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Guest lukeviaf

Resolution problem

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Guest lukeviaf

Hi guys!It's my first time in this beautiful forum and i would give you my best compliments for all you do!Today i tried to install Tileproxy 8 and everything works fine.. except for the texture's resolution...This is what i see in FSX whit Tileproxy running:2010-5-23_17-29-40-913.jpgCould you help me to find why this happend?Thank youLuca from Italy (Sorry for my english !!)

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Guest Anubis

Do this:1) change mode to FSX windowed (press ALT-TAB)2) pause FSX (press P)3) click on Add-Ons, select TileProxy, select Refresh scenery4) wait for the scenery to be refreshed5) make sure on your screen the FSX window and the TileProxy windows are both fully visible6) make a screenshot of the whole screen7) update your post with the screenshotSo it will be possible to see at which resolution TileProxy is creating tiles and what FSX is doing with them.Paolo

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Guest lukeviaf

This is it:fsxtp.jpgLucaI don't know if it could be useful but this is my Tlieproxy.ini :

## 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=15# 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=14# 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 Servicesource=Service Example 1#source=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=15map_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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Guest Anubis

From the TileProxy screen I can see it is using 1.1m images resolution. FSX is paused so it has had all the time to build the scenery, you should see therefore something better. There may be three different problems:1) FSX is using a lower texture resolution. Check its graphics setting, your texture resolution should match TileProxy resolution, so choose 1 meter2) FSX is using the same texture resolution, but you are overflying an area whose imagery is poor (it can happen, for example Spain is poorly covered). Try again overflying a different place e.g. Genova Sestri airport in Italy, LIMJ, the resolution available there is 1.1m and see what happens3) FSX is using the same resolution, the imagery is good, however you are flying very low. When you fly low even the best images are blurred. Overfly the same area at 2000 feet AGL and see what happensPaolo

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I don't know if it could be useful but this is my Tlieproxy.ini :[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=15map_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
Well, I'd say it was useful...It says you are limiting your imagery to level 15 ( i.e. 4.8m/ pixel ) when you probably meant to limit at level 17/ 1.2m resolution - which would correspond to the max_lod setting of 15 at the top of your .ini file.Loyd

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Guest lukeviaf

mmmm... i don't know why but.. now it seems to have another problem...This is what i see with tileproxy running... all the textures nearly the plane are black.. :( tilep2.jpgI tried to reinstall TP but the problem still remain...ThanksLuca

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You could also try using a more up-to-date map version. Don't know how long older versions are kept.And as Loyd says, you're mixing a bit much with LOD numbers, and level mappings.

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mmmm... i don't know why but.. now it seems to have another problem...... all the textures nearly the plane are black.. :( I tried to reinstall TP but the problem still remain...ThanksLuca
You are coming up with some "interesting" ones, LucaMost curious... even where there is no land image, you have water magery from a jpg that should show land also...you don't need to show your entire ini file but the basics would helpThere is not .6m imagery hardly anywhere in the world and certainly not at Genoa but you are trying to make it anyway?If you are still having issues here are some suggestions:You can set level mapping almost any way you want but most of it is just wasted effort; the one place it makes a visible difference with service 1 is substituting 14 for 13 ( or 12 also if you have plenty of horsepower). ( 10,11,12,14,14,15,16,17)You have the lodmax set for 60cm and there isn't any most places; lodmax set to 15 should be more than enough almost everywhere. Check the map servers at new locations before wasting time and resources trying to make scenery that can't be made from the available imagery.Some places, even the supposed "level 17 imagery" is actually just enlarged level 16 or 15 and contains NO extra detail at all. When you run into this, you can safely lower the lodmax back to 14 and still see everything that there is in the imagery.here are the key elements of my setup: for all practical purposes, the ONLY thing that really needs changing occasionally is the lodmax... I'll reduce this to 13 or 14 if I want to 'survey' an area before getting lots of detail downloaded.max_lod=15preload_min_lod=8 ( I'm NOT using the optional built-in lod8 scenery)preload_max_lod=17max_contexts=512water_mask=On ( disabled except for coastal areas - not used away from oceans/seas )water_blending=Onblend_distance=230.0 ( adjusted for coastal image quality)blend_exponent=1.0alpha_min=0.2678alpha_max=0.7water_rgb=#407B80 (nearly the water color in the Genoa imagery - I do fiddle with water colors a bit...)water_smoothing=Offwater_threshold=0.33cache_bytes_limit=800000000cache_tiles_limit=150000cache_folder=D:\cacheMEDnetwork_module=libnettilemodule_config="conn=4|rate=1.0|verbose=0|server=http://a*.ortho.tiles.virtualearth.net|path=/tiles...min_level=10max_level=17map_version=426#_____________10,11,12,13,14,15,16,17__guide#level_mapping=10,11,12,14,14,15,16,17color_hack=Nocolor_level=13bulk_extend=50========== FSX =============[TERRAIN]LOD_RADIUS=4.500000;-------------------------------------------------------- LOD -------------------------MESH_COMPLEXITY=100MESH_RESOLUTION=22; mesh 22 = 10m for FSG; mesh 20 for 38m defaultTEXTURE_RESOLUTION=25;------check this with TP------<<-tr21=20m;tr22=10m;tr23=5m; tr24=2m; tr25=1m; tr26=60cm;tr27=30cmI typically fly new areas at medium range (3.5) and adjust upward to 5.5 after they're essentially 'filled in' to the desired resolution.Loyd

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Guest lukeviaf

Thank you everybody, now it works perfectly!Luca

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