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scott967

What do 030210001102221Su.bmp filenames mean?

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Guest DigiFlight

Hi, guysI would like to edit an autogen file (insert some buildings) with annotator tool, bau I don

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Guest luissa

Hello,Yes, the number is related to the coordinates. Some years ago the meaning of the name was explained in this forum. I am sure that you can get the thread after some searching.Kind Regards,Luis

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The 15 digit texture files all relate to a specific photoreal scenery. However to track down a single texture file this way, you would need to have a photoreal scenery installed for that particular area.A tool such as TCalc2004 gives the tile name corresponding to your current location in the sim. You could work out the exact location from the file name, but this is tedious:) Each digit represents a co-ordinate of a square, quartered LOD -- 0 = top left, 3 = bottom right. The first digit represents the largest LOD -- it'll either be 0 for the top of the planet, or 1 for the bottom. For the default, non-photoreal stuff, the texture tile won't be named this way, though, it'll be one of the default textures depending on the landclass of that area, so you can't edit a specific location that way.-Robin CornGodzone Virtual Flight, for 'Real New Zealand' sceneryhttp://www.windowlight.co.nz

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Guest DigiFlight

Hi Robin,That's the point. It's a photoreal scenery.I will try TCalc2004.Thank you very much!Silvestre

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Guest DigiFlight

yeah Robin,That's exactky what I wanted.Fantastic job of Richard'sThanks again!Silvestre

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If you read the sdk, you'll find the world is divided initially into 3rds like an orange, and horizontally at the equator to form 6 segments and this is called LOD 1. Every higher number LOD takes one of the segments and divides that segment into halves, both horizontally and vertically. This gives us 4 segments that we can identify with a number 0, 1, 2, 3..representing top left, top right, bottom left, bottom right.Once we choose which ever one of those, then we do it again and call it the next higher lod.And on and on until LOD 13, which is the locked lod level for photoreal in fs9.So here is your example: the 030 is a code for the LOD1, the six segment starting point. The next number is 2, so for LOD2 your point of interest is in the bottom left quandrant. Within that bottom left area, we divide it again in half horiz and vert, and for LOD3, the next number is 1, so that means the top right quarter of that quad....and on and on...of course the su is the summer texture variant and the .bmp is the filetype bitmap.030210001102221Su.bmp LOD /quadrant except lod1 1 / 030 (code for the part of the initial world division)2 / 2 lower left quadrant3 / 1 Upper right quad4 / 0 Upper left quad5 / 0 etc..6 / 07 / 18 / 19 / 010 / 211 / 212 / 213 / 1

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