Hi Stewart,
The designer's name is Norm Shieffelbien (how could you forget that ?:lol: ). The scenery title is 'Area 993470 & 994470 Ver1. Re-worked Coasts, Roads, and Rivers'.
The FS9 file you need to look for is the 'Terrain.cfg'.
These are Norm's instructions (verbatim) for that bit:
Quote:
Right lets get into it and do the changes.
1 In the "Flight Simulator 9" folder you will find a file called "Terrain.cfg.
and (MAKE A BACKUP COPY)
2. Double click on the file name will open it in 'Notepad'
3. Starting from the top you will find the following entries:
==========================================================
[General]
DefaultTextureCount=238
AutogenCount=14
// texture order = wi,hw,sp,su,fa,nighttexture
//Stream Lines
[Texture.1024] // stream lines / unknown / perennial
Type=1
Size=4
ExcludeAutogen=1
MaskClassMap=3
Textures=RiverSU.bmp
offset=-5
[Texture.1025] // stream lines / unknown / non-perennial
Type=1
Size=4
ExcludeAutogen=1
MaskClassMap=3
Textures=RiverSU.bmp
offset=-5
// Ocean Shorelines - Perennial
[Texture.1026] // ocean / white sand / perennial
Type=2
Size=4
ExcludeAutogen=1
MaskClassMap=3
Textures=o_whitesand_ls.bmp
Effect=wavecontroller
============================================================
4 Under '//Stream Lines', move down untill you see the entry 'offset=-10'.
change the 10 to 5
5. Continue down to the next one just before "// Ocean Shorelines - Perennial"
and again change the 10 to a 5
That's the streams done, now for the power pylons
1. Move down in the Terrain.cfg file until you find
// autogen format
// [Autogen.id.type.variant]
// id = the id of the object specified in the "autogen" tag for the vector data
// type = an extra identifier that allows mulitple autogenned types to be associated
// with a single tag. For example an autogen type 0 could have a specifier
// of type 0 for medians and a type 1 for billboards. Both will be applied to
// any vector data that specifies autogen=0.
// variant = this is a variant that may be applied to the autogen of vector data.
// For each id/type pair multiple variants may exist. On any given segment
// that applies an id/type autogen specification a single variant will be
// chosen.
// AutoObject - guid of the primary object to use
// AutoObjectEnd - guid of any endpoint object to use
// ObjectSize - length to apply between objects (in meters)
// ObjectEndSize - length of the end segments (in meters)
// ExlusionWidth - width to exlude autogen around this type
// this will exclude along the entire line,
// not just where an object is actually placed.
// ClipData - BOOL flag that determines whether the object
// should be clipped between cells. Should be
// 0 for anything with end objects (bridges)
// Offset - This is an offset to apply from the vector line
// can be used to place object beside a road like
// billboards.
// Density - This is the percentage of objects to place. If the
// number is 50, 50% of all objects will be placed.
// This is a repeatably random 50%. This number is
// further modified by the autogen density setting.
// NOTE: if 100 is set here, then all objects will be
// placed and the number will not be modified by the
// autogen density setting
// MinDensity - This setting determines the min percentage of autogen
// that must be present for this object to appear.
// utility lines
[Autogen.0.0.0]
AutoObject="054382ec5h,04a43b1bdh,05f4f1aaah,0c3569352h"
ObjectSize=300
ExclusionWidth=20
ClipData=1
Offset=0
Density=100
PlaceOnWater=1
MinAutogenDensity=20
2. Change the entry under '// utility lines',"ObjectSize=600" to "ObjectSize=300"
and the "PlaceOnWater=0" to "PlaceOnWater=1"
3. That's it so save you're changes
4 These changes will effect all scenery.
Unquote
I found this in the 'read me' - it's worth archiving the 'read me' with the scenery itself when installing - doesn't cost much disc space and makes this sort of situation easier. However, we've all been there
.
Cheers,
Kevin