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Bearbus

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  1. I noticed that you asked a question about the same problem earlier but it was somehow left unanswered. For now, I have used SBuilderX to create theese polys and shorelines manually by following this tutorial, but its a pretty high amount of work. I looked up the supported file formats and those used by Ortho4XP and it is possible to convert the already downloaded OSM data in the supported ESRI shapefile format (also possible to download it directly in shapefile format, see: https://wiki.openstreetmap.org/wiki/Shapefiles). Afterwards you can just compile it with Shp2Vec (see examples in the SDK). As @GHD mentioned, there are further adjustments needed, such as usage of exlusion polygons for shores, water, roads,... (basically for every polygon-type included in OSM data for the specific tile). It is possible to exclude all polygons of the selected type in one QMID Lvl11 square, regardless of the exclusion polygons size. The default polygons are saved in much bigger QMID Lvl 5 squares and with the use of exclusion polygons you dont have to delete them. In addition, the unedited mesh can be directly generated by resample.exe with the provided .hgt files in the Elevation_data folder and these .ini file-source settings: [Source] Type = Raw Layer = Elevation SourceDir = "Elevation_Data\+XX+XXX" ;edit relative location of hgt files to .ini file SourceFile = "NXXWXXX.hgt" ;edit name ULXMAP = XX.X ;Longitude of upper left pixel ULYMAP = XX.X ;Latitude of upper left pixel XDIM = 0.000833333333333333 ;Size of each pixel in X direction in degrees YDIM = 0.000833333333333333 ;Size of each pixel in Y direction in degrees BandLayout = BIL ByteOrder = Motorola ;Most significant byte first nCols = 1201 ;standard hgt dimensions nRows = 1201 SampleType = SINT16 ;hgt uses 16 Bit signed integer NULL = -32768 Source: FSDeveloper forum with some comments from the SDK doc. If needed, you can even use Multisource to combine all meshfiles to cover the whole tile. This should be easily implementable in the source code with the downsides of using raw mesh and osm data instead of the already preprocessed data by Ortho4xp. With good code knowledge and some more coding work it should be possible to use the processed data as well. Thats all what i can do 😉 I hope these information are helpful and will push the project forward 🙂 Regards, Alex
  2. Hey John, as the message is saying the watermask zoom level in the advanced configuration has to be equal to the base zoom level (top mid of the main window). In addition make sure that you shift+leftclicked your tile in the "Tiles collection and management window" (globe pic) in order to download it 😉 Regards, Alex
  3. Ok, i went through the Terrain and Scenery SDK documentation and you're right 😉 Do you need to disable the default cvx files completely or is it possible to overlay them with new ones with higher priority in the scenery library? Seems doable to implement automated mesh and vector compilation with resample and shp2vec with the data provided by Ortho4xp. Would be an awesome feature at least. @kjjj11223344 maybe if you have some spare time, you could take a look on it 🙂 Best regards, Alex
  4. Is that needed if you have a correct and fitting mesh? By using the tmfviewer from the sdk, I noticed that no height data is saved in the generated .bgl files. And that's probably the reason why it is not displaying correct coastlines. The generated mesh by ortho4xp should be converted to geotiff or another supported file format (e.g. VectorGDB or SDE Geodatabase) and then compiled by resample.exe for additional landclass files. That does not happen in my version and i think its simply not yet implemented, is it? Do other users have same problems or is just something wrong configured? I would love to help with programming, but I have sadly no experience with FSX related coding and with Python (only C/C++). Best Regards, Alex
  5. Bearbus changed their profile photo
  6. Hey, Thx for your great work on this project. However i encountered two bugs, while trying to compile some sceneries. First one might be my fault but i dont know how to fix it. Photo-textures are just laying on top on the default FSX textures. Thus i get sometimes double coastlines and weird mesh problems. It seems that the default mesh is higher prioritized or the Ortho4XP mesh is missing, although it is set on highest priority in the scenery.cfg. New coastlines are not correctly recognized by the sim, there are still visual ocean waves on the old shores. 2. the option "high_zl_airports" is not yet supported by your version. If you use it anyway, only one of both (higher or lower zoom level textures) randomly will be compiled to .bgls. Furthermore .tff mask files are only generated for lower zl textures and thus not applied on the final high-zl-texture. It would be awesome if you could implement a fix for that :) I am using FSX:SE with P3d V.1.4 SDK (might be a problem?) and this is my config file: Best regards, Alex

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