September 16, 200223 yr I have made a landarea using LWM area/areapoint.Can I use the same values for the shoreline or do I have to convert to VTP2 points?If so, what is the easiest way of converting from LWM area/areapoint to VTP2points?Also, how do I connect the LWM-polygons when I use them to raise the land?Is it just to place them close enough, or is there a trick with the angle and distance between them?
September 16, 200223 yr Hi knnygar.Look at this post], for a sample of shoreline code.Microsoft's shorelines are like snakes or worms, in that they have a narrow head and tail. 'One' is the initial width, and 'zero' ends the tail width.Also, the points will be more easily found using the TDFCalc program. That's because they use VTP Method2 LOD8 locations ( not LWM LOD13 locations ).Just slew to the area, and pick your points. Use TDFCalc to find the numbers. The points don't need to match the poly points exactly... just cover where land and water meet. There is a bit to set for replacing the old shorelines. The replacement should be in the first line only... to replace only the default shorelines. The rest of the lines should not have this bit set. The replacement will exclude the LOD13 area only, so each new Area will need a new replace bit set. Default shorelines are priority Layer 8.If the shore orientation has water towards the landside, reverse your direction... Waves are automatic!Dealing with flattens and mesh is tricky. What I have done is to place a transparent flatten with a height value of -9999 onto the area. That seems to stop further[/i effects on the mesh by the default flattens , although the original mesh is now gone. Then I used 2-point polys ( tiny lines that act like individual points ), to prop up areas of the mesh... like tent poles.Dick
September 17, 200223 yr >Hi knnygar. >>Look at this >post], for >a sample of shoreline code. >>Also, the points will be more easily found using the TDFCalc >program. That's because they use VTP Method2 LOD8 locations >( not LWM LOD13 locations ). >>Just slew to the area, and pick your points. Use TDFCalc to >find the numbers. The points don't need to match the poly >points exactly... just cover where land and water meet. It's not a big problem to find new points, but I have the points to place the land polygons.So I thought it would be easier to convert them instead of finding new points.>>Dealing with flattens and mesh is tricky. What I have done >is to place a transparent flatten with a height value of >-9999 onto the area. That seems to stop further[/i >effects on the mesh by the default flattens , although the >original mesh is now gone. Then I used 2-point polys ( tiny >lines that act like individual points ), to prop up areas of >the mesh... like tent poles. So it's just a matter of putting them close enough so it wont look like a village of tents ;-) KANyg
September 17, 200223 yr Hi knnygar.Look to this post for an LWM re-mesh example.Re-mesh code]I think you are misunderstanding the reason of my using a tiny 2-point polygon to prop up the mesh. I place the points closely together so as to have as little[/i impact on the mesh as possible. In the above example, I raised the mesh with only 5 tiny 2-point polys. Try an exercise to raise a small hill 50 meters above the mesh with one tiny 2-point LWM polygon. The terrain engine will take care of the work. You just establish a point, and the sim does the rest.I don't think you'd need more than 10 polys to rework an area completely, and my example was pretty complicated with only 5 tiny polys. It's not going to be a village of tents, but very sparsely placed poles to raise the mesh. Otherwise, you'd end up with hundreds of polys, and hours of coding just to alter one LOD13 Area.See how I laid down a no-height blanket over the land area with: LWMPoly2 16, 0, 1, -9999, 0That stopped the previous flattens from affecting any more poly elevations I use. Now the mesh will respond correctly to the few "tent poles" I place.Dick
September 18, 200223 yr Now, I managed to put the shorelines in place, but I'm having some problem with raising the land :-(It's bedtime so I must get some sleep, I will try more tomorrow.But if someone have any tips I would appreciate it :-)This is the code I used for the area on the picture:;-------------------------------- LWMDataAreaDrawPolygons 4, 3, 1, 18, 28; LWMPoly2 14, 0, 0, 0, 0; LWMPoint 73, 96; LWMPoint 0, 50; LWMPoint 0, 255 LWMPoly2 4, 0, 1, -9999, 0 LWMPoint 0, 0 LWMPoint 255, 0 LWMPoint 255, 255 LWMPoint 0, 255 LWMPoly2 2, 0, 1, 500, 0 LWMPoint 250, 150 LWMPoint 249, 149 LWMPoly2 2, 0, 1, 400, 0 LWMPoint 50, 200 LWMPoint 50, 201 LWMPoly2 2, 0, 1, 400, 0 LWMPoint 50, 50 LWMPoint 50, 49 datamark_27 label word;--------------------------------
September 19, 200223 yr Hi knnygar. Try raising the land next to the cliff first.. then work your way down the peninsula. I think the tiny flattens will pick up the mesh at the cliff area, and you may be able to "lure" it out into the flatten area. :)If that doesn't work, then try long 2-point flattens from the cliff to the point of the peninsula, and see if that can form a spine of elevation to help the remesh.This is very new stuff you're doing, and will take some experimentation.Your project has come a very long way! I'm glad it's working out.Dick
September 22, 200223 yr Hurray!Well done.For others reading this string of posts, Go to the forum search function, and look up posts by 'knnygar'.What you'll get is a fascinating look at one of the first reworks of FS2002 scenery, using the newer TDF-BGLC techniques ( LWMs and VTPs ).You'll see the problems knnygar encountered, and how his perseverence paid off.TDF and BGLC can be learned, and can be used right now, to rework the terrain and textures of FS2002 and CFS2.Dick:-jumpy
September 22, 200223 yr Thank you very much, but I could never ever have done this without your help :-)So keep up the good work! :-sun1Btw, I hope to publish the scenery on flightsim.no and maybe Avsim.com in about a week :-cool
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