then i could rename them as needed to eliminate the errors and see them in-sim. the way i fixed it was to copy the pylons from their normal place to a custom scenery tree of my creation. so now scenery acts like craft and loads from where it is found and does not hunt further in the trees for additional matching tile locations.įor example, at one point a bunch of pylons were moved or renamed. The scenery used to be additive and load from all matching trees but that was stopped because if you added or replaced a building (for example) where another one already existed, then you would get both buildings. If your custom scenery replaces only part of the scenery in some tile, then you have to copy the other parts from where ever they are being loaded from into your custom scenery tree so they can be found and used. ![]() Is there any other workaround for this issue other than placing the terrain and the objects on the same folder? Custom scenery of Rheinhessen for FlightGear flight simulator. Lomar wrote in Thu 5:12 am:the problem is that when you use a custom terrain, the simulator will not load the terrasync objects if you use a custom scenery folder. this was easy enough to do and the only ""ugly"" part is the additional drive space used. in that case, i had to copy the existing ones, yes, all of them, fix the names, and point FG to them so they could override what was in terasync. i've had to do similar when (eg) the power pylons were misnamed. this means that everything for that tile has to be duplicated in a custom directory and then fixed in there. If you need to override a scenery tile because of misplaced or missing items, then you are, basically, creating a custom tile with your overrides. this is how terrasync is designed to work. if you delete or edit files because maybe something is misplaced and you have manually corrected it in your local tree, terrasync will add those files back as they were because that's how they are on the server. Terrasync deletes files in its managed directory tree on the local system when those files are not found on the terrasync servers. if it were true, no one would be able to have custom scenery and use terrasync for the non-custom areas and there are hundreds of people operating like that. I must be misunderstanding that statement because that is patently false. ![]() or am i misunderstanding your "whenever you turn terrasync on, it deletes the custom terrain" comment? just like everything else FG related, put your custom stuff in your own private directory tree. ![]() the better way to solve the problem is to NOT place your custom scenery in the terrasync directory tree.
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