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Holger Sandmann

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About Holger Sandmann

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  1. Hi Alan, all that counts for seasonal display of a given land class texture is the active seasons file and the presence of seasonal variants of the class you're using (some classes have limited or no seasonal variation and/or their seasonal variation differes by region). As I suggested above loading both the active seasons file and your compiled bgl into TMFViewer will allow you to cycle through each month and determine what seasonal variant is going to be displayed in your area of interest. If you don't like what you're seeing then you'd need to either create a local custom seasons file or find a class that shows more suitable seasonal behavior. Cheers, Holger
  2. Hi there, actually, the seasons in FTX are controlled by our own seasons files, in the corresponding \ORBX\FTX_AU\FTXAUxx_CUSTOM\Scenery folder. Thus, for BLUE it's Orbx_Season50.bgl in \FTXAU48_CUSTOM\Scenery and for RED, Orbx_Season40.bgl in \FTXAU38_CUSTOM\scenery. To change the seasonal pattern of a given land class set you either have to edit the textures themselves (which would have global effect) or make a local custom seasons file. The FSX Terrain SDK gives information on making custom seasons files through resample.exe. To get an idea of the current seasonal progression load your LC or photoreal bgl into TMFViewer.exe and then the respective FTX seasons file on top. Then you can cycle through the months to check which month has which season assigned. Cheers, Holger
  3. The death of MSFS...?

    Hi guys, more first-hand information from Phil Taylor who left ACES just a few months ago: http://www.futuregpu.org/2009/01/end-of-er...flight-sim.html Cheers, Holger
  4. The death of MSFS...?

    Hi Teecee, ACES had less than 200 employees, and that included the people working at ESP, TrainSim, and FlightSim. The 1,500 number is the total number of employees MS let go in the first round, not just at ACES. Cheers, Holger
  5. Grand Canyon Mesh - funny checkerboard

    Hello Marc, quite mysterious! The area in question is actually outside of the coverage area of my mesh yet the odd "triangulation" disappears if my mesh is deactivated. It's also not a problem if one uses another add-on mesh in combination with my file, say the FSGenesis USA mesh for FSX. Thus, it's got to be a local interaction of the default terrain and my file but I have no clue what's going on. I believe there'll be an update or new version of the Grand Canyon package and at that time I'll experiment with extending the coverage area a bit (while hoping that I'm not just pushing the issue ahead of me spatially). Thanks for pointing this out. Cheers, Holger
  6. 5m Mesh

    Me again, just for kicks I just dug out screenshots I took four years ago while doing a systematic comparison of mesh interpolators. They show the huge difference between simple linear interpolators (the first two images) and more complex algorithms like the one offered by Blackart. Mind you these images are of Shuttle Radar data, which often has lots of holes that need to be filled (I used Shuttle data for my Australia mesh and Blackart to fill the holes). Converting elevation contours to raster data has different challenges but a linear interpolator will cause the same terracing effects as seen in the first screenshot (I don't have a 3DEM image of the same area but the output looks very similar to SRTM2BGL). SRTM2BGL, a popular tool used frequently by FS9 freeware mesh developers: http://hsandmann.com/images/DEM/S48W075 ... artial.jpg MicroDEM, a freeware GIS software package: http://hsandmann.com/images/DEM/S48W075 ... l-2000.jpg Blackart, which was specifically developed for interpolating contour and raster elevation data: http://hsandmann.com/images/DEM/S48W075 ... LAPL-0.jpg Cheers, Holger
  7. 5m Mesh

    Hi guys, great initiative Braedon! Unless 3DEM has changed since I last tested it a couple of years ago its linear interpolator won't do a good job; should be very similar to Global Mapper. Blackart or Manifold offer better, non-linear interpolators and a few other options are listed on this site: http://www.vterrain.org/Elevation/contour.html As for performance impact of high-res mesh files: in theory there should be an impact because FS needs to process and draw more data points. However, the sim uses a system of concentric "rings" around the user aircraft with decreasing levels of detail, both for textures (mipmaps) and for terrain (LOD). Thus, a 5-m mesh will only be displayed for a distance of a mile or so, then the 10-m mesh will take over, then the 20-m mesh, etc. In FS9 the transition between different mesh resolutions could look pretty bad (lots of morphing, light blue slivers, etc.) but FSX uses a new approach that combines all different mesh resolutions in the same file, which makes a huge difference. In short, even a 5-m mesh won't cost you more than 1-2 fps, if that. Another pointer for Braedon: with high-res data you might want to look into using the FractionBits parameter in the Destination section of the inf file (see the Resample Tool section in the FSX SDK) as it allows for sub-meter accuracy in the vertical dimension. However, that only makes sense if your (interpolated) source data use fractions of meters as well and the data is stored in 32-bit format. Cheers, Holger
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