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Everything posted by mroe

  1. Hello John, what tells the second and last line in the about box? And what is stated in the loading screen? If only the first line in the about box misses the trailing 'a' , then you have what at least i have.
  2. 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.
  3. ... 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.
  4. In this case i would agree : select ICAO-hits first. It actually does . At least with my current settings and on Linux . Maybe you have to set 'save prefs in ' operation and warnings'. Also i've read in another forum : Some prefs didn’t stored when XP is closed with the window (X) instead of using menu .
  5. Hi Tony, Well , i would agree an additional option for search for a ICAO only would be a nice feature . But this sentence lets me think about : In my experience , more and more users tend to click around without reading anything . If the thing let me hit OK it should be ok . IMO, a programmer should not decide what a user want to do . Excluded the proposed action is really dangerous or make no sense at all.
  6. 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.
  7. , tried and it is working well . An issue is that the buffer has rounded ends. Is there something what we can do against.
  8. 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 .
  9. 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 .
  10. 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)
  11. 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 )
  12. Hello ohsirius, Maybe the trees are from another Custom Scenery (e.g. HdMesh2 , simheaven) and not from the default scenery . In this case make sure your scenery comes before the others in the scenery_packs.ini. If no other scenery than default is in place it could be you have not properly hit the forest-(polygon) with your exclusion . A forest is described by a definition-file (.for) and a polygon for its location. If one vertex is within your exclusion the whole polygon is excluded. Maybe ,you must widen your exclusion a little bit until hit a vertex .
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