answers to multiple questions about the priority ranking in the scenery library can be found in the picture below.
Any questions? Please send a message via thecontact page. … in the beginning the world was empty and flat … the world scene was build in textures and it was a mesh …
Version 2 | 29-sep-2017: added FreeMeshX Global 2.o and FreeMeshX-USA
Version 3 |24-mei-2018: Valid for P3D4+
FreeMeshX is een global terrain mesh vervanging voor de standaard mesh in Microsoft Flight Simulator. Het is gratis beschikbaar om meer topografische getrouwheid aan uw simulatie te brengen!
Lees de website van de producenten http://ninetwopro.com/
In het bovenste menu selecteer FreeMeshX << Lees deze pagina!
Op deze pagina ziet u 2 download links, beide ondersteund door en eindigend met [dot] torrent.
Selecteer de juiste versie voor Windows om te downloaden.
Activeer de download als beheerder en pas op voor de verborgen add’s die geïnstalleerd zou kunnen worden als u niet oplet.
Open het programma, laat de firewall toe.
Op het moment van het schrijven van dit artikel hebben we μTorrent 3.5 (build 44090) (32-bits)
Selecteer in het menu Bestand (of druk op CTRL + U) om een torrent van een URL toe te voegen.
De hierboven genoemde URL (Global of USA) is degene die moet worden gekopieerd in het formulierveld. U wordt gevraagd waar het bestand moet worden opgeslagen met de naam zoals aangegeven.
Blader naar de drive en map die dient als uw scenery-database (voorbeeld: E: \ Base \
Laat het formulier zoals dat is en bevestig met OK
De torrent download wordt geplaatst in de directory zoals gekozen met de namen zoals in de afbeelding hieronder: FreeMeshX – USA
Verifieer vooraf de benodigde diskruimte vs. Diskruimte nnn GB)
De makkelijkste manier is om direct naar de map te downloaden die in gebruik is als uw scenery-bibliotheek. Het downloadproces levert u de bestanden voor direct gebruik.Geen unzipping, niet knippen/ niet kopiëren / niet plakken en … de bestanden zijn hash-gecontroleerd tijdens de download.
FreeMeshX – USA neemt 51 GB in beslag en heeft 2 uur nodig om te downloaden.
Download snelheid: kijk naar de onderstaande afbeeldingen en zie de verschillen tussen het downloaden via een NAS (7 Mb/s), IPSTACK (32 Mb/s) en Bit Torrent (100 Mb/s).
(Waarden kunnen veranderen afhankelijk van de tijd van de dag, de netwerkbelasting, uw service provider …)
Het is een no-brainer om μTorrent te selecteren voor die grote bestanden die anders een ongelooflijk lange tijd nodig hebben om op conventionele wijze te downloaden.
What is the Scenery Config Editor?
It’s a utility for editing both your FSX and Prepar3D scenery.cfg files. This software (Open source) is licensed under the GPL v2 with Classpath exception. You can find the source-code and latest releases of this software at: http://sourceforge.net/projects/fs-sceditor
Support, bug and feature request trackers can also be found there. New file are released at: http://sourceforge.net/projects/fs-sceditor/files Why is this better than using other editors?
There are multiple new additional features included in this program, including the ability to create groups, automatic detection of some errors, automatic fixing of other errors, abilities to add areas in bulk, drag-and-drop functionality… and many more. Further, it’s open source. The purpose of the program.
This utility is designed to enable easier editing of your flightsim scenery configuration (.cfg) file. It was developed to allow the grouping of scenery areas to enable your flightsim to run with only the scenery areas you require for that particular flight. This will allow flightsim to allocate more resources to running the program by minimizing the amount of scenery enabled. It is hoped this will also improve loading times, but this has not been fully tested.
The marker system allows easier identification of scenery’s that have been installed incorrectly, and improves the functionality of any editing. We hope you find this handy program useful.
Source: Kev Smith BAW044
Right mouse click SceneryConfigEditor v1.* to create a tile to Start menu.
Again … right mouse click SceneryConfigEditor v1.* and select More | Open file location.
There … C:\Users\yourname\AppData\Roaming\Microsoft\Windows\Start Menu\Programs\SceneryConfigEditor\
Right mouse click the line to select Properties.
On the tab Compatibility check the box Run as administrator and Apply.
Run the program together reading the User Manual up to page 11 … that’s where the new functionality begins …
By default all scenery is place in Ungrouped (xx Areas).
How to rank the scenery?
Scenery should appear in a certain order as written in the scenery.cfg and located in C:\ProgramData\Lockheed Martin\Prepar3D v4\scenery.cfg.
Everybody’s simulator setup is different, sometimes a heavily populated library can throw off an automatic insertion routine and leave users with scenery looking less than great. This article will show you the order in which the various scenery items should appear in your own scenery library.
First, some basics on the scenery library. Scenery is created in layers. These scenery layers are simply types of data and should not be equated to the layers in the scenery library. The layers within your scenery library are representing installed products, not basic data types. That said, each basic scenery layer type behaves differently within the simulator. Here is a rundown of how.
Terrain Mesh Data: The Simulator will ALWAYS use the most detailed terrain available to it, no matter where it is placed in your scenery library. If you have a 19 m (post spacing) terrain mesh product placed below a 38 m terrain mesh product in your scenery library, you will still see the 19 m mesh in the simulator. The only time the location of a mesh product matters is if you have 2 or more mesh products of the same post spacing. In this case, the one higher in your scenery library will be displayed.
Landclass Data: The landclass data that is placed in the higher position within the Scenery Library will be the one displayed by the simulator. It does not matter whether it is standard or vector landclass.
Vector Data: ALL vector data will be displayed within the simulator. The data that is highest in the scenery library list will be “on top”, but all data will be displayed. Of course this could look very messy in the simulator, so most vector based products include a special “exclusion layer” that removes any vector data from the simulator, below itself in the scenery library.
Textures & Autogen: This type of scenery update (FTX Global Base Pack) does not have an entry in the simulator scenery library. It is simply a straight swap of existing texture tiles. Autogen objects are part of those files. there is however an exception to this… PhotoReal areas will be placed in the simulator scenery library, but will be displayed within the simulator no matter the location. They will suppress any vector data and landclass data they cover.
Custom Scenery: This works much the same way as Vector data. All custom objects will be shown within the simulator, unless the previous version has been disabled/removed, or an exclusion is placed in the sim to suppress the old data. The objects higher in the simulator scenery library will be the ones “on top” in the simulator.
This brings us to the correct order of a properly configured Simulator Scenery Library, including showing the locations of FTX products in relation to each other, other 3rd party software and default items. This is the Scenery Config table to be:
How to create Groups in Scenery Config Editor (short: SCE)
Before you start … backup your scenery.cfg as in C:\ProgramData\Lockheed Martin\Prepar3D v4\scenery.cfg (E.g. rename in yymmdd-scenery.cfg)
Open SCE as administrator and go to the menu Edit > Preferences.
Select your Flight Simulation Directory and press the button Prepar3D v4 Directory ( or anything else you got) and the Location of scenery.cfg file is shown (grayed out).
Check the location … OK? Next …
Check the box Follow the New scenery convention (read the manual page 15 again).
This is how it looks … close with OK.
Now open SCE in Group View … no groups at all … right?
In the Ungrouped ( nn Areas) first select all (hold SHIFT-key) the Default Base scenery 000 ./. 1107 areas and Add to group with that name. (Look in the Scenery Config Table).
Continue to group the other scenery lines with the group names as in the table as above.
When Ungrouped is empty … you’re done.
Now … go to the List tab in SCE and move the scenery lines in numeric order starting from the bottom to the top.
FTX will mandatory place FTX_VECTOR_AEC just above …\Scenery\BASE
FTX will mandatory place all other FTX_VECTOR_* just above …\Scenery\1107
Feel save to save? >> SCE > File > Save. Run the sim …
A java based Scenery Config Editor. Provides group functionality and more. This little 64 bits program can be downloaded here.
The main purpose of the program is to prioritize the scenery areas. To add or edit Area’s and even fix duplicate area numbers. List view similar to that found in FSX. New groups functionality and editor with drag and drop. Multiple tools to help automatically generate Area definitions and edit them. After downloading, install as administrator. The program will find the destination folder.
You will get a warning screen when FSX registry cannot be found; address it manually. [sceneryconfigurator031.png]
The list view is similar to that in FSX.
Scenery Configuration File
This is how it is constructed….: [sample]
Title=FS9 World Scenery
Description=FS9 Scenery Data
………………… and so forth and so on……………
The single scenery configuration file, Scenery.cfg, indicates where scenery files are located and wether to empty the cache upon exit. It can also be used to exclude certain types of scenery. In the Scenery.cfg you will find 2 types of sections: [general] and [Area.nnn]
[General] Title=FS9 World Scenery > this is the title of the configuration file. Description=FS9 Scenery Data > the description of the contents of the file. Clean_on_Exit=TRUE > Set to True to delete all files from the Cache folder upon exiting, otherwise all files in the Cache folder are left where teh are upon exiting.
[Area.001] > The scenery area entries indicate where scenery is located. For each area, such as [Area.nnn], nnn is the scenery area entry number and must be unique. The properties of each area entry are as follows:
Title=Default Terrain > The title of the area. This text will be shown under the Scenery Area column in the Scenery Library. The entries of the form nnnBase refer to folders containing the standard scenery for the world, based on a grid shown below. For default scenery, the world is divided into a grid and the scenery for each grid rectangle is stored in a separate folder named rrccBase, where rr is the row in the grid (from 0 to 7) and the cc the column (from 0 to 11).
Local=SceneryWorld > The local path to the scenery files. When using a local path the scenery is read directly from the path shown. There are 3 designated formats for the path of the scenery that can be used:
1. Drive:path –> C:MyScenery
2. [Volume]path –> [MySceneryCD]MyScenery
3. Machinesharepath –> MyServerMyScenery
Only one of remote or local should be used.
Remote=[Volume]path eg.: [MySceneryCD]MyScenery
A remote path to the scenery files. When using a remote path the scenery is copied from the path shown to a uniquely named folder created by the simulator. The scenery files are then read from the new folder, a sub-folder of the Cache folder. Remote paths are very useful when reading scenery files from a location that cannot be accessed as quickly as the local hard drive, for example, from CD drives or a remote server. The format of the path can be one of the three defined for local paths.
Texture_ID=1 >Texture_ID=0 and Texture_ID=1 are special settings that should not be changed. Texture_ID=0 sets the global default texture to be searched if the requested texture cannot be found from the given path. This is also the location of the global textures that have no other directory to reside in. Texture_ID=1 is the default terrain texture directory.
Layer=1 > The layer number is typically equal to the [Aerea.nnn] number. Higher numbered layers have priority over lower numbered layers. This number is shown in the simulation Scenery Library under the Priority column. Notice that add-on scenery has the highest layer number and at the same time the smallest Priority number #1 in the List view unless other scenery add-on (like FTX ORBX) must overwrite the add-on sceneries.
Active=TRUE > Set to True to indicate that the scenery should be rendered by default. This will be shown as enabled scenery in the Scenery Library. If this is set to False, a user will have to enable the scenery before it is rendered.
Required=TRUE > Set to True to indicate the folder is required and that the scenery entry cannot be deleted or turned of in the Scenery Library dialog.
Exclude= (you will never observe it…never the less…)
The exclude property is provided to exclude the default scenery, objects and/or navigationb aids, in a given four sided area from being displayed, or transmitted in the case of radio navigational aids. The exclude property affects only scenery areas with a lower layer number than the scenery area the exclude property is added to. For example, if the property is placed in layer 70, the only layers 69 and below will be affected.
The exclude property has the following syntax (the north, west, south, east ordering must adhered to): exclude=North Latitude,West Longtitude,South Latitude,East Longtitude, category, list.
Exclusions happens only in the specific rectangular area. The latitude and longtitude entries must be in the form of degrees or degrees and minutes. You do not need to add the * or ‘symbols to indicate degrees and minutes. The category determines which default scenery type you choose to exclude the defined area. There are four categories:
1. objects: Excludes all default 3-dimensional buildings and objects as well as airports
2. vors: Excludes all default VOR and ILS navigational aids
3. ndbs: Excludes all default NDB navigational aids
4. all: Exludes all default objects and navigational aids.
You can include more than one category. The maximum size of an excluded area is 90 degrees of longtitude and 45 degrees of latitude. The following example excludes all scenery types except NDB navigational aids from a rectangular area 30 minutes of longtitude by 30 minutes of latitude: exclude=N45 30,W120,N45,W119 30,objects,vors
All latitude and longitude references use the WGS84 geoid.
Sources used: Microsoft ESP.
Basicly you have 3 scenery.cfg files on board for FSX (and/or P3D):
In the root of your FSX installation folder: eg.: D:FSX
This is the scenery.cfg that is generated by the standard installation and covers 115 areas, where as Area.115 =Addon Scenery (=priority 1); this file will not be altered by adding new sceneries. A copy of this file is placed:
In the folder C:UsersyournameAppDataRoamingMicrosoftFSX
In the folder C:ProgramDataMicrosoftFSX > this is the scenery.cfg FSX is working with. If you have not added any scenery yet…the last one is Area.115
Placing new files in FSX
The easiest way to add a new .bgl file to FSX is to copy it into the Addon Scenery/Scenery directory. Files in this directory are treated as higher priority than those in other directories, so new terrain data here will be rendered in preference to lower priority data elsewhere. However, for complex new additional scenery (like FTX), it is probably more usefull to create a folder for the custom scenery area. This will enable a user to select and deselect the scenery using the Scenery Library dialog.
Airports Of Norway v3.3.
This scenery is not meant to be a show-off with hundreds of fancy Gmax models, but to improve upon the default airports, without using huge resources.
The AFCADs are up to the latest AIP Norway standards, with the newest navaids, lighting, parkings, runway lenghts.
Some of the AFCADs have built-in correct turning for AI planes after backtracking.
This scenery now has 34 airports, made for FSX SP2/Acceleration, NSX II and Norway Quality Mesh.
Includes the following airports
Fagernes Leirin ENFG,
Oslo Gardermoen ENGM,
Moss Rygge ENRY,
Sandefjord Torp ENTO,
Skien Geitryggen ENSN,
Kristiansand Kjevik ENCN,
Farsund Lista ENLI,
Stavanger Sola ENZV,
Haugesund Karmoy ENHD,
Stord Sorstokken ENSO,
Bergen Flesland ENBR,
Voss Bomoen ENBM,
Alesund Vigra ENAL,
Molde Aro ENML,
Kristiansund Kvernberget ENKB,
Sogndal Haukasen ENSG,
Mosjoen Kjarstad ENMS,
Tromso Langnes ENTC, Sorkjosen ENSR,
Skagen Stokmarknes ENSK,
Harstad Evenes ENEV,
Narvik Framnes ENNK,
Lakselv Banak ENNA,
Vardo Svartnes ENSS,
There appears to be a bug with adding scenery to the FSX Scenery Library when running under Windows 7 RC 64. The normal procedure of using the ADD button and then navigating to the desired scenery location results in a “Scenery Not Found” message. What to do?
Have a good look if the scenery directory field is written including the name of the scenery; if the OK button does not want to register the scenery.
Instead of clicking on the scenery folder and clicking Add, now you need to click on the scenery folder, click add, then right click anywhere in the white area of the folder.
In Settings choose Scenery Library, click Add Area, then locate your folder and select it.
The full path will show as: Directory (left of the OK button).
Click OK, in Vista this returned, in Windows 7 it clears the Directory window and shows the Scenery and/or Texture folder names.
Now right click somewhere in that large white area below the folder names and the area is added. Only the right click is new, but vital. Check, check double check! Go to C:\Users\YourName\AppData\Roaming\Microsoft\FSX\ and find the scenery.cfg
Check if the required scenery is written in the table.