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Guest lcann25

30cm/pixel scenery not showing

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Guest lcann25

Hello everyone,I am brand new, managed to get Tileproxy set up and running on my windows 7 x64 machine without any help just be reading Ed's site, and I can see the scenery when I fly and it looks decent, but when I fly over fresno-yosimite in 30cm/pixel mode, I do not see the amazing scenery like the pictures on Ed's site, it is more blocky much like the 1.1m/pixel pictures. No matter where I fly, or which service I try, this is the kind of scenery I get. I have max_lod set to 17 in the proxyuser.ini, and I have the texture resolution set to 30cm in FSX. I have a very fast new 3 core computer with 4gb of RAM, so it should not be a loading issue. Tileproxy program is scrolling this continually:proxyuser: Individual tile accesses 98696, 0.0 per secondproxyuser: Preloaded: 85984, Hit: 197716, Miss: 963, Messages: 1723Am I missing something?

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Hi!If you are getting zero tile accesses then TileProxy is not generating any scenery. So something is wrong. However, its very complicated and depends on lots of different settings, so you may have to patient while we figure it out. It took me nearly 2 months to understand and set up my install. Now its perfect. Are you sure the service you are using has imagery of that level available? rgds,Mark

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Guest lcann25

I believe I am getting some scenery because it looks way better than it did before I put tileproxy on. When I fly over my home town, I can see all the houses and roads-just blurry, whereas before I put tileproxy on it was just a few trees and random houses that are generated by FSX. Problem is, I just can't get it to show the high detail scenery no matter where I fly, even Las Vegas looks average.

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If you are willing to try something (since you haven't posted your .ini for us to look at),drop into LAX on svc 3 with these settingsmax_lod=17preload_min_lod=8preload_max_lod=17--min_level=10max_level=19#____________10,11,12,13,14,15,16,17__guidelevel_mapping=10,11,12,13,14,15,16,17,18,19This should tell us if the simplest configuration (to the max level) at a location that is guaranteed to have detailed imagery gives the expected results.If is doesn't, then post your original .ini here and we can look at it.If is does work fine then you can adjust as needed from that point.Hope ya get it going like you want...Loyd

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Guest lcann25

Loyd, tried those settings and don't see any difference when flying around LAX. Still quite blurry. If I go to outside view top down camera mode and zoom way out, it looks incredible, but when I zoom in.... blurry. here is my original .ini and a picture of what I am seeing. Thanks for all the help so far everyone!!## Start a line with # to comment it out.# Turn your text editor's Word Wrapping OFF for editing this document.## Read the manual for help with configuration. Do not contact the# author about the configuration for particular services. Thank you.#[TileProxy]# Enable or disable worldwide photographic scenery coverage (Yes/True/On to enable)master_enable=On# Write a logfile to disk. In recommend to only turn this on for debugging purposes.# When using FSX RTM or FS 2004, the logfile will grow VERY fast and affect performance.#logfile="C:\logfile.txt"# If you have concerns about possible copyright violations by caching JPEG and BMP tiles# on your hard drive, this switch is the solution. By enabling diskless mode, Tileproxy# will not store a single tile on your hard drive. Expect higher network usage though.# Note that offline mode will depend on tiles being available in the cache.diskless_mode=Off# Offline Mode - No network access will occur (Yes/True/On to enable)offline_mode=No# Resolution limiter: 17 = 30cm/pixel, 16 = 60cm/pixel, 15 = 1.1m/pixel, 14 = 2.3m/pixel, 13 = 4.75m/pixel# Lower resolutions load faster, but are visually less appealing. The 30cm resolution may only be feasible# if you have at least 2GB of system memory.max_lod=17# The following two settings allow you to tune Tileproxy to not preload specific LOD levels. This can# be used in conjunction with third party scenery products like "FS Altitude" that provides data only# up to a specific resolution. If you place this scenery higher than Tileproxy's world folders in the# scenery library then it will have precedence over Tileproxy for the specific LOD levels that it# contains. You can then instruct Tileproxy to not preload these low resolution LOD circles because# they are not needed anyway.# Lowest LOD ring to automatically preload tiles for. Must not be lower than 8.preload_min_lod=9# Lowest LOD ring to automatically preload tiles for. Must not be higher than 17.preload_max_lod=15# The maximum number of tile contexts that Tileproxy will send to the filter driver. A context# is essentially a very fast buffer for graphics data sitting in kernel memory that delivers# data right into FSX. Each tile context can hold an entire LOD 8...15 tile. Higher values# mean more use of your precious kernel memory though. The maximum number is 512. Lower if# you run out of RAM during flight and the PC starts to use the paging file a lot.max_contexts=512# Generate Water Mask. This brings back shader-rendered water and allows# for the use of planes with floats (Goose, Beaver, etc...). If you turn this# option off, you get the Tileproxy behavior of Beta 5 and earlier versions.water_mask=On# Recommendation: FSX users: Use water_blending=on, water_smoothing=off# to get soft land/water transitions## FS9 users: Use water_blending=off, water_smoothing=on# to get hard land/water transitions which# Tileproxy tries to match pixel-exact against coast-lines## Combining water_smoothing and water_blending is discouraged.# It's slow and gives weird results.# Use blending techniques to create a soft land/water transition with some# transparency effect near the shoreline. Compatible with FSX only.water_blending=On# The distance in meters that you want land/water blending to extend from the# shore line. Larger values require more processing. Large values are now possible,# useful values are up to 2000 meters. Very high values may be detrimental to water# mask resolution. Loading speed however remains mostly unaffected by this setting.blend_distance=500.0# The rate at which terrain is blended into the water color. 1.0 means a linear# blending, values > 1.0 blend faster. Values < 1.0 blend slower. This works# similarly to a Gamma Curve. An exponent of 2 gives a quadratic blend function,# an exponent of 0.5 results in a square root behavior.blend_exponent=1.0# The minimal and maximal transparency of the water. The lower you choose the min value,# the more reflective the deep water will be. The higher the max value is chosen, the less# reflective the water will be directly at the shore line. The reflectiveness transitions# linearly from max to min throughout the distance given by blend_distance from the shore.# Allowed values are between 0 and 1, and alpha_min should be smaller than alpha_max or# things may look weird.# The following alpha_min values will not give you any dithering artifacts on all-water tiles,# so the use of these is recommended. It is multiples of 16/239 (rounded up slighty)# 0.0700, 0.1339, 0.2009, 0.2678, 0.3348, 0.4017, 0.4687# 0.5356, 0.6026, 0.6695, 0.7365, 0.8034, 0.8703, 0.9373alpha_min=0.2678alpha_max=0.7# The water color in hexadecimal RGB notation. Prefix with #. This should be blue# or greenish blue or some shades of brown, depending on your preference.# Values of #000000 are discouraged when using water blending - it will result# in weird behavior at the shorelines.water_rgb=#000D1A# Try to smooth land/water boundaries by trying to match the water mask to the image content.# This is a a somewhat experimental algorithm.water_smoothing=Off# The decision threshold for water/land when water_smoothing is enabled. 0 means everything# will be turned to land, 1 means everything turns to water. Chose some value inbetween.water_threshold=0.33# Maximum number of bytes allocated to BMP graphics tiles in RAM at any time (0 for unlimited)# The value below states 100 MB.cache_bytes_limit=100000000# Maximum number of BMP tiles to cache in RAM at any time (0 for no limit).cache_tiles_limit=100000# The currently active service is configured here. Only ONE active source please.# The other source statements should be commented out.#source=Acme Globe Service#source=Service Example 1source=Service Example 3#source=Service Example 4# The sources you want to be able to switch from the GUI menu.# Separate the list entries with | and enclose in quotes. Make sure the# names specified here are valid services which are defined below.# You may want to rename the services according to your preference,# but make sure you replace all occurences of the strings.menu_sources="Service Example 1|Service Example 2|Service Example 3|Service Example 4"# Experimental API Hooking section. Disable if you see strange crashes and effects.# Currently we only have the DirectX 9 hook. More hooks are planned.enable_hooking=No# The DirectX 9 hook enables the moving map overlay. More features are planned.enable_dx9hook=No# A flag whether to show the moving map overlay initially or not.enable_movingmap=No# Dimensions and overlay colors of the moving map. Positions are percentages of the screen.# Width and Height refer to the full 512x512 pixel texture used for the map. To get a round# map circle, the ratio of width and height should match your screen's aspect ratio (e.g. 4:3)# Radius is given in the map texture's pixels where one pixel represents a LOD 15 tile. A# radius of 0 disables the round stencil and shows the entire 512x512 texture. Color is given# in a hexadecimal ARGB notation. movingmap_alpha=255movingmap_color=#ff000000movingmap_xpos=88movingmap_ypos=15movingmap_width=60movingmap_height=80movingmap_radius=60## Here begin the service specific configurations## This is new when you specify captcha_module## On encountering HTTP 302 redirects the captcha module will send Internet Explorer's cookies# stored for the specified service domain to the web server. It will also display whatever web# page the service redirects you to. This could be a page requiring you to enter a so-called# captcha. After entering the captcha correctly, the resulting session cookie will be stored as# a permanent cookie (expiration 1 day) in your IE Cookies folder and sent to the service on# subsequent requests. You will then be able to use the service as long as you wish, given that# you correctly enter the captcha dialog which may nag you once every 20 minutes or so.# # Explaining the captcha_config arguments:## cookiedomain from captcha_config specifies the domain name for which cookies are stored.# This might be the service name plus a top level domain like ".com"## cookieurl specifies a HTTP url from which an identifying cookie will be retrieved first, if# no existing identifying cookie is found. This may be required sometimes to make the captcha# dialog appear in the first place. This could be the service's front page URL (e.g. a search# engine)[Acme Globe Service]cache_folder=C:\Program Files\Microsoft Games\cache.acmenetwork_module=libnettilemodule_config="conn=20|rate=2.0|verbose=0|server=http://server*.acmeglobe.com|path=/terraintile?pos=%s&v=%v|quad=ABCD|balance=0123|agent=Mozilla/4.0 (compatible; The TileProxy Project)"captcha_module=captchaformcaptcha_config="cookiedomain=acmeglobe.com|cookieurl=http://www.acmeglobe.com"min_level=9max_level=17map_version=1color_hack=Nocolor_level=0bulk_extend=25[service Example 1]cache_folder=C:\Program Files\Microsoft Games\cache.service1network_module=libnettilemodule_config="conn=20|rate=2.0|verbose=0|server=http://a*.ortho.tiles.virtualearth.net|path=/tiles/a%s.jpeg?g=%v|quad=0123|balance=0123|useragent=Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; SLCC1; .NET CLR 2.0.50727; .NET CLR 3.0.04506; .NET CLR 1.1.4322)"min_level=9max_level=19map_version=330#level_mapping=9,10,11,12,13,14,15,16,17,18,19level_mapping=9,10,11,12,14,14,15,16,17,18,19 more radius HQ (13->14)#level_mapping=9,10,11,14,14,14,15,16,17,18,19 even more radius in HQ (12,13->14)color_hack=Yescolor_level=13bulk_extend=50[service Example 3]cache_folder=C:\Program Files\Microsoft Games\cache.service3network_module=libnettilemodule_config="conn=20|rate=2.0|verbose=0|server=http://us.maps3.yimg.com|path=/aerial.maps.yimg.com/img?x=%x&y=%y&z=%z&v=%v&t=a|useragent=Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; SLCC1; .NET CLR 2.0.50727; .NET CLR 3.0.04506; .NET CLR 1.1.4322)"min_level=5max_level=19map_version=1.9color_hack=Nocolor_level=0bulk_extend=50[service Example 4]cache_folder=C:\Program Files\Microsoft Games\cache.service4network_module=libnettilemodule_config="conn=20|rate=2.0|verbose=0|server=http://mapcache*.ask.com|path=/sat/%Z/%X/%Y?partner=|balance=1234|useragent=Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.0; SLCC1; .NET CLR 2.0.50727; .NET CLR 3.0.04506; .NET CLR 1.1.4322)"min_level=5max_level=19map_version=1color_hack=Yescolor_level=12bulk_extend=50

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icann,Observation: Amce is a fictitious service example and can be removed without harm.Ask. com, someone pointed out, uses the imagery from service 1 so it actually isn't needed but you can certainly try it. Now, the relevant stuff:cache_bytes_limit=100000000 < 100M? mine won't hardly run at all below 400M and I usually run in the 600 to 800 range. It crashed occasionally at 1G. You are asking a heck of a lot of any system to hold onto bitmap tiles at 8-10M in size each. I don't know their actual size as I've nerver made any that I remember.cache_tiles_limit=100000 < Set this to 0 and let the system limit be set by the Bytes limit instead of tile numbers - running those massive tiles probably will top out the byte limit long before the tile limit is reachedyou actually have '19 tiles like this from LAX: tile_l19_x89696_y314752?In fact, you better have Lots and lots of them; you'll need about 360 - 380 of them to make a SINGLE scenery tile (based on Christian's estimate)It's very hard to appreciate how the storage requirements and memory needs increase exponentially as you increase resolution. You should see something with 4G of memory (even if that's a little on the sparse side for the resolution you're attempting.)Bump that cache_byte_limit up to 1G. If things improve, you could try a little more - at some point though, it's likely to need more than is availableDoes it look 'normal' if you fly to a max level of 17 (1.2m). Mine has never looked as sharp in the sim as the jpg images themselves. I think you have to have all the tiles within the scenery tile's boundaries before it will actually display the imagery.It would also be instructive to search and note the file sizes of the .bmps in the scenery folder 0202 for LAX. the bmps at 1,398,272 are just level 17; I don't know how large the largest is but there should be two sizes larger than the 1398 if the larger jpg have been converted to bmp.Loyd

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Guest lcann25

Loyd,I am not sure what a lot of the stuff means in the ini file yet, however I changed both the cache_bytes_limit and the cache_tiles_limit to zero which from what I understand should be unlimited. Here is a pic from LAX at 1000 feet. It is not bad, but still no where near what it could be. Oh, also, monitoring the RAM while the program is running shows 2755mb in use, so it is getting up there but I do still have room to play.

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Suggest using the following level mapping in serevice 3.level_mapping=9,10,11,12,14,14,15,16,17,18,19Increase LOD radius in FSX.cfg to 5.5 (6.5 or more if your system can take it)In the display section of the FSX.cfg add Mipmap Bias=6In the main sectionof the FSX.cfg add FIBER_FRAME_TIME_FRACTION=1.33IAN

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Guest lcann25

Tried those settings, didn't seem to make any difference... However, I have noticed another issue now, When I am flying with tileproxy running after about 15 minutes it kills my internet connection. I thought it was my old router, so I ran out and bought a new one and same thing. I have to unplug the router and reset it before the internet comes back on. Anyone else have this problem?

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icann,I've been thinking about this and testing a good part of the day... these kinds of things raise my curiosity level to a high pitch...I went to LAX with fresh cache and texture folder and I was stunned to find a few 22M scenery files but NO level 18 or 19 tiles at all. Then I remembered...If TileProxy doesn't have the tiles it needs to make the scenery you ask it to, it makes the requested SCALE of scenery tile but it does it with just enlarged versions of the highest level that is available. It won't appear any sharper because it isn't.I have 30cm scenery made from 1.2m image tiles. I understand perfectly well now why I can't see 30cm scenery - question is, do YOU have any level 18 or level 19 tiles from the area to make scenery with?If not, then the mystery is solved. If you do, we just have a new mystery to solve.Loyd

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Guest Bronko

I think this is reflecting what I was saying in my post about HTTP 400 errors. Today I changed from Yahoo to Virtual Earth. The results are MUCH better, even though they are nowhere near what I am used to seeing from Yahoo.No matter what I do, I do not see any high res results from Yahoo, unless I pause or refresh scenery. After a pause or refresh, the high res stuff last for mere seconds and that back to the quality as above.With Virtual Earth I'm accessing tiles at about 500/sec at 6,000 ft 170 knots ground speed. With Yahoo it's about 50/sec.I think (and it's just a thought) that something is going on with Yahoo. It used to be dang near perfect and now it's worse than Virtual Earth.Bronko

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Guest lcann25

I am sorry but I just don't understand what you mean about level 18 or 19 tiles making scenery. I am a newbie and don't understand how this program works, just that it is very cool. I am able to change things that you guys tell me to change and am willing to try anything, but when you talk about the technical workings of the program, I still have a lot to learn, and until then, I will enjoy what scenery I do have.

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I am sorry but I just don't understand what you mean about level 18 or 19 tiles making scenery. I am a newbie and don't understand how this program works, just that it is very cool.
First off, TileProxy is still, and may always be, just a Beta project and never completely finished. As such, it has some quirks and some limitations. But basically all it does is make a kind of scenery that FSX can use to replace those repeated generic scenery tiles - just a limited set of 'pictures'. TileProxy downloads jpg imagery, and makes imagery for FSX at the same detail level as the downloaded pictures. Those level numbers are like the ZOOM level that you can adjust when you look at the same pictures on line at Yahoo or Bing. The higher the resolution (zoom) the smaller the area the picture covers so you need many times more of them if you want to see real sharp, high resolution scenery. But not every location has detailed imagery so you have to adjust the ProxyUser.ini and scale it back to match what's available on line. It is not possible to just set it once and go unless you only want low resolution scenery. And that's entirely suitable for flying an airliner at 35,000 feet. Even low resolution imagery looks great from high up.If you want to be able to adjust Tileproxy for best results in various situations, you have to read the User Manual several times at least. We're still learning some of its capabilities and features after several years. You can also start working your way back and reading older forum posts - after a while, they will actually start making sense; and you'll find answers to the questions you may be ready to ask next month or next year. It's a stunning development for the FSX world - and it keeps gets better.Loyd

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