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Hello dear developer! It’s awesome that you’re interested in
developing airports using 3D Scanned surfaces to bring outstanding
realism into our beloved simulator. I’ve created this manual to guide you
through the process of creating masterpieces using ALES Developer
Library. Ready? Here we go!
This guide is to help you understand how to use ALES assets, which
means that you already have sufficient knowledge in WED.
Please note, it is highly recommended to have ALES, since the
package doesn’t come with various pavement types. Thus, we’re going to
be using default LR library assets, which are replaced with high-quality
ones if there’s ALES installed on the machine of yours.
All the assets in this library feature two conditions: WET / DRY.
When in WED, WET condition is displayed on the preview window, keep
that in mind since pavement types will appear darker than usual.
CREATING A BASIC AIRPORT WITH
ALES DEVELOPER LIBRARY
Step 1 // Starting off
First off, let’s create a runway. Pick the Runway tool, adjust it to the
size you need, make sure it’s in its final position, otherwise if you decide to
move it later it`ll be tough due to the things we’re going to do to it soon.
Switch the pavement type to “Transparent”, now lock it and forget about it.
Step 2 // Making the runway
Now that we have our runway, let’s bring it to life. Open up LR library
(lib) in the list, type “pavement”, choose the one that suits you best and
shape your runway. Once done, let’s move on to creating our runway
markings.
Blastpad
If your runway has a blastpad, go to Misc -> Blastpad_surface,
choose Blastpad_concrete.pol and create your blastpad.
To make it align with the runway, measure the heading by holding
MMB and dragging along the runway, then set the heading in the
properties of the .pol on the right.
Step 3 // Adding runway markings
Runway ready, let’s paint it! Let’s add the runway number first. Go to
“Runway_Marks” and then “Numbers”, pick the one needed. The ones that
come with “B” are outlined with a black stroke.
We’re done with the numbers, let’s make it clear that this is a
runway. Choose the Edge_Line.lin from the list and mark your runway
edges. Afterwards, take the centerline.lin and paint your centerline. The
centerline.lin is premade with gaps, so just paint a straight line and that’s
it.
Our runway is starting to look pretty, the next step is painting the
touchdown zone and other markings. Our best friend here is the
White_Base.pol. Use it to create your markings, since it’s a .pol you can
give it any shape you want. Touchdown zone, threshold lines, everything
can be created with it.
Hey, pyreegue, my runway has that black outline on its marks, what
do I do? No worries, I’ve got that covered. Choose the Black_stoke.lin
from the list. Paint your line around the White_Base.pol and then just
snap it, done.
Displaced threshold. To paint the arrows on displaced threshold, if
your runway has one, choose the Arrow.pol and Arrow_THS.pol from the
list and create it.
Step 4 // Taxilines
This one is pretty straight-forward. Pick the line you need, paint it.
Don`t worry about blending, they blend automatically thanks to the
S_OFFSETs specified in . lin f iles.
Step 5 // Making it look pretty
Runways, markings, all done. Now it’s time to give it an awesome
look. Since all the pavement textures in ALES are procedural, we have to
add dirt/tracks/grunges manually.
In the Cosmetics section of the library, open up the Dirt
sub-category. First of all, pick the Dirt2.pol from the list, place it all over
your airfield, just duplicate it along the runways/taxiways, don’t forget to
rotate it slightly so that it doesn’t look repetetive. Here’s a picture of the
final result. Make sure they overlap slightly so that we don’t have gaps in
between.
Our airfield is now dirtier than ever, sounds good. Let’s add even
more dirt. Pick the grease.pol from the list. To have it perfectly straight I
snap it to wedomaker tiles, than I place it how I need it. This .pol should be
placed on straights, runways, and wherever you think it might look good.
Here it is placed all the way down our runway, looking good. I didn’t
place it on the taxiway for the sake of saving time, so don’t be lazy like me,
make those taxiways dirty. Make sure it overlaps, too, so that we don’t have
gaps in between.
Now that we have all our subtle dirt caused by day-to-day usage of
our airfield, we need those dark skid marks caused by landing airplanes.
Pick the tireskid.pol from the list. Align it using the same method we used
for grease.pol. Place it along the touchdown zone and you’re good to go.
One final step. Tire tracks. Pick the preferred track darkness and
width and simply paint them over your taxilines. You don’t have to snap
them, just make sure they’re close enough to each other.
Here’s how our airport looks in various conditions after all the steps
done.
Step 6 // Blending
We’re finally done with our airport layout but it still looks kind of
edgy and doesn’t blend with the surrounding environment. To fix that we
have some more assets in our library.
Grass
The library comes with premade Grass.pol. (Usual/Dry/Draught) Use
it to make your airports greener, or dryer, depending on your region. This
grass is also capable of being DRY / WET. Don’t forget to snap it to your
pavement so that it doesn’t overlap.
To blend all of this nicely, we have our Soft_Edge.lin and
Soft_Edge_Wide.lin. Pick the one you like and paint this line on the seams
between your pavement and grass, than snap it.
Here’s an in-game look
Pavement blending
To make the transition between different pavement types smoother
there’s a Tar.lin in the package. Paint it on the seams between pavements
and snap it.
Here’s how it looks
And that’s pretty much it! Have fun creating airports and show the
world your masterpieces. Let’s unite and grow our developer community,
join our discord server via h
ttps://discord.gg/gjB6Z3y
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PYREEGUE Dev Co.
2019