, i had to convert them to DDS5 to make the transparency work. edit 2 (don't know where edit 1 went...) Don't use DDS files as even though they word in the editor, they don't work in the game. You also have to compile the Material Library separately as just doing the BGL doesn't seem to work. The PNG's needed to be resaved as the format they are in, the sim didn't like - resaving them as an 8 bit palleted with the transparency works. You need to supply the content info thumbnail for the material labs as well. Also need the to fill in all the blank (optional) fields in the Material Library section to get rid of all the errors and warnings. Took a while but my scenery now compiles with no warning or errors.
In the properties of the painted line you can set the material. You have to create a material that is like the default painted line one which you can find in the material editor.
hi! i encounter an issue. when i try to add a png, it shows error , 'no package seleced' . and i can see 'Albedo - Not set' in material inspector. and also i can't see group tag in material editor. do you know how to solve ? thanks a lot!
Good morning I'm having trouble building a package, I get the message: Model texture not found in texture catalogs: I don't know where to look? -------------------------------------- PackageBuilder | Reading C:\Users\bif\Documents\MyFSProjects\epnt\epnt.xml... PackageBuilder | Preparing asset groups... PackageBuilder | Done, 4 asset groups registered. PackageBuilder | Generating commands for package airport-epnt... PackageBuilder | Preparing commands for asset group ContentInfo... PackageBuilder | Preparing commands for asset group obiekty... glTFLister | Model texture not found in the texture directories: 'BUDOWA.PNG' - for model: 'C:\Users\bif\Documents\MyFSProjects\epnt\PackageSources\modelLib\model\budowa002.gltf' glTFLister | Model texture not found in the texture directories: 'BUDY.PNG' - for model: 'C:\Users\bif\Documents\MyFSProjects\epnt\PackageSources\modelLib\model\budy002.gltf' glTFLister | Model texture not found in the texture directories: 'BUDOWA.PNG' - for model: 'C:\Users\bif\Documents\MyFSProjects\epnt\PackageSources\modelLib\model\test.gltf' glTFLister | Model texture not found in the texture directories: 'TEST3.PNG' - for model: 'C:\Users\bif\Documents\MyFSProjects\epnt\PackageSources\modelLib\model\test003.gltf' PackageBuilder | Preparing commands for asset group lotnisko... PackageBuilder | Ready, 13 commands added. PackageBuilder | Starting the build... PackageBuilder | Building assets for the package airport-epnt... PackageBuilder | Validating Package 'airport-epnt'... PackageBuilder | Reloading assets for the package airport-epnt... PackageBuilder | Finished, 13 skipped, 0 done and 0 failed, took 0s025ms. --------------------------------------- my PackageDefinitions settings in the XML file --------------------------------------- SCENERY Aeroklub bif
--------------------------------------------------------------------------------------- I don't know how to do it, I would be grateful for the information
Great tutorial, thanks for that. i am using this extensivly on an airport project with many custom markings. I want to add the parking positions and the taxiways as an overlay over the existing airport. Now I have noticed that from a certain number of Apron objects (so from 256 I think) the actual airport is no longer laid out (Apron and taxiway areas), they were not rebuilded by the simulator. Is there a limitation in how many Apron assests you can use? Do I have to rethink my design process, or can Aprons be merged?
I've never created that many aprons to come across any limit so I can't comment on that. As far as I know you can't just merge aprons, you could create a new apron that covers both areas of they are connected though.
Is there any way of making use of the existing set of markings in the SDK? They're all on one coloured tile in the apron materials bit but they're mirrored and I can't figure out how to reverse them.
You can use any material loaded into the material editor, you might have to fiddle with the UV settings to be able to make use of some of the materials with multiple markings in the one texture. The texture has to be horizontally flipped in the material editor, so unless that's the case they will be backwards when you apply it to an apron. Hope this helps!
I already used this but im unable to draw an apron above a paintedline I bet there is no actual way to do that (except with projected meshes and polygons, but i dont like the fact that you cant modify the opacity). Asobo should create an option to draw above a paintedline, using an apron or just a new option like "PaintedArea" with the same custom properties that apron have like opacity, coloration, uv control..etc
I just made them in an image editor, I use Photoshop but any will do (try Gimp of you want a free alternative). As for the font I don't remember, might just be Arial.
@@Benney Thanks! Now im having problems AFTER building package... In editor decals shows perfect but when i build the package and drop it into community folder, all the airport shows except for the decals :( Im a bit desperate.. priority works for scenery editor but then when im in the sim the are all gone
Yeah you can, there is a checkbox called "NumberMarking" in the properties panel when you select a parking space. With that checked and the taxiway line enabled you should see a small gate number.
@@Benney So what would be the easiest way to add gate numbers to e.g. the existing EDDF airport, without creating a new one? Can I open the existing airport somehow?
@@bagwellross5961 The gate numbers added this way are usually quite small which might be why a lot of handcrafted airports choose not to use them, or to use custom textures for things like this. It's not very easy to just edit an existing airport. The way add-ons work is they can add things to an existing airport, and delete things from the existing airport (e.g. delete all taxiways, or all painted lines). You choose what to delete in the airport properties panel. As far as I know we cannot currently open compiled airports to see how they are structured, or to edit them unfortunately.
Yeah I do mention that at 0:56. Anything where direction matters must be flipped horizontally so it is back to front, when placed on an apron it will be flipped the correct way round. Image dimension must be a multiple of 4, not 1024. This is stated in the SDK documentation. Also it does not technically need to be square but it will be stretched to a square when importing, which is why my textures are square with blank space above the markings.
@@Benney Having a rectangle twice as wide is an easy way of getting numbers to stretch to double height, as are seen on ground markings to aid legibility.
I just drew them myself, you could use an image editor like Gimp to do the same. To make sure I got the dimensions right I took a screenshot of Bing Maps and traced over it.
I realize this video is almost 1.5 years old at this point but... still crazy useful, thanks for this. I needed to add a closed "X" mark on a taxiway and this tutorial gave me the exact steps I needed to make it happen.
Thank you very much for this video, I have been waiting a long time to know how to include custom floor brands, thanks to the I can continue with my project, great tutorial!
Glad it was helpful!
Nice, this is suprisingly easy compared to the other sdk stuff ;) Thanks O !
Glad you like it!
What a great turotial, just making the final RWY numbers to my scenery, Tanks !
Thanks, glad you found it useful!
I was just about to send you a message requesting runway markings. Awesome thank you
Thanks so much this tutorial really helped me out👍
No problem!
Yet another amazing tutorial, thanks Benny!
You're welcome, thanks for watching!
perfect!!! Now get us one for custom buildings, I keep on getting issues with importing objects I made in blender. cheers!
Glad you enjoyed, I've still not tried out custom models. It's something I want to take a look at.
@@Benney thx for your reply. All in good time :) looking forward for the next video. cheers
Many thanks! Just one quick pedantic comment: textures should be powers of 2 (ie 2^n where n is an integer), so 64x64, 128x128, 256, 512, 1024, 2048, etc. For models FS doesn't accept anything besides those sizes. Incedentally they are multiples of four as well
Yes, generally in game development textures are 2^n. Textures in MaterialLibs however are not the same as textures for models. Unlike models these support any size in multiples of 4 (I did make sure to check that before making this tutorial :P)
This is also mentioned in the SDK documentation under the MaterialLib section.
@@Benney I stand corrected! Apologies :)
If anyone has the alpha area of their custom texture turning white at a distance, I solved this by exporting the file out of Photoshop in the DDS format using the Nvidia DDS export tool.
Good suggestion! I had read about that in the SDK docs but haven't tried it myself yet.
First of all, thank you so much for creating this series, it's been a huge help. I just recently began using the SDK to create some of the airports missing in the sim. I'm not a graphics artist, but I am using the various object libraries to create somewhat realistic content. I would like to create my own signs to go on fences, sides of buildings, etc. Can this be done using SDK Version 14? I watched your tutorial on taxiway lettering, but I'm not sure how to use that for creating fence signs. Also, Microsoft has made a lot of changes to the SDK since your original videos were created, so it's getting harder to follow along.
Thanks again,
55tom55
Hi
Thank you for this excellent tutorial, can you give me the font you use for the texts.
thanks in advance
Thank you for all of your tutorials so far! Just curious as to why the AHEAD texture looks different?
Glad they are useful! I'm not sure what you mean exactly with it being different?
Hi! I did everything as you said and in developer mode it works and looks amazing, but when using the package in community, the textures appear checkered in white and gray. Only if I load and close the project in developer mode, the textures appear while in normal mode. What can I be doing wrong?
I got the same problem. And i found no solution... Would be glad if anyone got an idea..
@@chriscrossler Same! :( Im very desperate as i was about to finish my airport and discovered there are no custom textures on it!!!
@@MarcFootageAviation Actually it worked, creating a new package and copying the code from the xml files into it
@@chriscrossler Thanks! Yes i deleted my old materials folder, created a new one with different name and now it works! Can i ask you one more thing? :D thnk uuu
@@MarcFootageAviation Of course you can! Finished my scenery yesterday and only bugs i got are some model thingys D:
In the last SDK, the ILS setting appeared. Can you make a video about setting up the ILS ? Thank !!
Hi!
Great tutorials!
My question is, if you know anything about how to add animated vehicles (default or custom) on airports. If you know anything about this topic, this could be one of your future video.
Thank you and subscribed.
Thank you! If you create an airport with functioning runways, taxiways and parking spaces you should get ground traffic spawning and driving around your airport. You can control the density of the ground traffic in the Options > General > Traffic > Airport vehicle density.
If you need help creating an airport I've got a tutorial showing how you can do that: ua-cam.com/video/ekRm-723JhU/v-deo.html
Having a bit of trouble with materials. I have a custom car park material and works great. But the default Asobo grass material won't show up in the sim? Any ideas?
Do you mean you can't see the grass material to select it? What are you trying to apply it to?
How do we add our custom 3D objects to an airport project? I created a modellib folder structure in the airport project folders and it shows in MSFS but the 3D models I exported from Blender do not show in the MSFS objects list. I built the scenery, closed re-opened but the 3D objects are not part of the list there. Any idea?
I'm afraid I don't know much about custom models in the SDK yet, I'm still to learn that myself. I plan to make a tutorial on that area in the future though!
@@Benney Thanks. I asked on forums and I think for now, we need a different scenery package similar to the Simple Scenery one in the SDK Samples. However, the free Aerosoft Paderbon airport shows custom 3D inside the same package. So the SDK updates might tell us more about this in the future.
@@karamich75 You're getting into paid scenery modding at this point, and I'm all for it cause I wanna learn too.
Thanks, Benney. Does anyone know of a work around to have the textures not look resolution with this method? My textures look terrible to the sim compared to the source file.
Great tutorials - I am stuck at 3:48 "File New". Instead of getting a "Surface" pick box , there is a "Type" pick box with "CODE_DIFFUSE" displayed. I recreated the project from scratch using your other tutorials but still get stuck at this point ?
On trying again today everything works fine despite the above "Type" box so maybe the SDK has changed here.
Thanks! This is a really smart way of adding in textures! as a side note, I am struggling to get all my SDK windows lined up the way you have? do you have any tips how to set them up locked to the side of the screen, or as multiple tabs?
Yeah it's quite neat, easier then making models for the projected mesh method. When you drag the panels around you should see blue squares if you move it to the edge of the screen, these let you snap.
Hey! thank you again for your tutorials!. I already created my custom textures and when I build my airport, the final .DDS is very large (16 MB), and de .png is only 56KB, do you know why?? my airport went from 200KB to 350 MB just with 20 custom textures.
You're welcome! As for the texture issue I'm not sure. Maybe ask around in the SDK Discussion section on the MSFS forums or in the SDK Discord.
It’s OK for dds files, they are always the exact same size no matter what’s in the image itself. 4K dds will be 21mb, 2k dds will be 10,6 and so on, you get the point.
Hi can you perhaps make a tutorial on how to texture an object correctly and bring it into the sim via blender for example. Its driving me crazy trying to figure it out.
I've still not had a go at that myself, but when I do I'll be sure to make a video!
hi! this is a great tutorial!!! i have been able to make my own runway ahead textures and they look great! Just one question, how do you deal with textures that are not rectangular, but lets say triangular? as an example, the markings on the ground to indicate a gate number? I have been trying but get weird results
For non-square markings you still should use a square texture and apply it onto a square apron like I do. Like in this example the marking does not take up the whole texture image but the background is transparent so it's transparent on the apron.
I resize the apron down so it's neater but you wouldn't be able to do this with a triangular texture, it's not necessary to do that though so it should work fine.
@@Benney i will give it a go! Thanks!!!
Benny or anyone else, do you know of a way to update the textures for custom materials from within the sim without having to restart it?
I had the same issue myself, I posted about a workaround on FSDeveloper: www.fsdeveloper.com/forum/threads/quick-way-to-update-textures.449540/post-860738
thank you!
Following through your great video step by step ... but in my Material Inspector window, under name, there is a drop-down called "Type" with four choices: CODE_DIFFUSE, CODE_HEATDEFORM, CODE_UVFLOWDISTORTION, CODE_DOUBLESCROLLVFX. I don't have a box labelled "Surface". Have I missed out a step somewhere?
The surface drop-down has now appeared after much clicking here and there! Changing from one texture to another also requires a real "click-dance".
Strange, I never had any issues getting this to work in the past. Glad you got it working in the end!
@@Benney I've since had a couple more sessions. The Material Inspector opens each time as I described above but after a while shows the Surface box under the Type box ... your video didn't have the Type dropdown, if I remember rightly. I still don't know what triggers the appearance of the surface drop down!
@@salokin1 I've just tested what triggers the "Type" box to show. In SDK 0.9 if you dont have your base project loaded, the Type box will not show. The other thing i've noticed is the Transparent PNG's like the ones you gave us the link to, although they are correct and transparent, they are not showing in 1.12.13.0 as being transparent, i had to convert them to DDS5 to make the transparency work.
edit 2 (don't know where edit 1 went...)
Don't use DDS files as even though they word in the editor, they don't work in the game.
You also have to compile the Material Library separately as just doing the BGL doesn't seem to work.
The PNG's needed to be resaved as the format they are in, the sim didn't like - resaving them as an 8 bit palleted with the transparency works.
You need to supply the content info thumbnail for the material labs as well.
Also need the to fill in all the blank (optional) fields in the Material Library section to get rid of all the errors and warnings.
Took a while but my scenery now compiles with no warning or errors.
Hello
Thank you very much for your tutos.
I don't want to abuse but can you explain, if it's possible, how to use custom textures for the lines ?
In the properties of the painted line you can set the material. You have to create a material that is like the default painted line one which you can find in the material editor.
@@Benney I 'll try it ... Thank you very much for the help
@@Benney Do u know how to open the files ASO_TAXIWAY_MARKS.TIF.DDS and similar. I tried with DXTBMP and Gimp but it seem to be impossible
hi! i encounter an issue. when i try to add a png, it shows error , 'no package seleced' . and i can see 'Albedo - Not set' in material inspector. and also i can't see group tag in material editor. do you know how to solve ? thanks a lot!
solved。 seems i did not build it.
Good morning
I'm having trouble building a package, I get the message:
Model texture not found in texture catalogs:
I don't know where to look?
--------------------------------------
PackageBuilder | Reading C:\Users\bif\Documents\MyFSProjects\epnt\epnt.xml...
PackageBuilder | Preparing asset groups...
PackageBuilder | Done, 4 asset groups registered.
PackageBuilder | Generating commands for package airport-epnt...
PackageBuilder | Preparing commands for asset group ContentInfo...
PackageBuilder | Preparing commands for asset group obiekty...
glTFLister | Model texture not found in the texture directories: 'BUDOWA.PNG' - for model: 'C:\Users\bif\Documents\MyFSProjects\epnt\PackageSources\modelLib\model\budowa002.gltf'
glTFLister | Model texture not found in the texture directories: 'BUDY.PNG' - for model: 'C:\Users\bif\Documents\MyFSProjects\epnt\PackageSources\modelLib\model\budy002.gltf'
glTFLister | Model texture not found in the texture directories: 'BUDOWA.PNG' - for model: 'C:\Users\bif\Documents\MyFSProjects\epnt\PackageSources\modelLib\model\test.gltf'
glTFLister | Model texture not found in the texture directories: 'TEST3.PNG' - for model: 'C:\Users\bif\Documents\MyFSProjects\epnt\PackageSources\modelLib\model\test003.gltf'
PackageBuilder | Preparing commands for asset group lotnisko...
PackageBuilder | Ready, 13 commands added.
PackageBuilder | Starting the build...
PackageBuilder | Building assets for the package airport-epnt...
PackageBuilder | Validating Package 'airport-epnt'...
PackageBuilder | Reloading assets for the package airport-epnt...
PackageBuilder | Finished, 13 skipped, 0 done and 0 failed, took 0s025ms.
---------------------------------------
my PackageDefinitions settings in the XML file
---------------------------------------
SCENERY
Aeroklub
bif
false
false
ContentInfo
false
PackageDefinitions\airport-epnt\ContentInfo
ContentInfo\airport-epnt
BGL
false
PackageSources\scene\
scenery/world/scenery\
ArtProj
false
PackageSources\modelLib\model\
scenery/global/scenery\
---------------------------------------------------------------------------------------
I don't know how to do it, I would be grateful for the information
Great tutorial, thanks for that. i am using this extensivly on an airport project with many custom markings. I want to add the parking positions and the taxiways as an overlay over the existing airport. Now I have noticed that from a certain number of Apron objects (so from 256 I think) the actual airport is no longer laid out (Apron and taxiway areas), they were not rebuilded by the simulator. Is there a limitation in how many Apron assests you can use? Do I have to rethink my design process, or can Aprons be merged?
I've never created that many aprons to come across any limit so I can't comment on that. As far as I know you can't just merge aprons, you could create a new apron that covers both areas of they are connected though.
Did you ever managed to resolve it? Im editing a default airport and when adding an apron the whole laid out of apron and taxiway disappears too
@@flightsim1018
No, the only solution which worked for me is to build the whole airport from scratch
Is there any way of making use of the existing set of markings in the SDK? They're all on one coloured tile in the apron materials bit but they're mirrored and I can't figure out how to reverse them.
You can use any material loaded into the material editor, you might have to fiddle with the UV settings to be able to make use of some of the materials with multiple markings in the one texture. The texture has to be horizontally flipped in the material editor, so unless that's the case they will be backwards when you apply it to an apron. Hope this helps!
I already used this but im unable to draw an apron above a paintedline I bet there is no actual way to do that (except with projected meshes and polygons, but i dont like the fact that you cant modify the opacity). Asobo should create an option to draw above a paintedline, using an apron or just a new option like "PaintedArea" with the same custom properties that apron have like opacity, coloration, uv control..etc
Yeah I don't think that's possible, why are you wanting to draw aprons over painted lines?
How do you create those decals? Which font is it?? Thnk u!
I just made them in an image editor, I use Photoshop but any will do (try Gimp of you want a free alternative). As for the font I don't remember, might just be Arial.
@@Benney Thanks! Now im having problems AFTER building package...
In editor decals shows perfect but when i build the package and drop it into community folder, all the airport shows except for the decals :(
Im a bit desperate.. priority works for scenery editor but then when im in the sim the are all gone
When you made the texture image, did you set that space above the lettering as a transparency?
Yeah, my textures have a transparent background.
Hey, can I place gate numbers on the ground with the default SDK-Editor or do I have to create those textures?
Yeah you can, there is a checkbox called "NumberMarking" in the properties panel when you select a parking space. With that checked and the taxiway line enabled you should see a small gate number.
@@Benney Thanks, I’m going to try that later. Unfortunately they didn’t add those gate numbers at the handcrafted airports
@@Benney So what would be the easiest way to add gate numbers to e.g. the existing EDDF airport, without creating a new one? Can I open the existing airport somehow?
@@bagwellross5961 The gate numbers added this way are usually quite small which might be why a lot of handcrafted airports choose not to use them, or to use custom textures for things like this.
It's not very easy to just edit an existing airport. The way add-ons work is they can add things to an existing airport, and delete things from the existing airport (e.g. delete all taxiways, or all painted lines). You choose what to delete in the airport properties panel.
As far as I know we cannot currently open compiled airports to see how they are structured, or to edit them unfortunately.
For type there is not paint, I have code_diffuse, code_heatdeform, code_wake. Any help?
Sounds like you are looking in the Advanced Features/Type dropdown, rather than the Surface dropdown at the top of that panel.
Don't forget to flip the image horizontally before exporting it. Also the image dimension should be increment of 1024
Yeah I do mention that at 0:56. Anything where direction matters must be flipped horizontally so it is back to front, when placed on an apron it will be flipped the correct way round.
Image dimension must be a multiple of 4, not 1024. This is stated in the SDK documentation. Also it does not technically need to be square but it will be stretched to a square when importing, which is why my textures are square with blank space above the markings.
@@Benney Having a rectangle twice as wide is an easy way of getting numbers to stretch to double height, as are seen on ground markings to aid legibility.
Can you give us your runway ahead template file?
I've added a link to those files in the video description.
@@Benney Thank you very much
So what's the difference between this and project mesh?
In my opinion this is easier because you don't need to make a model, just a texture.
How did you make those Runway Ahead textures tho
I just drew them myself, you could use an image editor like Gimp to do the same. To make sure I got the dimensions right I took a screenshot of Bing Maps and traced over it.