Jump to content

chris k

Members
  • Posts

    1,840
  • Joined

  • Last visited

  • Days Won

    57

Everything posted by chris k

  1. ^^ Agreed. Its amazing what can happen when like-minded people get together on a common goal.
  2. Thats great that both Baz and Jomni pitched in to help out! They're both great scenery guys; and glad to see active collaboration in the community. - Ck.
  3. Not exactly "walking", but this works: "Free view camera" -> 'c' Use mouse to look around, < > Up down left right to translate, rotate, etc. I use this all the time to check scenery areas.
  4. You have a definite customer here when she's ready. - CK.
  5. Urgent? why is a scenery project urgent?
  6. chris k

    Layer groups

    Yes, I fully understand what he is saying - but it is absolutely untrue. Have any of you actually CHECKED this in X-Plane? (rather than going by conjecture). I did: Pls advise how this is "not working" somehow.. or how the POL is somehow going above the markings.... when clearly; it is not. - CK. Ryan, if I could get you to do the same. (in fact, anyone else wishes to, pls chime in - I believe we are all seeing the same thing..... I don't know why Colin is not - if so, his trouble is "local" in nature)
  7. Bring Back XP9 Billboard clouds! They actually look Plausible.! (or at least, make it a "user side" option.. 2D/3D) - CK.
  8. chris k

    Layer groups

    Orthos/POLs at LAYER_GROUP taxiways +1 still allows standard XP10 edge markings/taxiway edge/centrlines/etc. to go over it. I use this all the time. Same goes when your POL is at runways +1. X-Plane draws lines and edge-markings at "LAYER_GROUP markings" Just for reference, the draw order is: terrain, beaches, shoulders, taxiways, runways, markings, airports, roads, objects, light_objects, carsfrom ye olde OBJ8 Manual: X-Plane draws scenery in “layer groups” – all elements in the same layer group are drawn before all other groups, but within a layer group the drawing order may be optimized by X-Plane. Normally layer groups are determined by X-Plane based on the type of drawing. Objects have always had their own layer group. When the ATTR_layer_group is included somewhere in an object (it need only be used once, even if you have multiple LODs) then the object is drawn in a different layer group. The offset is used to prioritize further–for example. the group + 1 is drawn after the group, and the group – 2 is drawn two layers before objects. You can use an offset from -5 to + 5. YSSY, YPAD, NZCH, YSCN, (and a few upcoming ones CYYZ etc) all use either taxiways +1 or runways +1 - and the standard Xp10 markings are drawn "on top" so to speak. Heheh.. When I get home - I will take a screenshot from a scenery which you may find familliar..... as I do recall seeing some of the standarad X-Plane taxiway edge markings poking through your ortho (as it should) near the fedex area I believe at KBLI.. (some building cluster just north of your main terminal as I recall). The fact you also traced an additional yellow edge makes it shand out a little better than XP10's built in taxiway/line markings (which I always found to be too narrow half the time..) heh. - Ck.
  9. Yes. For the next datarun for XP10 scenery. Photos are in-addition-to. OE deosnt read airport data at all. Use WED. Then you'll need to make one. There probabaly wasnt one in there before historically for that particular airport. Yes - use the Taxiway tool for Gravel... or make your own custom .POL Your choice. If oyu make it a taxiway - AI aircraft will see that as a valid taxiway route tho. Again, your choice. taxiway + texture, or custom .POL Taxiway is stored in APT.DAT - Custom POL is stored in the DSF. You can make just one BIG one... but yes, oyu need to tell XP where to exclude the Autogen. How else is it supposed to know? Nope. Mnay times I want to have both showing. Adding this may benefit you, but it will be a detrement to me. Existing system works well - explicitly rejecting stuff vs implicitly. What if you added a landmark building into a downtown area? should it supress the other 5 autogen buildings which are within x meters? i.e. how would this work? What would the algorithm be? (and.. you would confuse new users - as the behaviour would be unpredictable as to "how far away" it has effect. You can use 4096x4096 in XP10. Yes you can cut them up into smaller tiles of higher-res. You'll need to manually place them; but it doesnt take long to do. No. Use LAYER_GROUPS instead. Read: http://developer.x-plane.com/2007/04/using-layer-groups/ Specifically adresses this issue. WORLD is everything.. every scenery, every airport, every object you have definedin your WED project. It's just the "root" hierarchy. Yes they do (if youre talking about an Airport Beacon) Look closer. =) It has a unique icon. Select the rotating Nav Beacon like any other object - it's indeed there and selectable using the vertex or marque tool. You can also select it in the hierarchy pane on the right (once you find it). Glad to help.
  10. 15k x 15k Imagery - youre going to run out of memory (WED is a 32bit app, so it suffers from the same out-of-RAM+VRAM issues that 32-bit X-Plane does). Again, import, make draped poly, delete TIFF, save WED project. Repeat until done. this way only 1 TIFF is loaded into RAM at a time; a bit tedious, but keeps 32-bit apps from blowing their RAM. - CK
  11. Remlap By the time you've taken the time to visit this website, typed all your questions, read the answers, retyped the same questions again, read the same answers again, then typed yet again a question on the same subject; just to have us remind you that you need to seek permission from Aerosoft before redistribution.. ....you could have finished the entire project and been flying around it by now. - CK.
  12. Each USGS image may be different. Ive just noticed that many ship with a 50% alpha channel. ....others are just crappy original imagery. FYI - GraphicConverter has a batch function... I can apply the same recolouration/gamma change/etc to a series of images in all the same fashion; to keep the colour/brightness consistency between tiles. Works well. A highly recommended purchase: http://www.lemkesoft.com/content/193/key-features.html
  13. chris k

    WED Crash....

    So- break it up into smaller operations. You can only load a few TIFFs into RAM before you end up filling the 32-bit memory space in WED. So.... 1. Load 2-3 TIFFS 2. Make Draped Polygons out of them 3. Delete the TIFF Overlay in WED (as it's now a .POL) 4. Convert those TIFFs that are now in .POL files to PNG 5. Convert PNGs to DDS Repeat; and you'll end up with a whole bunch of DDSes in WED which occupy very little RAM when using WED. Basically, youre running into the 32-bit memory limit on WED. Same thing would happen if you loaded those TIFFs directly into X-Plane 32bit (if there was some method). ....TIFFs can be absolutely HUGE. - Ck.
  14. > Or just the main ones? Just the main ones. Island Airport is also hand-modeled (no autogen). Rest of scene is XP10 Autogen with some object exclusions.
  15. Yeah - Photoshopping out all the aircraft imagery from the tarmac and taxiways... to give it a nice clean tarmac is a huge task to complete. (i.e. no images of 737's taxiing around all over the place). Between the photoshop removal of aircraft, and re-stenciling all the taxiway lines and lights; that takes 90% of the development time. Kudos to Colin for taking it on!
  16. Scenery Devs: FYI - No change in any of the built-in library.txt files vs beta 10. You're good for 10.20 current scenery working. - CK. I have DIFFs now going back a few versions - don't want to get caught again like B5 to B7 where a bunch got changed and/or depreciated. I'll post updates if I detect changes in the library during the 10.20 beta run.
  17. Ok - cuple of quick suggestions which can result in easy wins here. 1. Ship DDS instead of PNGs when distributing the final product. Get Xgrinder here to do the conversion from PNG->DDS just before zipping up for distribution. (http://developer.x-plane.com/tools/xptools/ ) 2. Place down some general object exclusions - as there is a Ted Davis scenery which also does KEWR (amongst 4 other airports). This way your airport can "override" his KEWR - while still allowing users to retain his other airports in that pack) Nice job! - CK.
  18. Thats' really good for your first scenery! Stick with it. It only becomes an addiction later.... (one which phil morris mentions he'd gladly be the beneficiary of). =) - CK.
  19. This is probably your first time using WED. I suggest you read the manual before attempting anything. It covers how to import an existing DSF scenery and apt.dat taxiway definition. http://www.x-plane.com/support/manuals/wed/ WED never comes out and says " there is no scenery". You're making that up.
  20. Hrm, I don't remember NZCH having glass ones; but I suppose I could put in the steel ones. NZCH did indeed have a DGS system in place... I noticed that when I was there last time: - CK.
  21. Erm.... I keep forgetting you're pretty young. I suppose it couldn't hurt to ask, but I dont think you fully grasp how the world works yet. I would be very surprised if (1) they let you do that, considering the README.txt that's in your Custom Scenery directory, and (2) even get a response from them.... (they may just ignore you..) - Ck. BTW here's the contents of the README.txt that you already have on your HD: The Aerosoft airport sceneries are protected by copyrights of Aerosoft GmbH Germany and must not be copied, reverse engineered, decompiled or reduced to any electronic medium or machine legible form without the previous written permission of Aerosoft GmbH.
  22. Already way ahead of ya. YPAD updated yesterday with the new autogates (as soon as Cameron Approves the file change!! =)..) http://forums.x-pilot.com/index.php/files/file/262-ypad-adelaide-airport-photoreal-xp10/ - CK.
  23. http://developer.x-plane.com/2012/04/shortcutsaliases-for-scenery-packs/ All detailed here - CK.
  24. Enabling TripleHead2Go just makes any 2D cockpit only fill your middle monitor. You can still use all 3 outputs on your GTX680. You will need 2 systems for this. One for Instruments and to calculate the FLight Model - which can be a low-powered system Second system for the 3 x Displays (high-end box) which does nothing but scenery generation; listening to instructions given to it by the flight-model system. Might want to go direct to Laminar on this one - they have done this type of setup for others; and may have some insights. All we can suggest is that you indeed need separate systems for separate head-viewing spatial views. - Ck. BTW 3 screens on a GTX680 may be pushing it, BTW. Thats'a lot of pixels to push... your system may struggle.
  25. Menu - Go to "X-Plane -> About X-plane" Should say: X-Plane 10.20b10 (64-bit) www.X-Plane.com If thats what it says, you're running 64 bit x-plane.
×
×
  • Create New...