How to “Harden” a surface in FS2004 an Illustrated Tutorial:
4/29/08
Have you ever been flying a Helicopter and spotted
a building or ship upon which you wished to land but it’s surface would not
support your craft and you ended up sinking out of sight?
This Tutorial will show you how to easily “harden” such
surfaces so you can land on them with confidence.
From: David "Opa" Marshallafc-hard.zip (2.520mb)
Tips and Tricks - an Illustrated
Tutorial:
1/20/07
Although Lee Swordy's indispensable program includes very
complete documentation, this tutorial illustrates several of the less obvious
things you can do with the program. Topics include creating a quick flatten,
decorating the edges of a runway, use of the polygon feature to enhance
terrain adjacent to an airport, drawing "roads", creating invisible taxiways,
moving or removing the Helicopter "H" and use of the "jump here" command.
Even if you are an experienced user of AFCAD, you will likely find some useful
ideas in this tutorial. Compiled in .doc and .pdf formats.
From: David "Opa" Marshallafcadtrt.zip (3.325mb)
Airport:
Creating an fs2000 scenery with the
airport scenery design program I created this tutorial in
html format to help those of you that want the beginning
basics. the steps included will help you get started with
your first scenery design for fs2000. of course you'll need
to download and install the airport 2.60 upgrade listed
above, along with the flatten switch tutorial also.
From: Ken Nelsonfs2ksdt.zip (21kb)
Taking the little extra time to setup and add the Airport
Program Background Image can make a BIG difference when it comes
time to create your scenery area. This step by step easy to follow
tutorial with screenshot pictures will help you do just that. The
background image is simply a must for creating a great looking and
detailed scenery area. After learning to do this, you'll never want
to see that BLACK background ever again.
From: Ken Nelsonbgscnsht.zip (670kb)
Scenery Design White paper for FS2000 and Airport 2.10 This
(*.zip) html-document reflects the current state of knowledge about
scenery design with APT2.10 for FS2000 as collected by the authors
and by messages in the scenery design forum of flightsim.com.
From: Martin Wright, Andreas Klisch, Ralf-J. Triebel. This is required
reading for scenery creation in FS2000. sdw1.zip (1.83mb)
How to make taxiways with Airport 2.10:
taxiline.zip (4kb)
Airport & Scenery Designer:
Experienced designer Steve McClelland explains how he uses
Airport & Scenery Designer (Abacus) for his FS2002 and CFS2 scenery
design projects. To read/print/save this paper.
ASD_FS2002.pdf (350kb)
DESGN2.TXT is a collective effort of many Microsoft Aircraft & Scenery
Designer fans. Some of the tips were written specifically for this file
while others were culled from messages in the CompuServe FSFORUM message forums.
desgn2.zip (27kb)
How to make taxiways with Airport 2.10:
taxiline.zip (4kb)
Airport Design Editor (ADE):
Using Background Images Tutorial:
03/27/08
This tutorial will provide step-by-step
instructions on how to use background images in ADE to add and modify elements at an existing stock FSX airport.
From: Bob Keeshanadeh_tutorial_3.zip (752kb)
Paths, Parking, and Aprons Tutorial:
03/13/08
This tutorial will provide step-by-step instructions on how to create and to modify
paths, parking, and aprons at a stock airport. To follow along, you will first need to
install Airport Design Editor Home Edition (ADE) by following the steps outlined in
the Installation & Configuration Tutorial below. You should also have read through the ADE manual and be familiar with the various functions within ADE.
From: Bob Keeshanadeh_t2.zip (1.07mb)
Installing and Configuring Tutorial:
03/31/08
In this tutorial, you will learn how to properly
install ADE Home / Pro Edition on your computer and how
to configure it with your installation of the FSX
Software Development Kit (SDK). Airport Design
Editor will not work properly without the SDK. To
obtain the SDK, you must purchase the Deluxe
Edition of FSX because Microsoft does not make the
SDK available via download. Once you purchase FSX
Deluxe Edition, you will need to upgrade to the
latest SDK version by visiting
fsinsider.com
From: Bob Keeshanadeh_tutorial1.zip (672kb)
FS Design Studio:
Hangar Door Animation Tutorial:
06/08/06
This tutorial is an attempt to illustrate one design process
for animating sliding hangar doors using FSDS v3. Unlike the doors that rotate
into the overhead, as described in FSDS v2 tutorials, these are on tracks and
slide horizontally to each side much like many of the older hangar doors were
constructed. The tutorial will concentrate on the front wall, four doors and
their animation. The construction of the rest of the hangar or building will
be left to the reader.
From: Woodynew_door_tutorial.zip
(424kb)
This Tutorial is designed to assist those
who are new to FSDS. Following this fully illustrated
(*.doc) tutorial will enable you
to construct a light pole from FSDS V2.11 that will cast a
pool of light onto the ground within Microsoft Flight
Simulator 20002.
From: Jeffrey Stanyerfsds_light_tutorial.zip
(541kb)
FSE - Flight Simulator Enhancer:
04/14/05
This tutorial contains an illustrated, step by step guide in *.pdf format,
on how to create FSE Cones and Gables Object Sets for LAGO's Flight Simulator Enhancer (FSE).
From: Steve Dunnefse_cones_and_gables_tutorial.zip (323kb)
FSLandClass:
We’re actively searching for helpful "how-to" documentation for this design utility. Can you help? If so please send e-mail to: tutorials@scenery.org
How to modify scenery with FSLandClass and developer packs - In this article I will describe how you can modify existing FS scenery to more accurately reflect your local area using a developer pack
(note: developer packs used to be known as country packs).
From: Ray Hallockfslc_rh.zip
(205kb)
How to use different landscape texture sets for different countries with FSLandClass
From: Gerard Saldentexfslc.zip
(37kb)
FSSC Flight Simulator Scenery
Creator:
Gmax to API to FSSC tutorial
A lot of people are asking how to take their Gmax created objects and
use them in Fssc. Here is a brief, step by step set of instructions on
exactly how to.
From: Dave Fernekesgmaxapi_df.zip (3kb)
First-rate step by step illustrated
tutorial for what is arguably the "best" Freeware scenery
design program.
From: Frank Bettsscenery_tutorial_html.zip
(348kb)
FSX Planner:
The Basics Tutorial
11/3/07
Excerpt: "FSX planner is a graphical editing tool intended
to allow its users to easily modify all aspects of
an airport for use within Microsoft’s Flight
Simulator X, both visible and invisible. The
visible parts of an airport that can be modified
include everything from the runways and taxiways
to the taxiway signs and windsocks and scenery
objects, as well as everything in between. The
unseen parts of an airport that can be modified
include everything from the airport services and
fuel triggers to the communication frequencies and
navigation information.".
From: zBlueSoftware, LLCbasics.zip
(69kb)
Opening BGL Tutorial
9/8/07
Excerpt: "FSX Planner works with XML files. You can either
open an existing airport XML file, or you can
decompile a BGL file into an XML file and use that
as the starting point for your airport. If you
decompile a BGL file you should then save it as an
XML file and continue to use the XML file as the
source code for your airport".
From: zBlueSoftware, LLCbgl.zip
(110kb)
Compiling Your Airport to a BGL File Tutorial
9/27/07
Excerpt: "After you have finished creating or modifying an
airport you will want to create a BGL file that
the simulator can read and display. FSX Planner
provides many options, all aimed at providing you
with very fine control over what goes into your
BGL file, as well as options to help you debug
your airport".
From: zBlueSoftware, LLCcompiling.zip
(263kb)
Connecting to FSX Tutorial
11/3/07
Excerpt: "FSX Planner provides the user with three ways of
connecting to FSX: local connection using auto
port discovery; local connection where you specify
the port; and remote connections. This guide will
discuss each in turn.
The type of connection used is set up in the FSX
Connection dialog, accessible by selecting
SimConnect -> FSX Connection Status. This dialog
lets you choose either of the three connection
types and then test the connection.".
From: zBlueSoftware, LLCconnecting.zip
(253kb)
Creating and Editing Aprons Tutorial
9/8/07
Excerpt: "To create a new apron you select the apron editing
tool from the toolbar. Once this tool is selected,
you left click once at the location you'd like to
place each vertex of the apron. The apron is draw
in real time as you place each vertex. To finish
your apron, you should double click when placing
the last vertex. You will know that the apron is finished because the last vertex will become
selected, thereby highlighting it and placing it
latitude and longitude in the Vertex Position text
fields in the Apron Data display".
From: zBlueSoftware, LLCaprons.zip
(206kb)
Creating and Editing Taxiways Tutorial
9/8/07
Excerpt: "FSX Planner provides you with several ways to
create and edit taxiways. You can create a brand
new taxiway by first creating two taxiway points
and then joining them together; you can create a
taxiway which will automatically create the
taxiway points at each end; or you can use
existing taxiways or taxiway points as anchors for
your new taxiway".
From: zBlueSoftware, LLCtaxiways.zip
(346kb)
Creating and Editing Taxiway Signs Tutorial
9/8/07
Excerpt: "To create a new taxiway sign you select the
taxiway sign editing tool from the toolbar. Once
the tool is selected, you click at the point where
you want the taxiway sign to appear. A taxiway
sign is displayed in FSX Planner as a yellow
rectangle with an extra line on the side
containing the sign's text".
From: zBlueSoftware, LLCtaxiwaySigns.zip
(187kb)
Creating and Editing Fences Tutorial
11/3/07
Excerpt: "FSX Planner provides you with tools to easily
create and edit boundary fences and blast fences.
To create a new fence you select either the
boundary fence or blast fence editing tool from
the toolbar. Once this tool is selected, you left
click once at the location you'd like to place
each vertex of the fence. The fence is draw in
real time as you place each vertex. To finish your
fence, you should double click when placing the
last vertex. You will know that the fence is
finished because the last vertex will become
selected, thereby highlighting it and placing it
latitude and longitude in the Vertex Position text
fields in the Fence Data display.".
From: zBlueSoftware, LLCfences.zip
(276kb)
Excerpt: "There are two ways to refuel your plane in FSX.
You can either call a fuel truck, or stop your
plane within the limits of a fuel trigger. A fuel
trigger is invisible within FSX, but is usually
placed in conjunction with a fuel parking space,
which usually has a fuel scenery object adjacent
to it. This how-to-guide will discuss creating a
refueling point through the use of a fuel trigger".
From: zBlueSoftware, LLCfuelTriggers.zip
(205kb)
Working with Background Images Tutorial
9/8/07
Excerpt: "FSX Planner allows you to work with up to four
background images simultaneously. The purpose of
background images in FSX Planner is to help with
accurate placement of airport objects by
displaying an image from a source such as Google
Earth within FSX Planner. This image can be
displayed either above or below the airport
diagram, allowing you to choose the option that
works best for your purposes. Note that the
background image is not imported into flight
simulator. It is used only within FSX Planner".
From: zBlueSoftware, LLCbackground.zip
(242kb)
Note: we offer a
wide selection of 3d modeling publications to appeal
to the artist in you, including volumes on; gmax, 3ds max, modeling,
artwork, texturing & painting, figure drawing, lighting & rendering,
and Photoshop artistry - please visit the
Book & Software Store at the SHOF.
Setting your background in Gmax or 3ds Max Tutorial
2/15/08
Setting backgrounds in Max is not all that difficult once you figure it out. The hard part
is figuring it out. The key is, like most efforts, getting off on the right foot. Attention
to detail at the beginning will go a long way towards helping in the end. The way I demonstrate
here is by far, not the only way of doing this. It is, I believe, the simplest, while at the same
time leaves you with the most accuracy and flexibility.
From: Kevin Ryanmaxboxtu.zip
(1.6mb)
Designing a simple building in GMAX Tutorial
11/3/07 Updated for FS2004 and FSX - The original tutorial was pretty much all there was back when GMAX was the next
new thing. Nowadays there are a huge amount of GMAX resources available on the
web, and Microsoft even contributed their own tutorial for FS2004, but the
demand for this Godzone tutorial has refused to go away. I've therefore updated
and expanded it for FS2004 and FSX.
From: Robin Cornbuilding.zip
(1.5mb)
GMAX 3D model tutorial(s)
10/07/05
Following is a multipart illustrated tutorial that will show you in easy to follow steps, how to
create 3D models (FedEx truck) in gmax and how to export them to FS2004. In tutorial #1, 2, 3 and 4 you will
create a truck with transparent windows. In the GMAX transparency tutorial (below) you will
learn how to make semitransparent objects such as trees.
From: Seev Kahngmax_3d_model.zip
(739kb)
GMAX Flag Animation
Tutorial
10/27/07
The purpose of this tutorial is to give an idea of the principals and the process of creating the animations.
It is not intended to provide information on the creation of 3d objects.
It is deemed that the reader is capable of using 3d creation software such as 3ds max and Gmax and have experience of importing scenery objects into FSX.
3ds max 7 was used to create the authors FSX scenery and this animation tutorial. I believe that the Gmax process should be similar.
From: Serdar Nuzhetflag_animation_tutorial.zip
(1.2mb)
GMAX How to create a
PAPI-4 approach lighting system tutorial
08/19/07
A comprehensive, step by step *.pdf tutorial written with the
authors understanding of the proper steps to create a
working approach lighting system. The author makes no
guarantees that this is the best way to make these lights,
especially in regards to the GMAX modeling, exporting and
tweaking of the file, and final placement for use in Flight
Simulator.
From: Andy ReichenbachPAPI-4_Tutorial.zip
(695kb)
GMAX texturing tutorial
06/08/06
A comprehensive, step by step *.WMV (Windows Media Video) tutorial that
proves the old adage correct. "A picture IS worth a thousand words". This is
NOT for people who already have a handle on texturing in Gmax, but is
designed for newbies who haven't quite put all the pieces together yet.
From: Bill Womacksimple_building_texturing.zip
(4.57mb)
GMAX Levels of Detail (LODs)
05/29/06
There are two very different concepts called LODs within the simulator.
One is the method used to map the surface of the Earth into squares,
each LOD halving each side of the previous square LOD for the next 'level
of detail'. Here I'm talking about the other one:) Like many of my tutorials,
this is less of a step-by-step format, and more of a discussion.
From: Robin Corngmax_lods_tutorial.zip
(176kb)
GMAX installation tutorial
10/07/05
will show you how to download and install the gmax program (plus additional needed files),
so you can make and export 3D objects into FS2004.
From: Seev Kahngmax_install.zip
(136kb)
GMAX 3D model tutorial(s)
10/07/05
Following is a multipart illustrated tutorial that will show you in easy to follow steps, how to
create 3D models (FedEx truck) in gmax and how to export them to FS2004. In tutorial #1, 2, 3 and 4 you will
create a truck with transparent windows. In the GMAX transparency tutorial (below) you will
learn how to make semitransparent objects such as trees.
From: Seev Kahngmax_3d_model.zip
(739kb)
GMAX transparency tutorial
10/07/05
for making plain objects, such as antennas, trees, etc. where part of the object is seen and
part transparent. A basic knowledge of gmax is needed.
From: Seev Kahngmax_transparency.zip
(447kb)
GMAX no-crash tutorial
10/07/05
is for advanced users. It will show you how to make your model “non-crash sensitive” in FS2004.
I prepared the tutorial with the help of Stephen Legg http://www.fs9world.co.uk who explained
to me how to use the “Max Script” and “No Crash” functions.
From: Seev Kahngmax_no_crash.zip
(172kb)
Introduction to GMAX
Update
GMAX was offered as the one great tool for designers, but there are a
number of stumbling blocks. Many of these are to do with how GMAX came
about, and how it interacts with the simulator. Once we understand
some of these things then we can better understand how to make the
best use of GMAX.
From: Robin Corngmax_intro.zip
(77kb)
Building an airport -- using GMAX
Update
GMAX is the black sheep of Flight Simulator design tools - it has a
great pedigree, very powerful tools, and it is ostensibly free, but
many designers stick with older tools. Partly this is because of the
power of GMAX - with it comes a price, with a lot of features to come
to terms with. Partly it is Microsoft's rather strange marketing
method - supplying the GMAX exporter only as part of the Professional
version of FS2002, and not at all with FS2004! This will change with
the release of the appropriate SDKs, I promise, but in the meantime
GMAX scenery design is a bit of a mess.
From: Robin Corncreating_airport_gmax.zip
(534kb)
Other aspects of airport designUpdate
In the previous tutorials (above) we began to build our own airport. We looked
at the steps required to familiarize ourselves with the subject
airport, how to take good quality photographs for textures, and how to
decide on what features of our airport should be modeled and what can
be left out.
From: Robin Cornaspects_of_airport_design.zip
(601kb)
GMAX FS2004 SDK introduction
Update
To ease users into the new SDK, which changes the way in which the
exporter works, here are a few tips and suggestions.
From: Robin Corngmax_sdk_04.zip
(73kb)
Designing an airport FS2004 SDK tools
Update
The release of FS2002 came with a firm warning from Microsoft --
although most old modeling techniques were still supported, designers
would need to learn and use the newer techniques if they wanted fast,
efficient scenery. Many designers have learnt the hard way that
simmers want optimized, modern airports and scenery. In an attempt to
match the high level of detail in Microsoft's 'feature' airports,
they've not been able to match the fluidity of these highly
optimized
airports.
Microsoft's main design tool of choice was GMAX. Many designers had a
huge commitment of time and resources to previous design tools, so
were reluctant to change. Others were waiting for some real
information and resources to show up, which took quite a while.
Now, with the release of FS2004, GMAX has come of age, and Microsoft
have reaffirmed their commitment to it. Here's a quick comparison
between the 'old' way and the GMAX way. The basic work flow is
similar, but the way in which designers have to deal with it has
changed.
From: Robin Cornnewtools.zip
(361kb)
Managing Library Objects
Update
Here are a few tips and tools to manage the default library, as this
makes scenery design so much easier provided you can find the default
library objects quickly!
From: Robin Cornlibrary_objects.zip
(73kb)
Creating a collection of vehicles for your airport's
car park Update
This is one area which can truly benefit from the creation of a
library of objects which you can reuse, share and add to over time.
This is the sort of thing which adds the finishing touches to a
quality airport. A stable of realistic, photographic-quality, low
polygon vehicles is easy enough to create, without too much time and
confusion.
From: Robin Corncarpark.zip
(233kb)
Two indispensable tools for preparing photographs for
flightsim textures
02/09/06
The secret of great-looking photo-quality building textures is preparation.
With a reasonable digital camera we can take all the pictures we want, but
that's only the start. Converting the photos into textures requires a lot
of work, so anything which can make this quicker and easier is very welcome..
From: Robin CornImageAlignPRO.zip
(231kb)
Gmax xml to bgl tutorial
A short innovative "Flash" tutorial in 'Viewlet' format that shows you how to take the
xml file that is produced by GMAX and convert it into a bgl file for
placement in FS2004.
From: Todd Lucasxml_to_bgl.zip
(4.1mb)
TagTool version 1.0.1
This MaxScript was coded as an aid to help FS aircraft and scenery designers
quickly change names on objects in a gmax scene. The tool contains all of the
MakeMDL SDK naming conventions used in FS2002 and FS2004.
TagTool is compatible with: Gmax 1.0, Gmax 1.1, Gmax 1.2, 3DMax 4.2, 3DMax 5.0 and 5.1
From: FSEdgefs_tagtool.zip
(10kb)
Making transparent objects using an alpha channel:
There are two different ways to create a transparent object for use in
the flight simulator. First, we can use the Opacity setting within
GMAX, which allows us to create a Material -- either a colour or a
texture...
From: Robin Corntransob.zip
(105kb)
This is a compilation of Gmax tips from the Netherlands
2000 Scenery Design Team. Including, Installation and setup
tips,
BGLC tweaking and Gmax tutorials.
From: Arno Gerretsengmax_tips_2.zip
(6kb)
Gmax and transparent materials. This tutorial shows how to add
transparent material to an object in Gmax. Very useful for creating
glass or the high speed prop blur.
From: Bruce Edgegmax_trans_mtl+zip (1.19mb)
Building a city: I
a discussion on how to go about designing a complex scenery
project.
From: Robin Cornbuilding_a_city.zip
(185kb)
Building a city: II
a discussion on how to go about designing a complex scenery
project. Part II. (after a couple of SDK releases!)
From: Robin Cornbuilding_a_city_II.zip
(130kb)
Creating a more complex building:
This tutorial is less of a step-by-step, and more of a
series of ideas, tips and techniques which you can use to
get started with your own buildings. It covers some things
which you normally wouldn't consider until you run into a
problem -- such as obtaining building specifications and
plans. These are problems which I have run into, and had to
overcome.
From: Robin Corncreating_a_more_complex_building.zip
(207kb)
Designing a simple building:Update
This tutorial is designed to introduce basic scenery design,
texturing and placement into Flight Simulator 2002+. This
assumes only a limited knowledge of GMAX, but does assume
that GMAX is installed correctly!
From: Robin Cornsimplebuilding.zip
(197kb)
Preparing graphics for use in GMAX:
Creating textures for use within GMAX in part art, part
science. You do need a good imaging software tool though, so
if you are contemplating starting a design project, now is
the time to choose an imaging tool. There are a million
other uses for these tools, so don't be put off by the cost
of some of these packages -- they will all open up a whole
new world of graphic marvels!
From: Robin Cornpreparing_graphics_GMAX.zip
(105kb)
Christchurch Square and central business district
(scenery) - an
example of designing for FS2002 using GMAX:
This is the result - albeit only partly complete - of the topics
covered in the GMAX scenery tutorials to date. The techniques
used here are new to FS2002, and replace many of the old macro-based
scenery design which was developed for use in FS2000. GMAX objects,
combined with autogen buildings and trees, give more effective
frame-rates, and a more fitting design 'look'. Screen shots
enclosed, with a link provided to download the scenery in
question.
From: Robin Cornchristchurch_square_gmax.zip
(223kb)
Don't forget to visit our MS FS SDK Index for
further GMAX information. See link this page upper right hand
top.
Land Class:
11/02/06
FS2004 Easy Land Classification Editing
Tutorial:
You will learn here in a very easy way how to modify the area you fly over
and give it the most realistic look without using photo realistic textures. There are
plenty of
Land Classifications available in MS Flight Simulator. With this workshop it is really easy to
determine how the specific look of an area should be and to modify the area of your choice.
This document explains the basic concepts behind the land class system, and the very easy-to-use tools with which to fix this.
This is also one of the first tutorials to utilize the GoogleEarth® program.
FS2004 Simple Instructions for Modifying Land Class:
Land classification, or land class (NOT "landclass"), is how Flight Simulator depicts the ground textures.
For much of the FS world, the ground is not representative of the real thing, however.
There have been complaints because of this from those who do not understand the cause of the problem.
This document explains the basic concepts behind the land class system,
why it is inevitably inaccurate for most of the world, and the very easy-to-use tools with which to fix this.
Also includes instructions for modifying water class. This is an html document for universal compatibility.
From: Luis Féliz-Tiradomod_lc.zip (2.2mb)
Rwy12 Object Placer:
RWY12 Object Placer v1.2 program and
libraries installation:
11/03/05
Frequently Asked Questions and Answers!:
Update
11/03/05
This supplements the RWY12 Tutorial v1.2, which comes with the program.
The document includes easy to understand, step-by-step procedures for installation,
program setup, common problems, FAQ's and installing additional (new) library files.
Contributors: Gary Mills, Charles "Ebenezer" McMillan, Israel Roth and Seev Kahn.
From: David “Opa” Marshallrwy12_object_placer_faq.zip (386kb)
Putting together a scenery package using Rwy12 Object Placer:
This all-inclusive, illustrated tutorial covers the
"how to" of adding boarding gates to your (home-town) airport.
From: David “Opa” Marshallrwy12_tut_2.zip (403kb)
Converting GMAX files to work with Rwy12 Object Placer:
This comprehensive, illustrated tutorial covers the following areas of interest:
· Exporting objects from Gmax
· Creating a library BGL
· Making the RWY12 files
· Placing in FS9
From: Stephen Leggrwy12_tutorial.zip (857kb)
How to create and upload a new Rwy12 Object
Placer v1.2 library:
Update
11/03/05
Excerpt: "I use SBuilderX to change the Airport Background
Masking on some airports which show a sand type
background instead of grass. I would suggest and
recommend at this point that one should get the
SBuilderX_FSX_Tutorial_V1.zip
and read it a few times to get the feel of what
the program does and in this way it is easier to
understand the particular function above which I
will try to outline in my simple terms which is
what I use as a guide for myself when I forget
what I read in the Tutorial mentioned above".
From: Toni O'Kelly
SBuilderX_Walk_Through.zip (4kb)
Tutorial: Make
Photo-Real Ground Textures:
11/18/07
It is very easy to create your very own high-resolution, custom (photo-real) ground textures.
This document explains the concepts and techniques and illustrates the
use of SBuilderX with which you can quickly and easily download aerial
images and make this type of scenery.
So, why hesitate? Make Flight Simulator scenery as real as it gets!.
Very sorry - no support of any kind is offered. Please do not write.
For any questions, please post in the Avsim Scenery Design Forum.
From: Luis Féliz-Tirado
make_photo-real_ground_textures_in_fs_x.zip (2.14mb)
Tutorial: introduction to SBuilderX:
07/2/07
This is a tutorial for using the scenery design tool, SBuilderX v3.10, by Luis Sa of ptsim.com.
The tutorial can serve as an introduction to SBuilderX, but emphasizes using it to modify
or correct airport terrain. This tutorial is a follow-on to
"Airport Terrain Modification" listed below, which was based on SBuilder v2.05 for FS9
From: Scott Smartsbuilderx_fsx_tutorial_v1.zip (4.54mb)
Tutorial: Terrain Design for Flight Simulator X:
04/13/07
This simple illustrated document explains the basic concepts in Flight Simulator X
terrain, and how to change them using SBuilder for FS X. Make new water bodies, roads,
vehicle traffic, airport flattens, remove autogen, add more detail - anybody can do it
easily and quickly.
From: Luis Féliz-Tiradoterrain_design_for_flight_simulator_x.zip (3.63mb)
Tutorial: The "Unified Theory" of the SBuilder install:
05/21/06
or, how to install SBuilder 2.05 Rev 6 for those that are not lucky enough
to get it to install the first time and need a more pedantic install tutorial.
From: Jay Langhaminstalling_sbuilder.zip (37kb)
Tutorial: Airport Terrain Modification:
03/24/06
A tutorial for modifying FS2004 (FS9) airport terrain using Luis Sa's
Sbuilder 2.05. It is intended for designers or users who have created
new or modified airport AFCAD files, and have found hills and/or trees
and buildings in their airport layouts.
From: Scott Smartairport_terrain_tutorial_v1.zip (1.1mb)
Tutorial: Adding Library Objects:
01/01/06
The Fifth Tutorial using Sbuilder. This one looks at how to make FS9 library
objects available in Sbuilder so that you can add them to your scenery.
It uses an EZ-Scenery library as an example but the information is relevant
to any FS9 library. I also cover adding thumbnails of Fs9
library objects
so that you can preview the objects before adding them to your scenery.
From: Jon Mastersonadd_lib_objects.zip (1.5mb)
Tutorial: Placing 3d Objects:
12/18/05
This is the fourth Tutorial in my series on using Sbuilder to design airport
scenery. In this one I look at adding objects such as buildings, trees and
vehicles to your scenery. I cover how Sbuilder displays information about,
and categorizes objects. I show how to use FS default library objects,
API macros and RWY12 objects to populate the airfield.
From: Jon Mastersonobjects_tutorial.zip (1.5mb)
Tutorial: Working with Textured Polygons: 12/18/05
The third Tutorial using Sbuilder. This one looks at using Textured Polygons
to create airport ground features. It uses the project file created in the
first tutorial as the basis and replaces the land class runways and airfield
with ones made using textured polys. I also cover flattens and a bit about
creating slopes.
From: Jon Mastersontextured_polys.zip (1.4mb)
Tutorial: Modify Landclass and Add Roads: 12/18/05
This is a follow up to my Tutorial on using SBuilder and
AFCAD2 to regress an Airfield to an earlier time.
It builds on from that tutorial and describes adding modified landclass around the
airfield and adding an access road using VTP2 lines. Whilst this tutorial was designed
as part of a series on creating earlier age airfields the techniques in both should be
of interest and use in the modern era if you are developing, or wish to develop,
scenery using SBuilder.
From: Jon Mastersonland_and_lines.zip (1.9mb)
Tutorial: Regressing Airports to the 1930s: 12/18/05
This is a description of my personal approach to laying out a Golden Age Airfield. I use AFCAD2 and SBuilder.
Although the tutorial is not specifically about SBuilder I do try and share some
of my experience of using it and point out some of the traps for the newcomer.
From: Jon Mastersonairfield_regression.zip (3.5mb)
SCASM:
SCASM Tutorial - 3D API Objects:
This suburb paper provides an insight into the structure and mechanism of
3D-objects. Especially for newbies, but not only for those, the original
SCASM documentation is sometimes cryptic to read and difficult to understand. We
hope, this will change after having read this detailed document.
From: mat@combatflight.descasm_tut_3d_ob.zip (712kb)
This is a compilation of SCASM tips from the Netherlands
2000 Scenery Design Team. Including, effect placement with
SCASM, DotLine, Bumpy taxiways and IfVis.
From: Arno Gerretsenscasm_tips.zip
(3kb)
Manually Compiling a scenery.bgl This process is needed
in times that we want to tweak the scasm source code file manually to add
options to the scenery.bgl that are not supported by the scenery
designing program. This tutorial will show you just how super easy it
is to compile with SCASM.exe using the MS DOS Prompt directly from
the hard drive.
From: Ken Nelsonmcompile.zip (125kb)
TerraBuilder:
PRO:
6/15/05
This illustrated TerraBuilder GMAX MESH MODULE Tutorial covers, in a step by step
manner, complete instructions, (together with operable
support links) for the new TerraBuilder Pro, including: GMAX Setup,
TerraBuilder Setup and the following comprehensive topography design process tutorial, "Designing topography mesh in GMAX using TerraBuilder's GMAX Mesh Module"
and "Processing the exported file in TerraBuilder".
From: Misho Katulicphototerrain_tutorial.zip (26kb)
Lite & PRO:
This Macromedia Flash tutorial splendidly covers, in a step by step
manner, complete instructions, (together with operable links) for both
TerraBuilder Lite & Pro versions, including: "Support Application
Setup", TerraBuilder Setup and a comprehensive tutorial, which takes
you from start to finish in creating your first "Photo Realistic
Scenery". This Flash example, is in my opinion, the future of self-study
guides.
From: Misho Katulicphototerrain_tutorial.zip (518kb)
A growing series of comprehensive lessons are planned from TerraBuilder.
Miscellaneous:
Beginner's Guide to Scenery Design
Updated:
03/19/06
This dynamic document is a collaborative effort of the members of the
AvSim Scenery Design forum:
Scenery design for Microsoft Flight Simulator can seem complex, even
bewildering, to beginners. Concepts and terms are vaguely understood,
if at all, and it is difficult to choose the right tools for each
task. This comprehensive (.html) document seeks to provide some
guidance for those who are starting out.
This is a "must-read" for anyone interested in scenery design, the
single most comprehensive guide of its type today!
From: Luis Féliz-TiradobgtsDesign.zip (273kb)
Now available in
French and
Portuguese
Updated:
09/02/06 translations.
1/11/08
Flight Simulator X introduces a new method for
adding generic bridges. This document explains the
concepts and methods for creating extrusion
bridges in your projects Very sorry - no support
of any kind is offered.
From: Luis Féliz-Tiradoillustrated_guide_to_extrusion_bridges.zip (3.28mb)
Using the Autogen Annotator:
8/02/07
The Autogen Annotator is a powerful tool for modifying the autogen of default ground textures
or adding autogen to custom (photo-real) ground. This document illustrates the use of the tool, and
includes a pictorial guide to all autogen object types. No support of any kind is offered.
Questions?, please post in the Avsim Scenery Design
Forum.
From: Luis Féliz-Tiradousing_the_autogen_annotator.zip (8.2mb)
Make Scenery with the Object Placement Tool:
1/15/07
The Deluxe version of Flight Simulator X contains a very easy-to-use tool for placing scenery objects visually within the game. Unfortunately, the Microsoft developers neglected to tell anybody.
This document contains an illustrated explanation of this tool and how to use it.
From: Luis Féliz-Tiradoobject_placement_tool.zip (674kb)
Land
Class Values to Texture Set Reference:
11/22/06
Nicely executed Excel® spreadsheet provides a simple and easy means to determine which texture sets belong to which land class values.
Eliminates the mind-numbing and time consuming searching, associated with the trail and error
approach to looking through the world\texture folder. The catalog .xls file requires Excel®.
From: Luis Féliz-Tiradofsx_lc_tex_ref.zip (16kb)
Land Class Catalog and Visual Reference:
11/02/06
This package contains an "evolving" version of my FSX land class catalog and visual reference. Its main purpose is to help with converting FS2004
land class files to the FSX system and to guide new projects in terms of class selection. The catalog .xls file requires Excel®.
From: Holger Sandmannhs_fsx_land_class_table.zip (16.0mb)
FS2004 Add Animated Wakes to Static Ships Tutorial:
6/16/07
Bring your static ships to life by creating the illusion they are moving -
not dead in the water. The tutorial will show you, step by step, how
to easily add animated wake effects to the default FS2004 ships as
well as any ships you may add to scenery using one of the popular
object placing programs. No programming knowledge is needed and all
required files are included. Compiled in .doc and .pdf formats for
your flying enjoyment.
From: David "Opa" Marshallweffect.zip (1.6mb)
FS2004 Easy Terrain Editing Tutorial:
11/02/06
This tutorial will show you a short and easy way to modify the terrain to get a more realistic look in MS Flight Simulator 2002 and 2004.
The area with this workshop is the island Ibiza in the West Mediterranean Sea with its small
neighbor island Formentera. The modifications are based on the Shuttle Radar Topography Mission
(SRTM) data products, available for download. Everything
needed is explained here, step by step and kept as simple
as possible.
From: Gerhard Scheuerecker alias flying_eddieeasy_terrain_editing_tutorial.zip (1.18mb)
FS2004 Creating (Almost) Static Aircraft:
05/06/06
A *.doc / *.pdf guide to creating (almost) static aircraft in FS2004. Using this guide will allow any FS2004
aircraft which is suitable for AI use to become an (almost) static object. Requires Lee Swordy's
Traffic Tools 2.02 and AFCAD 2.21. A working knowledge of these two programs is strongly
suggested.
From: Patrick Finchfs9stat.zip (3.34mb)
FS2004 Scenery Object Placement:
05/06/06
A *.doc guide on how to place an (almost) static vehicle in this example a jeep in front
of the Barn at Eagle Field 7KS9. This guide is based on
Patrick Finch's tutorial above. Requires Lee Swordy's Traffic Tools 2.02 and AFCAD 2.21.
From: Mike Basfordjeeptut2.zip (770kb)
FS2004 Scenery Object Tutorials:
04/08/06
This set of tutorials deals with placing API and MDL objects, creating LibraryObject (LibObj) files for certain API objects,
and creating Exclude and Flatten zones.
There are six tutorials listed in the main file;
•
Placing 3rd Party API Objects
•
Creating an API Library Objects File
•
Creating an Exclusion Zone
•
Placing API Objects from a Library Objects File
•
Placing MDL Objects from a Library Objects File
•
Creating a Flatten Zone
These tutorials are possible only because Jeff Stanyer (vic-sim and RSend Software) took
months mentoring me through the process, passing on the knowledge he gained from Arno Gerretsen,
Luis Sa, and many others. For some reason, certain designers treat this information as
"classified" and are reluctant to freely share it. It's not privileged or restricted
information, and there is no reason all designers shouldn't have access to it.
Special recognition is due Derek Leung and Steve Greenwood for their
labor and skill
in creating FSSC and FSTflatten (respectively). It is their hard work that has permitted
the tutorials on placing 3rd party API objects and creating Flatten Zones.
From: Sarge
Check Six! DesignsCheck_Six_Ob_Tut.zip (39kb)
FS2004 Multiple FS9.exe:
12/31/05
Different scenery and other add-ons require different configuration settings for
best operation. This tutorial shows a way to have several FS9.exe present,
one for each configuration, which can be started right from the Windows desktop.
From: David Rochmultexnt.zip (401kb)
FS2004 Decompiling default BGLs, modifying them, and recompiling them as separate BGLs.:
12/27/05
In scenery design, creating exclusion rectangles sometimes won’t work to the
best of your advantage. In addition, when you want to completely overhaul
an airport and delete everything default in the name of accuracy, you need
to look at the source files to see what goes where so you can start removing
the objects and replacing them with accurate versions of themselves.
A comprehensive list of recommended programs and utilities is included.
From: Steven Rosenowbglmodtu.zip (26kb)
FS2004 Add an Animated Windsock to your scenery:
09/11/05
How to easily add an Animated Windsock to your scenery. Few items make an airport - especially a GA airport - look more realistic than a Windsock that
reacts to wind speed and direction. You can easily add one to your favorite airport by using this
short, step by step illustrated tutorial. No programming knowledge is needed. Anyone can do it.
Compiled in .doc and .pdf formats.
From: David "Opa" Marshallwindsock_tutorial.zip (800kb)
FS2004 Using the ExcBuilder Program:
08/12/05
Do you have autogen trees and/or buildings in the approach or take
off flight path of your favorite airport? Its not considered "good form" to have your
aircraft wings clip them (or worse). This short illustrated tutorial will show you how to easily
"exclude" such objects using the ExcBuilder program by Paavo Pihelgas. It's fun and easy to do.
Compiled in .doc and .pdf formats
From: David "Opa" Marshallexcbld_tutorial.zip (5.8mb)
Building An Airport For Fs2004:
07/28/05
this document walks you through the process of creating an airport for FS2004. Everything is explained in layman's terms,
including: Freeware software, installing the software,
creating the airport folders, basic airport layout, creating
your main scenery file, creating your buildings, adding the
buildings to the main scenery file, completing the
buildings, adjusting the buildings’ placement, adding some
detail, finishing touches, post release. You'll be designing and building your own airport(s) in no time.
From: Tim Claytonairport_169642.zip (9kb)
Adding a landable and AI suitable aircraft carrier at any coordinates
in FS2004:
04/27/05
Brief (*.pdf) tutorial to make a landable carrier CVN71 with AI traffic, at a global position of your choosing. Recommended utilities; Rwy12, AFCAD and FSSC.
From: Christian Mueniercvn71_tutorial.zip (295kb)
FREEflow : A method for almost automatic generation of water scenery for FS9. v1.0
04/04/05
This quick start guide will illustrate how to employ TerraScene 2.1 in combination with Startibartfast
to almost automatically create lakes, rivers and coastal shorelines for Microsoft Flight Simulator.
Startibartfast is a character in the Hitchhiker's Guide to the Galaxy that was charged with making an
exact replica of Earth. By using the aptly named Startibartfast software by Jim Keir along with Terrascene 2.1
by Todd Klaus you can do it Too - for free! What we will do in this tutorial is to completely replace
rivers, lakes and coastal shorelines for an entire LOD5 cell in Flight Simulator 2004: A century of Flight
FS9.
Note: The authors FREEflow New England scenery was
recently released.
It was made using the method described in the tutorial, and covers a square of four
complete LOD5 tiles from Philadelphia, PA. to Bangor, ME.
A second project, FREEflow Ultimate Florida, should be completed
shortly. While that project covers the seven LOD5 tiles that encompass the entire
state of Florida with detailed hydrography, we've expanded the basic shorelines
scenery to include highly accurate land and water class, and detailed scenery
areas such as the Everglades, the Keys, and several cities. For further information, and
some remarkable screen
shots, please visit the FREEflow Scenery Website
From: Scott Gridleyfreeflowtut_v1.0.zip (1.6mb)
Visual index and XML code for naval scenery by Microsoft
08/06/05
A document -
created with freeware "Open Office.org 1.1.4", that presents pictures and XML code
( which you can copy and paste ) for the reuse of various objects
( piers, marina, rig, port crane lighthouse and icebergs )
available in the Microsoft "objects library" - included in FS 2004 -
in your own scenery designs.
From: Marc Renaudnavalxml.zip (978kb)
Visual index and XML code for ships by Microsoft
03/15/05
A document in the Adobe Acrobat format - for easier viewing and printing purposes - and in the Open Office.org 1.1.4 native format
.swx ) to allow the "copying and pasting" of the code - that presents pictures and XML code for the use of the ships available in
Microsoft's default objects library in your scenery designs.
From: Marc Renaudvisindex.zip (3.2mb)
Weather Theme How to v1.0
02/18/05
One of the features of the brand new weather engine in FS2004 is a small selection of weather
themes. I would think that Microsoft is releasing a Weather Theme SDK at some stage, but if
you can’t wait, you can make your own theme right now, just after reading this how to.
I want to
warn you though that this method is not very user friendly and quite technical, so a sound
knowledge of how things on a computer work is very helpful (i.e. if you barely managed
installing FS2004 on your computer, stop reading now).
From: Christian Stockwx_theme.zip (36kb)
FSGUI Module User's Guide v1.0b (beta version)
02/18/05
The FSGUI Module allows you to add, remove and otherwise manipulate
menu items in the MS Flight Simulator (FS2002/FS2004). It also lets
you display standard message boxes, progress dialogs and standard
Select Aircraft Dialog in the same look as other standard dialogs in
MS Flight Simulator without the necessity to differentiate between
FS2002 and FS2004.
Who may use this SDK?
Anybody who wants to learn about module(s) in MS Flight Simulator or
who wants to write one. If you already have written a module but need
to add menus and/or message box to it, this is for you. Gauge
developers may also find information here useful.
From: Cyril Hruscakfsgui_1_0b.zip (347kb)
Add a Rotating Airport Beacon to FS2k4
Update
06/24/05
The instructions and XML file are a collaborative effort of the members of the
AvSim Scenery Design forum:
Here's how to easily add the default MS2004 Rotating Beacon to any airport or
location. All required files are included. Follow the
straightforward instructions in both .doc & .pdf formats. For FS2004 only.
Compiled by David "Opa" Marshall.
From: David "Opa" Marshallrotating_beacon.zip (157kb)
FS2004 Library Objects Update
This is an (.xls) updated version of the file provided with the FS2004
sdk. I included all library objects that I was able to locate in the
FS2004 scenery files. For each object identified I included the name
of the relevant scenery file and the position of the mdl code within
that file starting with 0 for the first mdl included. This will make
it easier for scenery designers to extract the appropriate mdl section
and to place the object with xml code wherever they want.
From: Winfried Orthmannlibraryobjects.zip (144kb)
This is an (Acrobat.pdf) updated (version
3) analysis of the structure of the new FS2004 BGL
files.
As you will see, the listing of the file structures is still
incomplete, some sections have not been covered, some features
mentioned in the SDK have not been covered, because I was unable to
compile the relevant source files from the SDK (e.g. I found no way to
compile a Waypoint structure). Any suggestions for filling the missing
parts or for improving the analysis of the structures will be welcomed.
From: Winfried Orthmannnew bgl file structure.zip (81kb)
Elevated Helipads for FS9 in XML - Part I - You have Just created that sensational
Helipad for your Scenery, be it
a Floating Pad on a lake or that sensational Oil Rig in the North Sea
or Bass Straight or maybe even, that fantastic new building. The problem is, you just cant land on the darn thing as there is NO
HARD SURFACE!!!
Problem solved! you will require the following: tcalc2004.zip by Richard Ludowise and the Microsoft FS9 BGLC SDK.
From: Jeffrey Stanyerhelipad_tutorial.zip (50kb)
Elevated Helipads for FS9 in XML - Part II -
Add-on for the helipad XML tutorial above, that removes the
eye candy H and Border.
From: Jeffrey Stanyerhelipad_tutorial_part2.zip (50kb)
A simple explanation on how to modify gate size at airports
in FS2004 using a hex editor.
From: Mark Williamshowtogateresize.zip (3kb)
Library.BGL file creation for Dummies -
This tutorial is designed for those who wish to create their own Library.BGL files for placement of objects ( macro’s , api’s ) or
multiples of objects into their scenery creations for FS 9
C.O.F. and FS 2002, and
maintain their frame rates and also keep down the file size of their
scenery when multiples of the same object are used.
From: Jeffrey Stanyerlibrary_tutorial.zip
(112kb)
VTP2 Polygons for Dummies - is designed for those of us that have
difficulty in understanding some of the instructions that come with
scenery design programs that enable us to improve our visual scenery
for FS 2002 and FS 9 Century Of Flight. It is not
designed for those with a sound knowledge of the appropriate program
language / languages used to create the same result.
From: Jeffrey StanyerVTP_poly_tutorial.zip
(534kb)
This fully illustrated (*.html)
Updated user guide is intended for beginners,
and presents some basic concepts concerning Flight Simulator
terrain, and a step-by-step explanation of some of the
principal functions of Ground2K. No technical terms
are used, for ease of comprehension.
New sections include:
·
Expanded coverage of basic concepts and functions
·
Common problems and errors with solutions
·
Glossary of terms
From: Unknown author ground2k_for_beginners.zip (1.3 mb)
A to the point tutorial that de-mystifies the issues
surrounding "The numbers relating to Terrain Mesh"
From: Unknown author terrainmesh.zip (2kb)
Dynamic scenery design notes: for scenery design with BGLC that will help to compile the sample from the MS Scenery SDK and to design your own dynamic sceneries.
A basic knowledge of scenery development with BGLC is helpful. Support macros for BGLC are included.
From: Edgar Knoblochdynsctut.zip (38kb)
This archive includes two manuals in *pdf format, one on how to read and modify magnetic variation data and
the other on minimum safe altitude data. Note: *
Requires Adobe's Acrobat reader.
From: Christian Stock magmsa.zip (173kb)
A FS2002 and CFS2 Land Water Mask design tutorial that will help in the creation of the following Terrain Data File types for FS2002:
water, mesh-clinging water, land, and FS2002 flattens.
Includes support macros for BGLC & a TDF calculator.
From: Richard LudowiseLWMTut.zip (429kb)
Now that you've got the BGL Toolkit V0.8 (a.k.a. Exclude Kit) what are you going to do
with it? this step by step, illustrated tutorial takes you from start to successful conclusion.
From: John R. Williamsexclude_tutorial.zip
(188kb)