I have a problem with terraforming. I have airport with many weird bumps that makes impossible to taxi over it and looks awful. I wanted to flatten it but its not possible.
As you can se below i was trying to flatten it by many tools, but even grid height map ignoring it.
You have given the polygon a very low priority (9999). If I remember editor usage correctly (it´s months since I last used it) setting it to 0 will give it the highest priority (the lower the value the higher the priority). If this doesn´t work you can also try:
- Using an exclussion rectangle directly (brute force approach but will remove everything inside)
- Alternatively use a regular rectangle to flatten elevation first and after that use a polygon (with higher priority) to fine tune elevation details if needed.
Cheers
There is so high prio because i was playing with it. But it doesnt work at all. Terrain around is flatten but some bumps are untouchable. I tried this exclusion rect but it doenst have a power there also.
As you can see on the second screen shot form previous post there is no bump in that place when i turn on alt isolines.
Like its excluded from editing and world data or something.
Screen with exclusion rectangle:
I know the problem. I also had elevation issues with one airport some time ago and I had to force some changes manually. Something seemed to be buggy with editor, as the order the assets are listed matters for the order the commands are executed on the engine afterwards. That’s why the small peaks prevail in your case and in my case I was not able to change elevation at all in one particular area.
Try the following: at the scenery editor tab remove polygon for the time being, move the exclusion rectangle asset to the top of the list (using the small arrows buttons) and just below it place the regular rectangle asset. In that regular rectangle try either priority 0, 1 or 2 (something below 10 as higher numbers seem to have no effect in my case) and set any elevation value to see if it’s applied correctly.
If it works you can use the combination of the exclussion rectangle and the regular rectangle to flatten the area. The regular rectangle shall only include elevation attribute, not any exclussion attribute. For exclussions you have to use the exclussion rectangle asset itself.
Important: test results after your addon is compiled, so loading the compiled addon in game. This fix did not work on the editor in my case (I still saw the original elevation) but the compiled addon effectively applied elevation changes in game when I loaded my addon normally.
Cheers
Look, I found my original source code, so that you can easily see what I did. I usually group things to short everything, but this is not required. Take a look to the two assets I used, their order in the list and their properties. I had to use priority 10 for the elevation rectangle to work in my case (sorry I couldn´t remember that by heart before). None of the other priorities values worked and this only worked for setting elevation with a rectangle, not with polygons. This fix had to be placed on top of the list and any further terrain elevations I used afterwards had to be below it.
That worked at that time to override the elevation problems I faced. However this is an addon created by summer 2023 with an older SDK version as well. Maybe further game updates changed things.
I´m pretty sure there was some particular situation there or a kind of bug. I never needed to use such fix at any of my other airports. The problem at that time seem to be that either original Bing terrain or nearby airport (GCXO) that was next to my addon area was also using non default priorities for elevation of some areas and that´s why they prevailed even if I set my elevations manually in my addon. To be honest I never knew what happened there to cause such behaviour…
Cheers
Thank you very much for help. But unfortunately it doesnt work. There is still some mesh no mater what i do. This whole tool looks very buggy and unintuitive. When i exclude everything around, build a package and load it from community folder game decide to generate houses in places where hangards was before. But still inside exclusion rectrangle. This is so weird.
But i found some workaround by placing invisible aprons or taxiways. I need to find out how to use it without breaking airport logic.
PS: higher prio value is stronger
Apron is fine and it has no impact on existing airport logic (I have used aprons in many cases to create football courts for instance). Taxiway will most likely drop a compilation error as it needs to be connected to a runway, but if you configure it as a path (road) instead you shouldn´t have this error as this type is not used at all by any default AI logic (it´s mainly decorative).
Cheers