On Saturday 01 April 2006 17:03, [EMAIL PROTECTED] wrote:
> The other option is to rebuild the scenery myself which does not look
> inviting since I am running Windows and using available binaries.   :-(

Welcome to TerrorGear ...
Been there, done that and won't go down that road again.

> So I've played around some more since Taxidraw has a menu item  to export
> the beacon which is one of the problems I am correcting.  I  run it, choose
> the scenery tile and viola the beacon has moved.  Inspecting  the STG file
> in the SCENERY folder tree there are definitions for the  BASE.BTG which is
> zipped (must be the actual scenery tile definition), the  airport I'm
> updating KPHN.BTG which is zipped (must be the actually  used airport
> definition) and object definitions for  the Beacon and Windsocks which are
> standard object definitions like I have been  manipulating in the OBJECT
> tree to add buildings, etc.  Using the UFO makes  this much easier!
>
> So what is the APT.DAT file in the AIRPORTS folder used for?
> Flightgear won't start without it and modifying it does not change the
> airport that I can see.

apt.dat contains the airport definitions.
It contains the runway locations, taxiway locations, frequencies, etc. but it 
DOES NOT REPRESENT THE 3D MODEL in FlightGear.

The 3D model of the airport lives in the btg files which are created by 
TerrorGear.

IIRC in X-Plane the runways and taxiways are created on the fly so if you 
update the apt.dat file you can fire up the simulator and see your changes 
immediately. FlightGear uses static 3D airport models that are cut into the 
scenery during scenery generation time.

It's a horrible, clunky setup we have but no one with the skills has gotten 
around to improving the situation so we'll have to live with it for the mean 
time.

Paul


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