Problem With Landclass on Slope?
Problem With Landclass on Slope?
I have been using SBuilder to modify landclass with no problems. However, at Ketchican Alaska the city is on a steep slope. I can put forest, ice, desert, etc there but whhen I use any city landclass (101->117) it does not show. I suspect the reason is the slope of the land. There is a slope switch/setting somewhere that I have seen that may fix this but I cannot find it. Anyone know where it is or any other suggestions??
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- Posts: 420
- Joined: Sat Oct 16, 2004 10:11 pm
Hi,
Please check AVSIM forum. Make an advance search using the word "cliff". Holger points to a document in Excel by a French user which was of tremendeous value.
Basically the correspondence between "landclass index" and "texture number" is not a one to one correpondence except for a samll number of landclasses. Here are 4 examples:
Suburban 117 56B 27B 45B
Residential 115 56B 27B 43B
Agriculture 030 56B 27B 8A
Metropolitan 001 31B 31B 31B
If you declare a region to be landclass index 117, FS will use the texture 45B (045B2SU?.BMP)on flat terrain. On small slopes it uses texture 27B (which has no houses). And on very sloppy terrain it uses 56B which the rocky texture.
You can use landclass 001 which uses the same texture (and autogen) regardless of the slope.
Now what I am doing for my Portugal Terrain scenery (following the advice of Holger) is a custom landclass. The idea is to have houses and buildings on slopes but not the ones related to texture 31B. The solution is to place the BGL on a folder with a sister texture folder (a violation of the rule for landclass scenery!). If all the textures and variations called by the BGL exist in the local texture folder there will be no crashes. So I have the BGL which only places landclass 001. So I copy all the 31B textures to this texture folder (all seasons and all variations). If I like better the buildings of, say texture 49B, I will copy textures 49B instead and I rename 49B to appear as 31B. This is the way I can place buildings (not only the ones related to 001-31B) on sloppy terrain.
Regards, Luis
Please check AVSIM forum. Make an advance search using the word "cliff". Holger points to a document in Excel by a French user which was of tremendeous value.
Basically the correspondence between "landclass index" and "texture number" is not a one to one correpondence except for a samll number of landclasses. Here are 4 examples:
Suburban 117 56B 27B 45B
Residential 115 56B 27B 43B
Agriculture 030 56B 27B 8A
Metropolitan 001 31B 31B 31B
If you declare a region to be landclass index 117, FS will use the texture 45B (045B2SU?.BMP)on flat terrain. On small slopes it uses texture 27B (which has no houses). And on very sloppy terrain it uses 56B which the rocky texture.
You can use landclass 001 which uses the same texture (and autogen) regardless of the slope.
Now what I am doing for my Portugal Terrain scenery (following the advice of Holger) is a custom landclass. The idea is to have houses and buildings on slopes but not the ones related to texture 31B. The solution is to place the BGL on a folder with a sister texture folder (a violation of the rule for landclass scenery!). If all the textures and variations called by the BGL exist in the local texture folder there will be no crashes. So I have the BGL which only places landclass 001. So I copy all the 31B textures to this texture folder (all seasons and all variations). If I like better the buildings of, say texture 49B, I will copy textures 49B instead and I rename 49B to appear as 31B. This is the way I can place buildings (not only the ones related to 001-31B) on sloppy terrain.
Regards, Luis