November 1, 200421 yr Hi all,Waiting for Steve's new computer ... I put together old models (NYC_v1DA.pod) and new Steve's ones (modified in 64x64 textures) even though they aren't mixed transparent assembled sheets as we talked before for trees... but the fps are quite good nevertheless... see the picture in the KOAK area !I made some improvements with the tiles data file which now gives enough flexibility for objects positions : I mixed fixed positions and randomized position in order to have some kind of diversity even with the repetition of template tiles. 110104_AVSIM_AUTOGEN_TEST_V10.zipin http://rotw.simvol.org/beta/ don't miss the '/' after betaCheers,Laurent (rotw)
November 1, 200421 yr Hi again,If you have SuperQuick.pod file in your scenery/shared folder (from the SuperQuick program mentioned earlier in those posts ...) you can try to copy and past this snippet in the data file ...It adds bushes and forest in the KOAK surronding hills ... and it shows that trees and forest are really quite invisible when you're hight ! So 64 slots are worth it ! -- -- TERRAIN_CITY_USA 101 64 RESERVED 78,78 178,178 30 1 M CITY-2-7.BIN 128,128 A CBLD-01.BIN A CBLD-02.BIN A CBLD-03.BIN A CBLD-04.BIN A CBLD-05.BIN A CBLD-06.BIN A CBLD-07.BIN A ST023.SMF A ST024.SMF A ST025.SMF A ST026.SMF A ST027.SMF A ST028.SMF A ST029.SMF A ST030.SMF A ST031.SMF A ST032.SMF A ST033.SMF A ST034.SMF A ST035.SMF A ST036.SMF A ST037.SMF A ST038.SMF A ST039.SMF A ST040.SMF A ST041.SMF A ST042.SMF A ST043.SMF A ST044.SMF TERRAIN_MOUNTAIN_FOREST_CALIFORNIA 60 64 NO_RESERVED 10 0 A BUSH1.BIN A BUSH2.BIN A BUSH3.BIN A BUSH4.BIN A FOREST.BIN A FOREST1.BIN A FOREST2.BIN A FOREST3.BIN A FOREST4.BIN A FOREST5.BIN TERRAIN_TOWNS_MIDEAST 61 64 NO_RESERVED 11 0 A CBLD-01.BIN A CBLD-02.BIN A CBLD-03.BIN A CBLD-04.BIN A CBLD-05.BIN A CBLD-06.BIN A CBLD-07.BIN A ST023.SMF A ST024.SMF A ST025.SMF A ST026.SMF TERRAIN_SUBURB_USA_BROWN 126 16 NO_RESERVED 15 0 A CBLD-01.BIN A CBLD-02.BIN A CBLD-01.BIN A ST023.SMF A ST024.SMF A ST025.SMF A ST026.SMF A ST027.SMF A ST028.SMF A ST029.SMF A ST030.SMF A ST031.SMF A ST032.SMF A ST033.SMF A ST034.SMF TERRAIN_SUBURB_USA 149 32 NO_RESERVED 16 0 A ST023.SMF A ST024.SMF A ST025.SMF A ST026.SMF A ST027.SMF A ST028.SMF A ST029.SMF A ST030.SMF A ST031.SMF A ST032.SMF A ST033.SMF A ST034.SMF A BUSH1.BIN A BUSH2.BIN A BUSH3.BIN A BUSH4.BIN sort in numeric order
November 1, 200421 yr Hi again,About trees (bush, forest, ...) and their very poor look at hight altitude : this let me think we could save some fps if we define an altitude priority, that would be a flag that allows or not the rendering of very small objects in a tile during the flight.Huge buildings are very nice at 2000-3000 ft AGL but trees are only points while the poly number are all here anyway. That makes sens ?Cheers,Laurent
November 1, 200421 yr Laurent,It definitely does. Is it possible to define the limit based on how many pixels it represents? I think that's how Fly! works.Take care,http://www.avsim.com/hangar/fly/dfdg/banneraa.jpg
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