Jump to content

mroe

Members
  • Content Count

    14
  • Donations

    $0.00 
  • Joined

  • Last visited

Community Reputation

1 Neutral

Profile Information

  • Gender
    Male

Flight Sim Profile

  • Commercial Member
    No
  • Online Flight Organization Membership
    VATSIM
  • Virtual Airlines
    No
  1. Hi Tony, the loading of a lot of terrain textures seems also a big load. XP's Scenery engine draws every object in a .agb or .ags this way. Hundreds of thousands in a dsf-tile. This is possible due reusing the texture and object instancing. Variation comes from ' library tricks.' But as i said only a thought.
  2. ... after reading about the issues and possible solutions with landclasses, tiles,and annotated objects , i wonder , would AG-Points (.agp) help here ? http://developer.x-plane.com/?article=x-plane-10-autogen-scenery-file-format AGP's are meant as 'mini sceneries' with surface texture , objects, vegetation , facades. So far i can see , with a texture 1024x1024 at ZL 17 you can build a 1km² tile . Only a thought . Don't know if this makes sense in this context.
  3. Hello ironmaiden, The mesh has a higher resolution , therefore higher terrain-details . The mountains,hills, rivers , isles , and coastlines are more precise. Of course , the amount of visible differences depends on the nature and shape of the region . From above and with only a short look , you can’t really see the difference of a white plate and a white deep dish . But you must agree there is a difference . Take a GA or Heli and fly slowly over a region with mountains and valleys with both resolutions . I'am sure you can find more and more differences.
  4. , tried and it is working well . An issue is that the buffer has rounded ends. Is there something what we can do against.
  5. here a snippet from the file spec: With the heading relative to the front (first segment) we have a little bit control . That's why it would be good to make sure where the front is. That becomes also relevant for a possible 'pier-facade'. In this case it would be good to know where is the landside .
  6. great additions ! Some thoughts: -Could it also be possible to align the very first wall-segment of a facade to the street . There are wall-rules in a facade which depends on the direction of the first segment. (e.g. default facades using this to face the entrance to the street ) -You have mentioned somewhere , that we can make buffers around ways. Is it possible to use this in a ' facade-rule'. The reason is that piers often defined as ways in OSM .
  7. Forrest 'Fill Mode ' can be Area,Linear and POINTS. Also you could cut holes , where _no_ trees should be. The .agp-format is intended for something like that . I don't know if you aware of or if it meets your requirements . AGP's are mainly a mini-scenery as a bundle of various existing objects and vegetation. In this way XP's AG can reuse objects (cars, AG-trees, little nice stuff ) and bring in variants . It is confusing for authors now , but it's something that can easily implemented in the future . (At latest, if someone use the new growing library to change the default autogen for certain regions. ) BTW: This are things which are defined in the roads.net file and can modified there.Parking cars , trees and other clutter along roads are partially already implemented . (Will only shown with higher rendering-settings for roads and objects)
  8. I would say : don't go to this deepness at this time. Except some special buildings , you cannot have objects in the library for every shape for every building in the 'near' future. Not for the whole world or even a country or city. Milliards of objects only useable on some kind of supercomputer ? IMO , it ends always in a compromise . Maybe , determine some standard shapes ( e.g. clearly L/U/T - shapes) could be useful. But don't clue how could this be implemented. Related to the ' front-to-the' street issue. In the case of a rectangular non quadratic shape there is theoretical a fifty/fifty chance to have it right. Not that bad i would say . Also artwork can improve the impression with some illusion-tricks . (e.g. entrances on all possible walls )
×
×
  • Create New...