Thorsten wrote in Mon Jun 10, 2019 1:16 pm:There is no wanted list for your list above and I suspect the wiki on the subjects, if it exists, is written in Flightgear jargon, easily enough to put off the newcomer.
For example, I have no idea what a procedural overlay definition is - that doesn't mean I couldn't create one, but someone somewhere has to explain in simpler terms.
I dunno - say you're interested in contributing. You see a bit of terrain where you live (or fly) and it looks wrong. You make a forum post 'This doesn't look good - how would I go about improving it?' So you get a pointer to the wiki pages and a few suggestions. Say you don't understand them, so you make a new post - 'I don't understand that procedural overlay thing - can you give me an example?' And you'll get an example and people will explain things to you.
What's so wrong about that kind of concept?
(From my perspective - writing Wiki about all things I know about FG is terribly inefficient - not only are there many things nobody wants to know, but also one person might need a rather condensed writeup and doesn't want to read a general introduction, another person needs an introduction, so I'd have to write the same thing several times on different levels - when answering questions however, I can target my explanation more precisely to whatever the person actually needs).
I'm confused .
Here https://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/98f69ee9c50c138d22db3ee126068160%40science-and-fiction.org/#msg36670475 you said that the underlying texture can't be changed.
Now, above, you are saying it can - which is it?
I did try a 'flood fill' of one area ( a group of 30+ Bonded warehouses in Cambus, Scotland) - but the problem is still there.

This is not really acceptable is it?
There should be no tanks - only the warehouses I have added.
Since I have discovered this 'feature', there seems little point in adding any models to any industrial area.