Howto:Make an airport: Difference between revisions

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This article will guide you through the process of '''creating an airport''' and link you to related articles.


For changing [[scenery]] and airports you needed [[TerraGear]], which was always very hard to use and only for Linux. With the [[FlightGear Scenery Designer]] it is also possible to make custom airports or to change existing airports in [[FlightGear]].  
== A note about licenses ==
Official FlightGear scenery is, as the rest of the program and data, licensed under the [[GNU General Public License]] v2. In order to have your work included in the official scenery, it must comply with this license.


===What you need:===
In short this means that you can only use images that:
* [[FlightGear Scenery Designer]] - ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/fgsd-win32-20060423.zip
* you created yourself, entirely from scratch. This is the case when you draw something, or take a photograph of a building.
* [[TaxiDraw]] - ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/taxidraw-win32-20061010.zip
* you received permission for to release under the GNU GPL v2.
* Runway layout data - either from the USA Airport & Scenery Database or from other free imagery
* are licensed under a [http://upload.wikimedia.org/wikipedia/commons/d/dc/Quick-guide-gplv3-compatibility.svg GNU GPL v2 compatible license] (eg. Public Domain).
* other data about the airport you want to make
* shapes for the whole earth - ftp://ftp.ihg.uni-duisburg.de/FlightGear/TGShapes
** But that's a lot of data, so there is a another possibility - http://mapserver.flightgear.org/download.psp
* Heightmaps - <strike>http://telascience.sdsc.edu/tela_data/SRTM/version2/SRTM3/Eurasia/</strike> Link Broken
* Of course FlightGear - any version


[[Ubuntu]] users, can use the script in [[Ubuntu fg tools]].
Google Earth imagery is per definition '''not''' compatible. For the USA you can download the High Resolution Orthoimagery jpeg from http://earthexplorer.usgs.gov/ and use that to trace airports or buildings. For other countries, you might use OpenStreetMap data if available. Note that OpenStreetMap has been granted the right to trace over Yahoo and Bing aerial images, so it can get quite accurate. Consider learning how to [http://wiki.openstreetmap.org/wiki/Aeroways map airports in OSM].


=== Let's start with making the runway layout- taxidraw ===
Alternatively you can estimate the lengths and widths of the buildings by looking at pictures.
At first we have to define the runways and taxiways. So we use [[TaxiDraw]]. A tutorial about using TaxiDraw could be find here: http://taxidraw.sourceforge.net/taxidraw/tutorial.html


So if we have done the airport in TaxiDraw, we save it as "airport.dat". That's the X-plane-fileformat, which is used by FlightGear too. Now we unpack apt.dat.gz in the data folder of FlightGear and paste and copy our new "airport.dat" into it. Don't use any special character like "/" - it could causes a 2h long troubleshooting on your pc system ;-) Now we pack it again to  apt.dat.gz. For user of Linux it is easy, windows user can use [http://www-7-zip.org 7-zip].
== Runways, taxiways and aprons ==
=== What you need ===
* [[WorldEditor]] - to "draw" the layout of the airport (taxiways, runways, aprons)
** Runway layout data - either from the USA Airport & Scenery Database or from other free imagery
** Other data (approach lighting systems, frequencies etc.) about the airport you want to make
* [[TerraGear]] - to turn the layout into useable scenery
** Shapefiles for the area around your airport - http://mapserver.flightgear.org/download.psp
** Heightmaps - http://dds.cr.usgs.gov/srtm/version2_1/ or, to more closely match the official world scenery, use http://www.viewfinderpanoramas.org/Coverage%20map%20viewfinderpanoramas_org3.htm


=== Preparation for FGSD ===
Ubuntu users, can use the script in [[Ubuntu fg tools]].
#We create a file for the shapefiles like ./shapefiles.
#Now we download all the v0-layer and save them into the folder. Don't forget to unpack!
#Now we create a folder for the heightmap like./heightmap and download the required data. Here we don't need to unpack!
# Now we open FGSD and prepare it for our work "Tools" -> "Chop HGT-Files": Set the root to the file of the "heightmaps.zip" and change it to heightmaps.arr.gz by replacing ".zip" with ".arr.gz"
# Now set the roots in "Tools"-> "Option": General: ./flightGear/scenery  Our new tile will be find there later.
# FlightGear: set the root to the data-file and the root for FlightGear Scenery to the file "shapefiles"


=== FGSD ===
=== Airport layout ===
We have now all what we need prepared for the work, so let's start:
The very first step before creating a new airport layout is to check if the airport already exists in the airport database. Latest data is available at http://data.x-plane.com/get_data.html
In "File" we look for our requested ".arr.gz" and open the requested tile.
If we find our airport there, we can improve it, if not, we start a new layout. This is all done in [[WorldEditor]].
If we don't know the name, we can use the [[UFO from the 'White Project' of the UNESCO|UFO]] and place any object at the spot we want to have the new airport. We have to look now in the generated .xml-file and we see something like 3531408.stg. So we open in our case here the tile with the name 3531408.arr.gz.  


You should see now your tile. If not, play a little bit with the buttons in the scenery toolbar. "Option" and "Landcover-DB" and check the required layers. You don't need the layer "v0landmass"
So if we have done the airport in WED, we save it as "ICAO.dat" (replacing ICAO with the ICAO code of your airport). That's the X-Plane fileformat, which is used by FlightGear too.


Sometimes you could only see the standart-layers, but we want to have our downloaded layers. So unckeck all, exit the program and launch it again. We have to order the layer and define which texture matches to the layer. ( so as an example the v0railroads really have the right texture). We also define the weidth.
==== A note about the formats ====
FlightGear once used the 810 version of the [[File formats#apt.dat file|apt.dat file format]], while now 850 is on duty. The difference between them is mainly that 850 allows laying down taxiways/taxilines independently, and making them bend smoothly (with {{wikipedia|Bezier curve|Bezier curves}}), while in 810 there were only rectangles of taxiways with a yellow line in the middle. You can tell an old airport by the fact that crossings and bends are rounded by overlaying a number of rectangular patches. If you meet one, consider converting it, and as you're already there try to gather information to make it better!


The larger textures are always above the smaller one like that:  
=== Turning the airport into FlightGear scenery ===
There are three possibilities, the later two require [[TerraGear]], but have the advantage that you can view the result immediately:
* Use WED to upload your layout to http://gateway.x-plane.com/ as explained at [[#Share your layout with the world!]] and wait for the next FlightGear scenery build to include your airport.
* [[Howto: Test your airport layout: quick and easy]], for a quick look at your airport. This will place your airport in the middle of an ocean.
* [[Using TerraGear]], you can create an entire scenery, including the surrounding terrain.


[x]mixcrop - ein grooßes polygon, größer als urban
=== Share your layout with the world! ===
FlightGear and X-Plane make use of the same airport data. The X-Plane team has set up a scenery gateway that allows you to submit your layout for inclusion in the official scenery of both simulators. At this moment, FlightGear does not have access to the gateway though. You are advised not to submit your layout for the time being, but instead keep it on your computer. As of early October 2014 it is expected that we can start processing layouts in a couple of weeks. Keep an eye on [http://forum.flightgear.org/viewtopic.php?f=5&t=23562 this forum topic] for updates and more information.


[x]urban
== Terminals, towers and hangars ==
=== What you need ===
* 3D modeling software, like [[Blender]] or [[SketchUp]], as long as it can export to the .ac file type.
* Lots of pictures of the buildings at the airport.


[x]drycrop - ein grooßes polygon, größer als road
=== Making a 3D model ===
One meter in FlightGear is one meter in the real world. If you use aerial or satellite imagery to measure out the buildings you'll be fine.


[x]road
=== Placing objects ===
{{Main article|Howto:Add details to your airport}}


Play a litte bit with it, so you can see how it works.
There exists a few ways which you can place a model unto a scenery, one of which is by manually using the [[UFO]].
Now click "Simplify Terrain" in "Scenery" the heightmodel is now beeing simplified so we can use it in FlightGear. Click "embedded Curves" - the shapefiles will now being embedded and we can see our landclasses. Our airport is still missing - select "Tools" and "Select Airport" and choose our airport. You can see it now on the tile.  


"Scenery"->"embeddes airports"
recently, [[User:Laserman|Laserman]] came up a with more intuitive way using [[WorldEditor]], that provides a nice, accessible way to place models using an existing airport layout as reference, but the object placement data exported by [[WorldEditor]] cannot be used directly in Flight Gear, hence the use of a python script, that parses the earth.wed.xml in such a way to make 3D model placement data compatible for inclusion into an .stg file. (see [[Howto: Place 3D objects with WED]])


Ready!
{{Tip|if you are developing an actual building, it's usually good to get the co-ordinates of one of the corners of the building so you can place it extremely accurately.}}


Now we export it now: "File"->"Export"
=== Share your models with the world! ===
After finishing a building, send your model to the [http://scenemodels.flightgear.org/ scenery database], as that is the best way for them to be distributed. Everyone who downloads the airport from then on will be able to see your building!


We will find our airport in <tt>./FlightGear/Scenery</tt> and copy this into <tt>./data/scenery</tt>. If we have made a airport which was not yet existing in FlightGear, so put in the IACA-Code in <tt>./application data/flightgear.org/fgrun</tt> into the list.Now we launch FlightGear and start from our new made airport!
== Related content ==
* [[Howto:Make a helipad]]
* [[AI Traffic#Ground networks]] – ''This also includes parking positions''


=== next time ===
[[Category:Howto]]
Your preparations are saved, so the next time you have just to do following things:
[[Category:Scenery enhancement]]
 
# open "tile.arr.gz"
# Import curves
# simplify terrain
# embedded curves
# import airports
# embedded airports
# export!
 
Don't forget to send your new "airport.dat" to Robin Peel, so we all will benefit from!
 
===Sources of errors and FAQ===
*The new made airport has no lights, towers, beacons and windsocks?
**That's right - in the moment it is only possible with terragear. But you can place in FGSD the towers, beacons and windsocks with the object editor.
*I don't see any roads and rivers?
**You have to define the width:  "Tools" - "landcover DB" -> "width"  maybe. 10 for smaller ones and 20 for bigger ones.
*I only see the default-texture?
**Uncheck  v0-landmass
*I see only red-white chequered surfaces in FlightGear?
**Look if you have used in taxidraw the textures: others- they don't work in FlightGear.
*I can't start FlightGear?
**Look if you used special characters in apt.dat.gz - No use of special characters!
 
== Thanks==
'''Thanks to:'''
* Vadym who discovered this function in FGSD and showed it on the devel-list!
* Frederic Bouvier, who wrote FGSD!
* Martin Spott and Ralf Gerlich for the Landcover DB!
 
[[Category:Howto|Make an airport]]
[[Category:Scenery enhancement|Make an airport]]

Revision as of 21:40, 21 November 2019

This article will guide you through the process of creating an airport and link you to related articles.

A note about licenses

Official FlightGear scenery is, as the rest of the program and data, licensed under the GNU General Public License v2. In order to have your work included in the official scenery, it must comply with this license.

In short this means that you can only use images that:

  • you created yourself, entirely from scratch. This is the case when you draw something, or take a photograph of a building.
  • you received permission for to release under the GNU GPL v2.
  • are licensed under a GNU GPL v2 compatible license (eg. Public Domain).

Google Earth imagery is per definition not compatible. For the USA you can download the High Resolution Orthoimagery jpeg from http://earthexplorer.usgs.gov/ and use that to trace airports or buildings. For other countries, you might use OpenStreetMap data if available. Note that OpenStreetMap has been granted the right to trace over Yahoo and Bing aerial images, so it can get quite accurate. Consider learning how to map airports in OSM.

Alternatively you can estimate the lengths and widths of the buildings by looking at pictures.

Runways, taxiways and aprons

What you need

Ubuntu users, can use the script in Ubuntu fg tools.

Airport layout

The very first step before creating a new airport layout is to check if the airport already exists in the airport database. Latest data is available at http://data.x-plane.com/get_data.html If we find our airport there, we can improve it, if not, we start a new layout. This is all done in WorldEditor.

So if we have done the airport in WED, we save it as "ICAO.dat" (replacing ICAO with the ICAO code of your airport). That's the X-Plane fileformat, which is used by FlightGear too.

A note about the formats

FlightGear once used the 810 version of the apt.dat file format, while now 850 is on duty. The difference between them is mainly that 850 allows laying down taxiways/taxilines independently, and making them bend smoothly (with Bezier curves This is a link to a Wikipedia article), while in 810 there were only rectangles of taxiways with a yellow line in the middle. You can tell an old airport by the fact that crossings and bends are rounded by overlaying a number of rectangular patches. If you meet one, consider converting it, and as you're already there try to gather information to make it better!

Turning the airport into FlightGear scenery

There are three possibilities, the later two require TerraGear, but have the advantage that you can view the result immediately:

Share your layout with the world!

FlightGear and X-Plane make use of the same airport data. The X-Plane team has set up a scenery gateway that allows you to submit your layout for inclusion in the official scenery of both simulators. At this moment, FlightGear does not have access to the gateway though. You are advised not to submit your layout for the time being, but instead keep it on your computer. As of early October 2014 it is expected that we can start processing layouts in a couple of weeks. Keep an eye on this forum topic for updates and more information.

Terminals, towers and hangars

What you need

  • 3D modeling software, like Blender or SketchUp, as long as it can export to the .ac file type.
  • Lots of pictures of the buildings at the airport.

Making a 3D model

One meter in FlightGear is one meter in the real world. If you use aerial or satellite imagery to measure out the buildings you'll be fine.

Placing objects

1rightarrow.png See Howto:Add details to your airport for the main article about this subject.

There exists a few ways which you can place a model unto a scenery, one of which is by manually using the UFO.

recently, Laserman came up a with more intuitive way using WorldEditor, that provides a nice, accessible way to place models using an existing airport layout as reference, but the object placement data exported by WorldEditor cannot be used directly in Flight Gear, hence the use of a python script, that parses the earth.wed.xml in such a way to make 3D model placement data compatible for inclusion into an .stg file. (see Howto: Place 3D objects with WED)

Tip  if you are developing an actual building, it's usually good to get the co-ordinates of one of the corners of the building so you can place it extremely accurately.

Share your models with the world!

After finishing a building, send your model to the scenery database, as that is the best way for them to be distributed. Everyone who downloads the airport from then on will be able to see your building!

Related content