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Holger

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Everything posted by Holger

  1. Hi guys,you're welcome, James.David: Misty, Tongass, and Glacier Bay use their own textures and blending masks so the issue doesn't occur. Like I mentioned, though, Joachim's patches are compatible with all add-ons.Cheers, Holger
  2. Hi there,it's actually not a problem with the textures but rather the blending mask that fits adjacent snow/ice textures together.Joachim Buhre made a patch package that fixes this and other issues with the FS9 blending masks. Available at his site: http://www.jobia.de/ as item 5 "Terrainmask patch".Information is in German but you just need to unzip the package and copy the 63 .bmp files in the Terrain Mask Patch folder into your SceneryWorldtexture folder and overwrite the default files.None of the available texture add-ons change these specific files and the patch works for all of them so there won't be any compatibility issues. Still, if you want to do a test first, rename the current 001b2m11.bmp into 001b2m11.bmp.bak and copy Joachim's version in its place. That's the blending mask file for ice and snow textures. The other bmp files are for similar though less obvious issues with other types of ground textures.Cheers, Holger
  3. Hello tailspin1945,thanks for the offer and enthusiasm. I'll be in touch offline.Great photo collection too!Cheers, Holger
  4. Hi there,http://forums.avsim.net/dcboard.php?az=sho...id=446923&page=Cheers, Holger
  5. Hello Jon,very nice! Thanks for the changes and updates, much appreciated!Cheers, Holger
  6. Hello Andrew,see http://forums.simflight.com/viewtopic.php?f=231&t=57245For FS9 there are a number of spreadsheets and reference files in the AVSIM file library, probably in the scenery design subcategory. I always liked James' PolyView - http://library.avsim.net/esearch.php?CatID...04sd&DLID=47486 - in conjunction with a table, like the one by Gerrish: http://www.hsandmann.com/files/Landclass%2...rish%20Gray.zipCheers, Holger
  7. Hello Manny,if you have the inf file and the source file (bmp, tif, etc.) then you just need to make sure your folder structure given in the inf file matches your working folder and then drag-and-drop the inf file onto resample.exe.I usually have a working folder, say, "orthophoto", in which I place a copy of resample.exe and tmfviewer.exe (for checking the results you can drag the bgl file onto tmfviewer). I also have "SourceData" and "Output" subfolders as used in the Terrain SDK examples, though you can keep source and output in the same root folder too. In case resample fails you can either run it in an open DOS command window or use a batch file that includes a command to write error messages into a text file.Following the SDK examples might help you understand the compilation process though it really is quite simple.Good luck with your project!Cheers, Holger
  8. Hello Airbus,it's a direct download link from this thread: http://orbxsystems.com/forums/index.php?topic=2973.0Cheers, Holger
  9. Hi there,You're not saying whether you're running 32 or 64 bit Vista. If the latter, you could try the CorFlags.exe tool. I recently got SBuilderX working with 64-bit Vista that way; see http://www.fsdeveloper.com/forum/showthread.php?t=9971Cheers, Holger
  10. Hi Nick,you can import the txt file into EXCEL or the OpenOffice spreadsheet editor and use their random number generator functions to make a column of values between 1 and 99 and then re-export as .txt. Cheers, Holger
  11. Hi Ray,if we're really talking about thishttp://www.ncix.com/products/index.php?sku...manufacture=XFXvs. thishttp://www.ncix.com/products/index.php?sku...%20Technologiesthen a UKP100 difference indeed is a good deal. Interestingly, it's the opposite here in Canada. I paid the equivalent of UKP200 for the BFG 8800GTX OC whereas the XFX is around UKP250. Both cards have received good reviews so I don't think there's much of a qualitative difference. In fact, the XFX is rated as 1.9GHz memory clock whereas the BFG has 1.8GHz. Don't know whether the cards differ much in dimension and layout, which you should be able to find out via Google searches.Cheers, Holger
  12. Hi David,the density of the road traffic is controlled by two aspects: one is the road traffic density slider, the other is the density maximum per QMID15 cell (about 1 sqkm) influenced by the global population density raster file in SceneryBASEScenery. The latter file ensures that, with the same slider setting, road traffic density in rural areas is much less than in urban areas. It's possible to add local population density files to "fine-tune" traffic density but that's not really what you had in mind.Other than that I don't think there's a direct simConnect "hook" into traffic density but haven't looked for one yet either.Cheers, Holger
  13. Hi Doug,you're very welcome; glad I could help!Cheers, Holger
  14. Hi Doug,if you're using DXT1 format you need to have mipmaps or risk having sudden and persistent blurries when other DXT1 textures with mipmaps are in the viewshed. See http://forums.simflight.com/viewtopic.php?...t=holger+mipmapCheers, Holger
  15. Me again,not sure what exactly the issue is then. For Vancouver+ FSX I coded an effect file for a pulp mill that combines a column of "steam" with a slowly rotating "disk" of haze as a representation of an inversion layer. There's a screenshot of that effect in the AVSIM review about halfway down the page: http://www.avsim.com/pages/1207/VanPlus/VanPlus.htmWe haven't noticed any on/off issues with that effect and my current computer is by no means powerful (AMD3500+, ATI X800 Pro). Maybe it has to do with the way the effect is coded though I wouldn't know which parameters might be responsible and actually doubt that's the case.Cheers, Holger
  16. Hi there,interesting question. I remember this issue from FS9 on my old computer but havn't seen it since, either in FS9 and FSX. If the effect re-start happens for you I suspect your system is not able to catch up with everything else (aside from texture mipmaps). Or does the issue remain even if you dial down heavy hitters like autogen, water effects, AI, and weather?Specific to your question, I don't know of any way to change the relative priority of fx files and, in fact, don't think it has changed in FSX; it is way down on the totem pole in FS9 as well.Cheers, Holger
  17. Hi Dom,open the terrain.cfg file, in the FSX main directory, with Wordpad or Notepad and search for "utility". Change this block of lines from // Misc vector types - utility[Texture.201]Name=Utility_1Color=FFC0C0C0guid={C942AADB-C351-4088-925E-A732C2093B63}LegacyId=1211Textures=utilitymask.bmpLayout=3_PLUS_1StripWidthMeters=40Size=4LandClassRemapType=utilityVectorAutogen={12F31285-6183-284D-AE9E-E0D27715E792} (utility lines)ExcludeAutogen=YesRenderToTexture=NoRenderPriority=40000Water=Noto // Misc vector types - utility[Texture.201]Name=Utility_1Color=FFC0C0C0guid={C942AADB-C351-4088-925E-A732C2093B63}LegacyId=1211//Textures=utilitymask.bmpLayout=3_PLUS_1StripWidthMeters=40Size=4//LandClassRemapType=utilityLandClassRemapType=noneVectorAutogen={12F31285-6183-284D-AE9E-E0D27715E792} (utility lines)ExcludeAutogen=YesRenderToTexture=NoRenderPriority=40000Water=NoSave and re-start the sim.Obviously, make a backup copy of the cfg file first in case you don't like the changes.Cheers, Holger
  18. Hi there,yup, that's the basic process. Except that I'm using the FSX SDK ImageTool.exe. I've set up a "conversion" folder with the .exe in it and made two simple DOS batch files:"imagetool DXT1 to 24-bit.bat" contains this line:imagetool -24 -nomip -noalpha *.bmpand "imagetool 24-bit to DXT1.bat" this line: imagetool -DXT1 -e bmp *.bmpIn my work flow I copy a default (or custom) DXT1 set into that folder and run "imagetool DXT1 to 24-bit.bat", then do the edits, and then run "imagetool 24-bit to DXT1.bat".One main issue with working on texture sets is hue and brightness consitency within and between sets. To help with within-set consitency I combine the individual variants into one large Photoshop file, make my edits, and then use a Photoshop macro (action) to split the big file again into individual tiles.Have fun.Cheers, Holger
  19. Hi Don,"Well assuming (since he said "this guy") that its an AI plane, the AI should flip the plane to IFR mode (since it autolands anyway) and let it land."That's exactly how AI aircraft behave in FSX (and FS9); if weather conditions deteriorate all AI VFR flightplans will automatically be switched to IFR. I know because it's an annoying issue with AI choppers who happen to then fly IFR approach legs at 30kts ;-) Thus, I don't think the OP is talking about AI.I suppose what should happen is for ATC to divert the (AI) flightplan to an available VFR destination, if available. Hopefully, FSXI will provide more options and realism in that regard.Cheers, Holger
  20. Hi sargeski and Ray,many thanks for the feedback, highly appreciated. Ray, I've also seen your thread about AA and stuttering in the main forum. I'll be using a 24" monitor at 1920*1200 so I'll be in the same boat. Will keep you guys posted about my choice and experience with it.Cheers, Holger
  21. Hi Ray,I'm in the middle of selecting components for my new rig and trying to decide between a 9800 GTX and the 3870 X2. One of the Radeon reviews points out a fairly consitent issue with being able to maintain a minimum fps: http://www.driverheaven.net/reviews/AMDX2Review/delay.phpI'm worried that in the FS environment, in which texture loads and drops are happening all the time, this same issue could lead to stutters. Thus, I'd be interested in hearing whether you've been able to minimize the amount of stuttering you noticed.Cheers, Holger
  22. Hi Mike,could be a land class file with an improper call for photoreal ground textures; if those aren't provided the LOD13 cells will show gray.I seem to recall that a set of land class files for urban areas in Alaska had that kind of circumglobal effect; maybe you have those installed? In any case, I'd focus on land class add-ons.Cheers, Holger
  23. Hi Barry,there's a comparison table at the FSGenesis website: http://www.fsgenesis.com/Merchant2/merchan...uct_Code=SP1BDLThus, all of the US and most of Europe can be considered high-res in FSX default (certainly compared to FS9). However, ACES used a higher compression setting when compiling their data, which means that 76-m or 38-m mesh compiled with lower compression (like most of the payware and freeware offerings) will contain more detail than the default mesh compiled at the same resolution.Cheers, Holger
  24. Hi Nevin,and that really solved your problem?The thing is that PAJN_APProach.bgl isn't really a duplicate AFCAD, it's Jim Vile's curved approach for AI that needed to be compiled as a separate file, which does appear to ScanAFD as a duplicate. Thus, while not crucial to the use of GBv2 you would want to keep it because otherwise AI aircraft will fly into the surrounding mountains.We haven't heard of anyone having problems with PAJN_APProach.bgl. However, a loading stall that early in the loading process does indicate an issue with AFCAD data so maybe there's something else on your system that's interfering with PAJN_APProach.bgl.Cheers, HolgerP.S.: thanks for the kind words!
  25. Hi Rick,I seem to remember that the way I did it was to have the FS2002 AFCAD file open in one window and the FS2004 AFCAD in a window next to it. Then, I would click on the properties of a FS2002 item (runway, taxiway, tec.) and copy and paste data into the FS2004 AFCAD equivalent. You don't need to do this with all features but those that are placement-critical worked well that way. But, yes, it's tedious.Cheers, Holger
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