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mroe

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Posts posted by mroe


  1. ... 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.


  2. I agree people (including me) tend to click before they think, but I'm only proposing the auto-selection is just a little cleverer. In nearly all cases, it would solve the problem if it selected the first search result and not the last.

     

    In this case i would agree : select ICAO-hits first.

     

     

     

     

    Additionally, it would be really nice if by default it showed the last airport I was at.

     

    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 .


  3. 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 :
     

     and it's very easy to not think and hit Enter, taking you to the wrong

     

    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.


  4. I know its got nothing to do with Tonys app.

     

    Just wanted to know what the Mesh does as I still cannot understand or see the difference. Or maybe i am missing something.

    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.


  5. Yes, this is possible. You can take any unclosed way, turn it into a buffered polygon and do something with it, e.g. Add a facade, forest. This is a great idea, and we just need some suitable facades creating to do this.

     

     

    , tried and it is working well .

     

    An issue is  that the buffer has rounded ends.

    Is there something what we can do against.

     


  6.  

     


    I don't think facades work that way, but I may be wrong.

    ...

    I don't think we have any control over which wall X-Plane would use...

     

    here a snippet from the file spec:

     

    Type 1 Facade Wall Commands

    Each LOD in a facade is made up of one or more wall definitions; X-Plane will pick a random wall definition from all definitions that match the spec needed.

    WALL <min width> <max width> [<min heading> <max head>]WALL_RULE <min width> <max width> <min heading> <max heading

    The wall command begins a new wall specification.  The wall has a set of constraints defining when it ca be used.

    • min width and max width are in meters and define the range of walls in X-Plane that this wall definition can cover.
    • min heading and max heading define a relative heading to the front of the facade.  IN other words, the front of the facade has heading 0, the next wall in a square facade might have heading 90, etc.  This lets you differentiate walls that face forward from side or back walls.  The min/max heading is optional.
    • All headings should be in degrees, e.g. 0->359.  To make a wall face any heading use 0 0 for the min and max.

     

    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 .

     


  7.  

    1) Building alignment to roads. World2XPlane will use nearby roads to determine which side of the building is the front and, presuming the "X" axis of the object contains the door, will place it with the door facing the street. Of course, if no suitable object is found, it will either use a rotated object, i.e. Wall to street, or a facade, but if a street-facing object is available, it will use that. The also works well in places like the UK with terraced houses, ensuring all houses face the street and aren't randomally rotated with one house showing a side wall and then next a door.

     

     

    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 .


  8. In residential areas, to get this to work, I'd have to place tree objects, as X-Plane lets me control the density of the forest, but not the actual placement of trees inside the forest.

     

    Forrest  'Fill Mode ' can be Area,Linear and POINTS.

    Also you could cut holes , where _no_ trees should be.

     

     

     

    - You could place something into the .obj file, e.g. a code which X-Plane will ignore, but the generator will read, and it would place a car at the coordinate. This would require someone to carefully get this position, and it's probably not feasable.

     

    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. ;))

     

     

    - The other, and preferred way is to map it in OSM using the highway=access;access=drive_way tag. Then we can just place a random car on the drive_way. Obviously, this requires the driveway to be mapped, which most often it isn't. You could also place parked cars along a residential street using this trick.

     

    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)


  9.  

     


    ....
    Anyway, interested in people's thoughts on this (or solutions).

     

    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 )


  10. I have an Airport I have been working on and there are autogen trees located at the end of one my runways. No matter what I try I can't keep the autogen from placing trees in one spot. My exclusions are working as the Airport has the shape I sectioned out.

    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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