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akriesman

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Everything posted by akriesman

  1. Thanks for the awesome explanation Dick.I'll jump right into this and see what I can come up with !Allen
  2. Guys,I feel that I am very familiar with the landclass texture scemes used by FS2002. But, I am pulling my hair out over the textures used to define the airport area (enclosed in red below).I think have looked at just about every texture in the FS2002SCENERY and FS2002SCENEDBWORLDTEXTURE folders, and cannot seem to find an exact match.If anyone knows the scheme used for FS2002 airport terrain textures, please let me know. The closed match that I can find, are the textures that begin with 003*.BMP (semi-desert scrub). I seem to remember that airport textures are hard-coded somewhere, and have nothing to do with landclass data.Many thanks,Allen
  3. Andrew,That would be fine with me. Sorry about the late response.Allen
  4. akriesman

    FSDS2

    Will,I have been a long time FSDS user, and I am also familiar with the Microsoft SDK's.I know for a fact that the new FSDS V2 uses the floating-point OP Codes that are supported in FS2002 (previous versions do not).The FS2002 SDK's state that only models created with the floating-point opcodes will be supported in future FS versions.If Microsoft sticks to the printed word, then models created with FSDS V2 will be supported in FS2004. Cheers,Allen
  5. Last I heard, the throttle was delayed until at least Spring 2003. CH Products said they were having to suspend the project to temporarily work on others.Allen
  6. The FSDS V2 beta-users have been allowed to release their freeware projects to the public.For those that do not know, FSDS V2 uses the speedy new floating-point BGL OP codes. Any performance advantages that Gmax had over FSDS, should not longer hold true. BTW, I am not affiliated with FSDS, nor am I a beta-user. I am just passing on the information.Cheers,Allen
  7. Bob,That's very interesting. The BGLC floating-point routines are in fact based on triangles, not quadrangles (rectangles).I think what makes the floating-point routines so fast, is that they translate almost directly into the DirectX primitives.Thanks,Allen
  8. I'm sure Allen's wonderful wife wouldn't mind such a project again. Funny you should say that Elrond. She is already dealing with a new large project of mine :) She has her own hobby right now, so she does not seem to mind me staying up till 2am every night coding away.BTW, I loved your rant.Allen
  9. Long time, my friend. I hope all is more than well with you and the family.We are doing great. Thanks for asking Elrond.Maybe you've happened along in here at just the right time :-)I played with TS2 and FS2002 for a bit, but became dissatisfied for a couple of reasons:(1) The higher resolutions of FS2002, plus the 24-bit BMP textures (or 32-bit), caused the storage requirements for FS2002 to far surpass what was required by Fly! for the same area. I know that the end product is a little sharper with FS2002, but it would quickly eat up my 80gb drive (no chance of covering a large area of the U.S. with TS2)(2) The FS2002 loading times became almost unbearable for the TS2 areas.Maybe these problems are due to some inefficiencies on my part. I hope so.Boy, I sure do love seeing those TS2 road layers again though. The roads are a very important aspect for me.Allen
  10. The frame rate improvement is proven and significant in using gmax coded objects.Bob, This statement used to baffle me, because polygon efficiency is usually a result of optimized polygon counts.Since I knew that FSDS produced a very polygon efficient model, I thought that this was a bogus statement.If GMAX is proven to be more efficient, then I can only assume that it is using the floating-point BGL routines. Do you know if this is true ?By the way, I have spoken with the FSDS developer (Louis), and the new version due out this month will use the new floating-point BGL routines.Cheers,Allen
  11. Hi Dan,If you don't get too many responses to your question, it is probably because there is no quick answer.I posted the same question about a year ago, and got no response. At the time, I wrongly assumed that it was because most FS2002 developers were unwilling to share their information.As it turns out, this is a great bunch of guys here, very willing to share information regarding specific issues.Since the FlyII development environment is very intuitive, I expected the same from MS. Boy was I wrong. FS2002 developer information is out there, but it is widely scattered. If you really want to understand the FS2002 development environment, I would start with the SDK's. If you have specific questions, I am sure that someone will be happy to answer it here.By the way, the developers here are very willing to share information. I think the key is to ask a specific question. If it takes too long to type, I doubt you will get too many responses.The SDK's can be a beating, but after a couple months I now have a pretty good understand of FS2002 internals. But, it does take a while :)Good luck, and take careAllen
  12. How much is your time worth ?I just thought I would mention that you can pick up a copy of Fly II for very little money these days. If you do, you will also get the very nice textures done by Jak Fearon of HITW fame.I am not trying to force Fly II on you, but I thought that I would mention this other option a a possiblity. It might save you some time.Cheers,Allen
  13. I was trying to click on the camera icon to view the photos, which requires a login (for uploads perhaps ?).The site is a little misleading. They list all the airports by state, but only those with a hyperlinks have photos.I was looking at Texas, which has no airports with hyperlinks (no airport photos available).Sorry to have taken up the board space.Allen
  14. Guys,Is there anyway to register for this site if you are not a pilot (with a CapID) ? I would like to be able to view the airfield photos, but cannot login because I do not have a CapID.I also tried about a year ago, but ran into the same problem. They appear to have lots of photos that would be of assistence to scenery designers.Thanks,Allen
  15. What a tool!Yep Dick, it is an amazing piece of work.I too was on Todd's beta team for TS. There have been a lot of nice utilities created for flight sims over the years. But, in my opinion, this one outshines them all when it comes to pure ingenuity.Then, Todd had to go ahead and become a REAL licensed pilot. Now, we don't hear from him that often :-lolCheers,Allen
  16. Andy, I agree with the others. The 4200 is a terrific buy for the money right now.Also, if you have a spare monitor, the NView feature is terrific for flight sims. You can move your panel to one monitor, and leave the other for outside views. I use a cheap 15" monitor for the panels. I have a good quality 19" on top of the 15" for the outside views. The effect is terrific, and the multi-view feature does not seem to affect frame rates much, if at all.Just thought I would throw this out.Allen
  17. Yep, I have the PFC Mooney Bravo yoke. I would be living in the street, if my wife knew exactly what that cost me 2 years ago :)I would like to see GoFlight produce reasonable throttle quadrant units. I would love to pay about $200 for a good twin-engine throttle quadrant with USB support (PFC does not have the USB support).Cheers,Allen
  18. Chris,The FS2002 LandClass logic breaks the world into tiles that are 1,200 meters by 1,200 meters each. Each of these "tiles" can be assigned a unique LandClass texture value. The value is numeric, with each numeric value represents a particular texture set in the SCENEDBWORLDTEXTURE folder.What this means, is that when you fly over a particular tile, you will see a LandClass texture that was assigned for that particular tile.For example, a downtown area for a small country town might get a land class value that represents "Low-Intensity Residential". Microsoft has provided over 100 different sets of textures with FS2002, representing over 100 different LandClass values.FS2002 already uses these LandClass textures, but the mappings are not very detailed. The additional LandClass packages that you can purchase or download from Avsim are much more detailed and better represent the true terrain types.It is not too difficult to create your own, more detailed LandClass data. The topic is often discussed in the "Scenery Design Forum".Also, if you don't like the default Microsoft textures, you can "paint" over them with something more appropriate.IMHO, the LandClass technology is very important to FS2002. The ideal ground scenery would contain the exact aerial photos for a particular region. However, the storage required for these textures would be immense, and prevents them from being shared with others.LandClass is the next best thing. It may not provide the exact results, but it can do a pretty good job with very low storage requirements.Hope this helps out some. I got a little longwinded.Allen
  19. I'm not sure, but I think a new version is going to be released soon. I believe that the new version will better integrate with FS2002. These guys put out commercialware product quality, but it's freeware. They deserve a ton of accolades for their efforts.You might check their website for updates.Allen
  20. GoFlight is now taking orders on a new autopilot module. It looks great, but is a bit more pricey than their other stuff at $299.This company is just killing me. There stuff is fantastic, and modular. I keep wanting to add new pieces every month or two (my wife is going to kill me).Cheers,Allen
  21. Scott,If you want to reach Elrond, you might try to get in touch with him thru Jim Kanold or Dan Martin (Flight Ontario Group). Jim and Dan can be found over in the scenery design forum.I've not talked to Elrond in a while. But, a while back he was taking a break from flight sims for a bit.Cheers,Allen
  22. Stunning work Chris ! What else can be said.Allen
  23. LandClass data and textures are separate from the mesh. Microsoft provides about 121 different land class textures with FS2002 (I think very few are used with the default LandClass). LandClass in the FS2002 world is broken up into LOD5 areas of about 1,200km x 1,200km each. You can assign a unique texture to each of the 1,200 x 1,200km areas. This is not very precise, but FS2002 improves the overall effect by blending adjoining textures.IMHO, The stock FS2002 summer textures are much too green for many areas in the U.S. Also, the FS2002 textures contain very few housing subdivisions, which are very common in the U.S.The LandClass definitions/mappings that come with FS2002 are very basic. However, the USGS provides detailed LandClass data that can greatly improve FS2002.The DFW LandClass example above, is due to a combination of new textures and more detailed LandClass data mappings.Hope this helps, and thanks for the feedback.Allen
  24. That is some terrific scenery. I just got around to looking at it.You guys never miss the little details.Allen
  25. Here is a snapshot of my LandClass project.First, I created the DFW LandClass using USGS data (Thanks to those that helped with my earlier problems).Second, the default textures (and the FSScene textures) looked nothing like the summer textures for this area. So, I started creating my own them a few weeks ago.The new textures are hand-painted using cropped pieces of aerial photos, taken for this region. Boy, what a painful process this was to get the coloring and seam matching ironed out. A total of 79 texture images were eventually reworked.I am finally satisfied with the results. I think the textures work really well for the Southern U.S. region, especially the cities.What do you guys think ? I would eventually consider releasing the textures and land class data to the public, if you guys think it worthwhile.This particular image shows a blending of 4 textures types (I think): Commercial, Low-Intensity Residential, High-Intensity Residential, and Evergreen Forest.http://www.avsim.com/terramodels/shot.jpgCheers,Allen
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