posted 10-24- 04:24 PM
well, hang me for a fool....I forgot what I wrote in my own bloody notes!!!!!
The co-ordinates for the airfields are found in two places:
firstly, they are in the terrain .SM giving the x,y,z co-ordinates for the centre of the tile in which the airfield will reside.
secondly, they are in the airfield .SM itself, with a matching set of co-ordinates. This also gives a range. I believe this is the sphere within which the airfield is visible to the sim engine.
This fixes the co-ordinates for the central point of the airfield tile. All co-ordinates within the airfield are relative to this central point.
Move the co-ordinates, and the airfield moves. Unfortunately, when the surroundings are not flat, your tiles won't fit into the hole in the terrain.....
The other thing to look out for is the airfield 'plug'
From what I can figure, this tells the sim what tile to remove in order to place the airfield. It effectively creates the hole into which you fit the airfield. If you didn't remove a slice, there would be texture conflicts etc.
hope this helps, because, from what you have posted and your tutorial, along with what I have found out, I think we have this sorted.
Diego's problem with PTO can be solved by a careful re-paint.
Adding an airfield to Tundra just requires building the base tile from an existing Tundra tile, chopping it up into smaller pieces and texturing each one to get the required definition, then just set the co-ordinates in the tile, set the startup co-ordinates for the planes, dress the airfield with added in models of hangars etc. and you are done!
I think I'll download Tundra later on, and put my theory to the test again!
While I'm doing it, I will check and re-write my tutorial stuff and mail you a copy as soon as it is done! I think everything we need to make this work is now known!