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larshgf

Missing land at new coastline

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Hi FS designers!I have redrawn an island in Ground2K4. The default was not in exactly the right place. But the problem is that after redrawing the island there is some missing land along my new coastline. My procedure has been as follows:1. Make a watermask around the island to cover the default island2. Make a new coastline choosing Poly with shore and LWM = Land /Witdh=64/Layer=323. Exclude the old coastline, roads etc with the "Exclude" function in Ground2K44. Then I tried p

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Hello Lars,Please forgive me, your explanation is not entirely clear.It seems that you have created the new island polygon correctly, but are trying to assign land class through VTP2.Land class is not assigned in this manner to LWM (Land/Water Mask) polygons.Instead, you should select the Land Class function (the LC icon on the tool bar.) Then, just click wherever you want to assign land class, and choose from the list.Is this what you have been doing?Best regards.Luis

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Hi Luis;You were right about the landclass, but I still miss som land on the westcoast of my tiny island. I did it this way (1-3 same as last time):1. Make a watermask around the island to cover the default island2. Make a new coastline choosing Poly with shore and LWM = Land /Witdh=64/Layer=323. Exclude the old coastline, roads etc with the "Exclude" function in Ground2K44. Selected the Land Class function in Ground2K and tried with the Rock texure (no 130). And remembered to get the LCxxxx.BGL file in my folder too! http://forums.avsim.net/user_files/68191.jpgYou can see my island in Ground2K in the first picture (with the watermask around it). http://forums.avsim.net/user_files/68192.jpgIn the second picture you see my tiny island from above and you see on the westcoast that there is missing land behind my new coastline. How do I fix that? I had a lot of trouble with exactly this problem. So I will be very happy if you can help me here!!Thanks a lotLars

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Hello LuisI posted the same question once again, because i relly need help on this subject. This question has been teasing a lot, so I desperately hope for a quick answer The Impatient Lars - DK :-yellow1

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Guest Tony_A

Hi Lars, It sounds like you need to use the Area Creation/Modification button in G2K4 - It's the F1 button, 2 buttons right of the exclude button (The red X) - It looks greyed out but will become active after you click on the excluse button. It changes the base polygon to either land or water, so just use it to change the water areas of your island to land then add landclass and your poly LWM poly outline should show land and water. Hope this helps. I know it solved a lot of problems for me with my earlier G2K4 attempts once it was pointed out to me. Tony

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Hello Tony,Lars should not use the F1 function at all in this case. This function contains the Fill command - a Fill will make the entire Area (LOD13 grid) into either land or water, depending on your choice.This is not appropriate for a coast or a small island, because then there would not be a coast at all!Lars is having the usual land class problem, that is, that land class must be assigned to all 4 vertices of an Area, or the ground tile will not be created.Lars, please simply extend the land class assignments towards the west into the water. This will ensure that that particular Area is completely covered with land class. Your island will then display correctly.Best regards.Luis

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HelloThanks for your help Tony and Luis. It's right that placing more landclass to the west of the island fixes my problem. In the first picture from Ground2K I have filled out the island with LandClass, but there is still missing land behind the coastline...http://forums.avsim.net/user_files/68336.jpgIn the second picture from Ground2K I have filled out the island + some more Area's to the west of the island, and now the problem is fixed...http://forums.avsim.net/user_files/68337.jpgThe reason why I could not figure out this problem is that I had to key in landclass outside my island's coastline. It seems for me to be very unlogical! I wonder what you mean by "all 4 vertices of an area"? I thought that every grid square represented an Area = LOD13 ?Best RegardsLars

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Hello Lars,This is a very good question, and well illustrates the ingenious methods of the Flight Simulator Development Team.The point is, how to go about placing ground textures while avoiding sharp differences between them. That is, if you place an urban texture next to a forest texture, you get a very unpleasant transition from one to the other.The FS team decided not to assign ground textures to each Area. Instead, a land class value is assigned to each vertex (corner) of the area.This land class value projects into the surrounding 4 Areas.An Area must have land class assigned to all 4 of its vertices, or the final ground tile will not be created.The 4 land class values are merged in the center of the Area using special blend masks, so as to avoid ugly transitions. The results are quite good.Here are the illustrations for this procedure. A land class value is assigned to the vertex of an Area, not to the Area itself.http://forums.avsim.net/user_files/68478.jpgYou can see how this projects into the 4 surrounding Areas.You must assign land class values to all 4 vertices of the Area.http://forums.avsim.net/user_files/68479.jpgThe ground tile will only be created when you have assigned land class values to all 4 vertices of the Area; only then will it be complete.http://forums.avsim.net/user_files/68480.jpgIf 1 or more of these land class assignments is missing, then the ground tile will NOT be created, and land will NOT be displayed.An important note: In Ground2K4, the Area (LOD13) grid is not the same as the grid used for the Land Class function.Here is the normal Area grid:http://forums.avsim.net/user_files/68481.jpgBut the Land Class grid is different. In order to correctly show the location of land class values on the vertices, this grid is shifted.http://forums.avsim.net/user_files/68483.jpgThis grid is centered on the vertices of the LOD13 grid. This means that you are not assigning a land class value to the Area itself, but, in fact, to a vertex.Once this concept is understood, it is a very simple and elegant solution to the problem of blending ground textures.So, if you draw a Land Mask and land does not display, this usually (always?) means that the corresponding Areas do not have all 4 required land class assignments.The solution is to go back and extend the land assignments in order to cover that Area completely.Best regards.Luis

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Hi Luis!Thank you very much for your long and illustrative answer. Now I fully understand. What confused me was the difference between the Area(LOD13) grid and the grid used for Landclass'es. I appreciate your help very much. Thank's Luis!!Cheers Lars :-beerchug

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