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tkyler

....branch from topicin another thread regarding V10 scenery

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This is a "branch" from the original thread that started HERE simply because the conversation is so x-plane oriented, I figure it should be here.

but if it's a simple program I wouldn't mind creating my home airport
Well that's the general idea...to let people build airports very quickly. One idea we're kicking around is letting users submit their work for redistribution through the x-plane updater similar to the way airport layouts can be contributed by users now. Of course there's a mechanism to override scenery like this for those who want their own custom stuff...but it'd be a great way to fill in lots of airports by users and very quickly too. So hopefully, users can help build the x-plane world. For those that haven't see the early progress shots, you can check out some screenshots at the link below. Part way down that web page, you'll see some screenshots of hangars and water towers. That scenery was assembled in less than 10 minutes tops by using the graphical editor shown below to drag and rotate objects..... and the part library is just now getting going. click/drag to place and orient an object -> save -> export scenery -> run xplane...couldn't get any easier. http://x-plane.com/p...l#19October2010Screenshot here of the interface. Green areas are treed/forested areas...the little green airplanes are "start / ramp locations". The tarmac is drawn using a bezier type drawing tool...or you can just lick points for the corners. 3D objects placed into the scenery are previewed in a top down view of the actual objects. The program is available now in a VERY limited beta form, not unusable but you might get more frustrated than satisfied if you tried it....unless having intimate knowledge of xplane's internal data structure. After V10 ships, we will work on stabilizing the program and making it user friendly for everybody.WED.jpg

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December 7, 2011Would you be so kind as to repost the screenshot of the v10 WED interface used to do this designing? (AVSIM kicks old attachments out of its system, so the original picture is long gone). Is this new edition currently shipping with XP10, or is it still in development? (If pending, what is the expected/target release?)The idea of a central repository for XP10 user-created airports is not only good, it's darn near REQUIRED. Given that only a very small handful of airports in XP10 will be populated with any structures at all, creating a clearinghouse for easy packaging and distribution would be a huge benefit to the XPlane community.I saw a video of a pilot flying over JFK in New York today, and it looks very post-apocalyptic in its current "bare concrete" form.Thanks kindly!Greg

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Just to complete the thread for future viewers - taking information from other threadsWED is NOT with XP10 releaseExpected release around Feb if all goes wellThe repository is still undetermined how it will work, but apparently WED may have a feature where you make a scenery pack for an airport, go to a menu option and it will package the files and send them to Sandy, who will then compile all individual packs and integrate into master scenery file for download next update cycle or possibly inbetween (scenery updates may be independent of main program updates)My thoughts on the topic, the central repository upload an individual airport by airport option. Update KDED, upload, new project KDAB, new project KOMN, upload each airport individually so as to ensure each pack doesn't conflict with another pack. Allowing people to do multiple airports simultaneously and uploading all will result in a conflict that will have to be resolved manually. If someone creates a KDAB, then someone goes in and imrpoves upon it, there should be some way of tagging a submission as an update to existing rather than original content.

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One idea we're kicking around is letting users submit their work for redistribution through the x-plane updater similar to the way airport layouts can be contributed by users now.
I like this idea because it will allow airports to be populated quickly, but I wonder how you would handle quality control in the instance that multiple users submit scenery for the same airport.

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Yeah but how do you stop people importing copyrighted material made with fs2xplane, sounds like a legal nightmare to me.

Edited by Andydigital

Cheers, Andy.

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There would need to be some sort of basic standard to which airports would have to be modeled. All airports going to a common library should be made from strictly default models. No add-on libraries should be used to create them, as you want to have the airports usable by the "lowest common denominator" of users.Licensing and copyright aside, you wouldn't want to allow any FS2XPlane conversions into the mix simply because they aren't using standardized elements. Even homemade models and textures should be disallowed - only the default, preinstalled libraries and textures from XP10 itself should be used for this type of all-encompassing scenery database.No addon libraries or "custom" elements also allow the airports to theoretically be added to the main X-Plane 10 program directly, should the licensing methods chosen for submitted airports allow.A checklist of items which the airport was created to might be useful...Accurately Placed/Orthophoto Traced Runway: Y/NAccurately Placed/Orthophoto Traced Taxiways: Y/NAccurately Placed/Orthophoto Placed Buildings: Y/NReal-World Visit Knowledge: Y/NATC/AI Taxiway Paths: Y/NTaxiway Labels: Y/N...etc.etc..etc.A downloader will know that version "X" of the airport was made to those standards, while version "Y" was made to be simply "plausible" by placing buildings on the ground without actually checking for location or structure accuracy... etc. etc.All airports made for XP10 should be made with the as-yet to be released verson of WED version which will support it, in order to ensure the greatest degree of functionality and compatability with the simulator.

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