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Land-water masks

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Hello all.The question is really in the title. The backgound is that I have FSGlobal (mesh) and MS default coastlines (LWM) around most of the world. The problem I have is that there is a slight geographical offset between the two data sets which results in cliffs on one side of an island (or continent...) and a strip of extra (sea-level) ground on the opposite side.I've scanned through the documentation that comes with the terrain SDK and have reached an impasse... do I really need to learn to program in C before I can alter the LWM on a coastline?Does anyone know of an easy (GUI & FSUIPC in my dreams) utility for shifting the boundary between the land & sea so that dry-land matches the mesh?Thanks for any suggestions.D

Editing this all by hand would take an enormous amount of time and the only programs I know to do this (please correct me on others these are from scenery.org) are AutoCoast v0.3, Coast-Line-Maker v2.0, Ground2k4 v5.32, and Slartibartfast v.beta. However a scenery designer I am not (trust me I tried) and the best solution is to invest in one of the Ultimate Terrain products for the USA, Canada/Alaska, or Europe.

I agree if there is UT coverage and you have to modify a large area just getting UT is probably the best solution. One thing, is I only know the FS Genesis mesh product, so you might do an experiment of correcting coast line and verify that the problem is the default coast and not the mesh you are using.If you want to modify coastline, I recommend SBuilder 2.05 and/or LWMViewer 1.3 (or ver 2 which has some more bells and whistles). There is also a new utility being written called "Ring Piece" which can be found in fsdeveloper forums that you can use to quickly trace a coastline in Google Earth and transfer the line into SBuilder for turning into terrain (note that you have to exclude the default shoreline and place a new one as well as correct the LWM poly data).One problem you will have is that even if you fix the shoreline, the side of the island that has been flatten to sea level creating a cliff will remain as a cliff (but inland from your new shore). The only way to stop this is either replace the entire default water poly file (HP9), or disassemble and remove the bad areas. You can read in the default lwm polys into SBuilder and delete the bad ones then recompile, or you can disassemble using LWMViewer and selectively edit out the bad areas then recompile using the tdf macros (this method has the advantage of not changing any of the default LWM polys, while SBuilder will split the polys on LOD13 boundaries so they aren't exactly the same as the default (though IFAIK, they still work just fine)).One advantage of SBuilder is you can create the LWM poly, then make a line from it so your LWM poly and VTP shoreline match. I recommend doing all your LWM polys first and get them looking right in FS9, then go back and make lines out of them and do the shorelines. One other thing to keep in mind is that you can create your land and water mask, but the landmask will only allow whatever landclass is defined for the area (default or addon) to show. The way the default landclass is done, the actual ground texture classes only extend seaward far enough to be seen with the default shorelines. so if you move your new shore further seaward, chances are the default landclass might not cover all the new area (will be seen as straight EW or NS line between land texture and water texture). If that happens you will need to also do a landclass file, or create textured VTP polys, which can also be done in SBuilder.scott s..

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Hi both.I have UT Europe & just realised (naturally, after you pointed it out to me) that I don't have the problem in my Europe so, being lazy, I think I'll extend my UT over the next few weeks.The combination of SBuilder & Ring Piece sounds pretty comprehensive (and amuses my childish sense of humour...); I think I'll have a look at them too. They are likely to become a longer term project.So thanks for your suggestions chaps.Regards,D

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