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Leporello

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  1. I remember something about a random selection of cirrus was written weeks ago. Will such an option be present in SMP4? I like random changes more than selecting every time a different set or sticking with the same. Screenshots are superb, now if only FPS can cope with those we are done... And I think one of the plus of Enviro (judging by screenshots) is the ability to portray vertical formations on the horizon. I hope something along this line can be depicted in SMP4 or a future patch. This really adds a lot to immersion.
  2. I like these screenshots, they look like working in the right direction of improving variability which for me is the key of a real weather where you have many cloud formations at the same time developing above and below what you actually read in a metar. Looking forward to SMP4 hoping that the double distance cloud draw can still be flyable on my system.
  3. But would not be possible to mix the two approaches: photo rendering at far distance and 3D rendering around the plane? Of course 3d clouds are far superior regarding flight immersion and experience but at greater distance they loose appeal and impact heavy on FPS. Just a noob question, I know little about Xplane SDK for weather management.
  4. Indeed a winner here. I'd just like to see some passenger windows lighted at night. Speaking about sounds, will be some cabin crew announcements included like catering or turbulence warning. I know purists will dismiss my question as trivial but I'm one of those who like to feel in a realistic environment. Edit Regarding my last question I've found an answer in the not included features... Cabin crew interaction. Omitted due to time constraints. Planning to have basic interaction, for opening doors, for example. Need to get sound-samples first, basic infrastructure in place, though.Lighted windows would be nice though for external views.
  5. Any chance you can do that with World Traffic AI aircrafts (release 2 much improved is about entering beta), they have already some sound but I think a dedicated program like Smax could turn them much more lively.
  6. Thank you Jacques, if I create only buildings do you know if other layers will be excluded, like roads or woods?
  7. Hello Tony, I'm not familiar with compiler, is there a way to compile just a small area to test under the sim, something like saving a OSM file under Josm and use that file to generate a scenery for xplane?
  8. Am I right in saying that facade doesn't present the same feature as OBJ to be able to dig the basement into negative Y axis? Northern Italy for example is quite hilly in some places and we badly need the trick of cellar below the natural 0,0,0 origin. I seem to remember that, in the facade definition, vertex can either follow terrain or be set at the same level. The first setting would be great to avoid flying building but I don't have a clue about how texture reacts to this setting.
  9. PM sent. Tony, are those building in your Netherland shots actually OBJ or FAC. I feel I need to start working with facades for village and town in Italy because usually they are mapped as big building in OSM and you cannot use single OBJ to render them.
  10. Tony, I have done my first atlas for rural/village france region but I don't know how to upload to your repository. I have my first building as well. Many will follow as the tedious part (texture) is done. I have created an account on GitHub but maybe I need some right to upload file. I attach the texture atlas in case someone wants to use or copy/paste some part.
  11. I've started some house building, how many tris have your houses average Tonywob? I was thinking about retexturing JB houses but some have 400+ tris and I wonder how much should be the maximum here?
  12. Yes, maybe the key should be to decrease object level the more you go outside heavy residential area. No clue though if such a tag exist in OSM. For example in large cities you would set lot of single trees to "too many", in small cities you can set the major part to "tons". Maybe you could resort to an external database to set coordinates of large city. Bear with me if it sounds silly or not doable, the fact is that cities with trees are much more realistic for what I've seen above. What can look a FPS killer now might prove irrelevant in one year.
  13. I really think that finding a working routine to add scattered trees around detached houses would be a must to enhace realism but I know that you're working on a collision detection routine. From a fast flight around Berlin i just saw a couple of overlapping building/facade near the tower but I'm downloading the photoscenery before submitting any detailed report.
  14. Yes, some rule is exactly what is needed to avoid duplication and time consuming revision. But I think those rules must be set by you who is fully aware of how OSM is coded and working. I will follow your guidelines for further work. Underground area is mandatory for a decent look of most houses especially in hilled area as the one I'm dealing with, where half if not all are detached house on sloped terrain.
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