| Re: Patch for pre-v3 |
Author: Wolfram Ravenwolf 78 Posts Status: Pilot | Date 08-22-07 00:35 |
HB-100 wrote:
Did lynx make a patch for you now?
Not yet. I don't want to be impatient, so I've been waiting some more.
If you have some patient ... a lot what you need to work will come soon. Probabily with the overnext version..or maybe even with the next.
Step by step.
Yes, I know. v3 (with patches) was almost perfect already. I created a wonderful scenery of my home airport and actually spent some time flying
instead of trying to make scenery. 
You can experience this already in v0.4 if you click into the display drag the map around with the mouse. Also the application start
suffers from this because it starts direct with tile accessing and waits for them.
What I like a lot is that it shows the grid used by the selected snapping mode. Very nicely done. Now all that's needed would be a way to move the
active selection to the side so it snaps to the former selection. Then creating a large area would be as simple as moving the selection box. Is that
what you've planned to do or will you add any other way of making creating larger areas easier?
But when that AreaDraw is finish the most importants bugs eleminated, then the
NoTileFound option, The AreaNameing and the Tile-AutoMissRetry (no cacheing) is on my list. 
If it ensures that all tiles are properly downloaded and none are missing, I can live without the cache. Although I probably would use a patch that
adds it back in. It certainly helps since I recreate the same area all the time (for testing mainly - at this time).
p.s. I read somewhere that with Scenery Builder X it's also now possible to download Tiles form Earth Services. Might help you in the
meantime maybe. I have no clue how well this works there. Never tested Scenery Builder. What I read is that it's shareware.
I wrote about it before since it's what I used before I found FS Earth Tiles. The patched v3 finally beat it. Now I use v3_p1 instead of SBuilderX
since it allows me to create a bigger area in an easier way. (It was very complicated to get a large area done with SBuilderX, took hours of manual
work, whereas with FSEarthTiles, it's just entering coords and pressing Start! Although I did have to check the cache to see when some tiles weren't
downloaded properly. I compiled manually (just dragging the .inf onto resample.exe) after making sure everything got downloaded properly.)
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| v0.4 |
Author: HB-100 1151 Posts Status: Living Legend | Date 08-22-07 01:06 |
Wolfram Ravenwolf wrote:
Yes, I know. v3 (with patches) was almost perfect already. I created a wonderful scenery of my home airport and actually spent some time
flying
instead of trying to make scenery. 
That's good! 
Wolfram Ravenwolf wrote:
What I like a lot is that it shows the grid used by the selected snapping mode. Very nicely done. Now all that's needed would be a way to
move the
active selection to the side so it snaps to the former selection. Then creating a large area would be as simple as moving the selection
box. Is that
what you've planned to do or will you add any other way of making creating larger areas easier?
Well.. I already coded this now. It comes with v0.5. You can pack the area at the center (the bright green point) and drag it free to wherever
you like. You can also pack the corners and resize the Area free as you like. You can set the center to a new position far away useing that
button above right, and you can draw the Area completly free with the upper left button. And you see the snapping, the green Area,
snapping at real time.
You will like it.. ( aeh I did say that already didn't I? 
Yes that will be the way to do large areas. Helpfull is then to use the new LatLong mode so you get easy readable unbroken (whole
minutes) coords in the Area Nameing. Simple enough then. But it's still a manual work.
If it ensures that all tiles are properly downloaded and none are missing, I can live without the cache. Although I probably would use a
patch that
adds it back in. It certainly helps since I recreate the same area all the time (for testing mainly - at this time).
Not yet done but planed: You will be able to specify a MaxMissTileValues in the Init. If you set it to 0 you will get what you want..except the
server blocks you.
I wrote about it before since it's what I used before I found FS Earth Tiles. The patched v3 finally beat it. Now I use v3_p1 instead of
SBuilderX
since it allows me to create a bigger area in an easier way. (It was very complicated to get a large area done with SBuilderX, took hours of
manual
work, whereas with FSEarthTiles, it's just entering coords and pressing Start! Although I did have to check the cache to see when some
tiles weren't
downloaded properly. I compiled manually (just dragging the .inf onto resample.exe) after making sure everything got downloaded
properly.)
Are there Tiles that are distorted? I can differ between a miss (NoTileFound) and a Tile but is there more required?
Did you get distorted Tiles (no NoTileFound but distorted bitmap) and you recovered by deleting that Tile in the Cache and download
again??
Post Edited ( 08-22-07 01:10 )
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| Re: v0.4 |
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Author: boojiboy16@hotmail.com 2 Posts Status: Young recruit | Date 08-22-07 08:03 | I'm having no success opening fs earth tiles via a batch file AND have it automatically set the location zoom and size etc. Can anyone tell
me what the single line dos syntax is to pass these variables
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| Re: v0.4 |
Author: Wolfram Ravenwolf 78 Posts Status: Pilot | Date 08-22-07 09:59 |
HB-100 wrote:
You will like it.. ( aeh I did say that already didn't I? 
Yes, you did, and I'm sure I will. 
Not yet done but planed: You will be able to specify a MaxMissTileValues in the Init. If you set it to 0 you will get what you want..except the
server blocks you.
So that value determines how many tiles may be missing? What if the value is reached, will it cancel the whole process? I'd rather specify a number of
retries per tile, so if it's missing, it tries to download it again until the limit is reached. And a value of 0 would mean to retry all the time.
Since it displays the tile it's downloading, if the process seems to stop, one knows it's retrying perpetually. And if one is blocked, it will not
continue, so one has to click the Stop button to cancel the process. A default could be 4, so retry 4 times, skip the tile if it's not downloaded by
then. And I could set it to 0 or a very high value, like 100, to ensure I get all the tiles. If it has to rety 100 times to get one tile, one probably
got blocked or the connection is down, so cancelling the process would be in order. What do you think? And will you consider adding a round-robin or
random selection of mirrors? It would only require automatically modifying one character in the provider URL string on each download attempt.
Are there Tiles that are distorted? I can differ between a miss (NoTileFound) and a Tile but is there more required?
Did you get distorted Tiles (no NoTileFound but distorted bitmap) and you recovered by deleting that Tile in the Cache and download again??
This only happened with SBuilderX, I didn't experience that problem with FS Earth Tiles yet.
boojiboy16@hotmail.com wrote:
I'm having no success opening fs earth tiles via a batch file AND have it automatically set the location zoom and size etc. Can anyone tell
me what the single line dos syntax is to pass these variables
Original FS Earth Tiles doesn't have a command line interface yet - make sure to download and use lynx's patched version (see one of his posts above).
Unfortunately there's no patched preversion 4 yet.
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| Re: v0.4 |
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Author: royboy99 7 Posts Status: Young recruit | Date 08-22-07 11:44 | Is there a way to remove airport runways easily on FSX? I would rather use the sat scenery as the runways are misaligned/ and concrete
aprons cover buildings etc.
Also dont quite understand why 1nm x 1nm doesnt = 1 minute Long by 1 minute Lat? I thought if I did 29 °38' S to 29°39 S this would be
exactly 1nm S as this is 1 minute, but doesnt seem to be?
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| Re: v0.4 |
Author: HB-100 1151 Posts Status: Living Legend | Date 08-22-07 11:47 |
Well it's not worked out. My idea ist that the Value specificate the missed tiles you allow to have in the scenery and it repetates/tries as
long as it takes to get equal or below that value. Maybe a max repetitation can be set also and if it goes over that it stops. ....
I am trying / testing this at the moment:
#-- Additional Settings --
MaxAllowedMissingTiles = 0 #The maximum allowed missing Tiles (faults) in the Area.
MaxRetryWholeArea = 20 #The maximum number of retries to fill all the missing Tiles within the Area.
MaxRetrySingleTile = 1 #The maximum number of retries to get a specific Tile before continue with the next one
The only problem: I never get any missing Tiles so I can not well test that. lol... Don't know what problems you all have
I guess I have to trigger this somehow else..
(ops I over wrote my original post.. somehow instead that it created a new one..ohh).
Post Edited ( 08-22-07 19:46 )
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| Re: v0.4 |
Author: HB-100 1151 Posts Status: Living Legend | Date 08-22-07 11:55 |
royboy99 wrote:
Is there a way to remove airport runways easily on FSX? I would rather use the sat scenery as the runways are misaligned/ and concrete
aprons cover buildings etc.
Also dont quite understand why 1nm x 1nm doesnt = 1 minute Long by 1 minute Lat? I thought if I did 29 °38' S to 29°39 S this would be
exactly 1nm S as this is 1 minute, but doesnt seem to be?
removeing should be possible with AFCAD. But I don't know if you can land on that airport without the rwy.. also the AI-Traffic will then not
work anymore. so I guess you should seek a better solution than removeing.. maybe there exists something ..I don't know it.
1nm = 1 nautical mile = 1852 meter
That's what is used in the Flightsimulator to specify distances. (I hope else I did a mistake.. )
Latitude Longitude is a Earth Grid that is based on angle and not distances.
Post Edited ( 08-22-07 15:23 )
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| Re: v0.4 |
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Author: boojiboy16@hotmail.com 2 Posts Status: Young recruit | Date 08-22-07 12:32 |
royboy99 wrote:
Is there a way to remove airport runways easily on FSX? I would rather use the sat scenery as the runways are misaligned/ and concrete
aprons cover buildings etc.
Also dont quite understand why 1nm x 1nm doesnt = 1 minute Long by 1 minute Lat? I thought if I did 29 °38' S to 29°39 S this would be
exactly 1nm S as this is 1 minute, but doesnt seem to be?
I'm sure I read recently that you could turn the runways invisible on fsx, if that is the case then you would have to redefine the airport to
match the satellite image and then turn it invisible
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| Re: v0.4 |
Author: lynx 108 Posts Status: Confirmed Pilot | Date 08-23-07 01:54 |
royboy99 wrote:
Also dont quite understand why 1nm x 1nm doesnt = 1 minute Long by 1 minute Lat? I thought if I did 29 °38' S to 29°39 S this would be
exactly 1nm S as this is 1 minute, but doesnt seem to be?
1 minute of latitude (that is, 1 minute along a line of longitude, aka. meridian) should be exactly one nautical mile, no matter what. That's how the nautical mile is defined. That's because the lines of
latitude, aka. parallels, are spaced evenly all the way up (or down) to the poles. They are, in fact, parallel to each other. On the other hand, the meridians are not: as you move towards the poles, they
converge, so the distance along a parallel gets smaller and smaller, finally reaching zero at the poles (the 90 degree parallels are but points). So 1 minute along the equator is about 1 nm, too (not
exactly, because the earth is not an exact sphere), but, for example, one minute of longitude at 45 degrees of latitude equals a distance of about 1 nm * cos(45), or about 0.7 nm.
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| A special thank you |
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Author: skyhawk263 7 Posts Status: Young recruit | Date 08-23-07 05:14 | Hi guys,
I just wanted to take time out to give HB and lynx a special thank you for all their hard work on this project.
I thought I'd share a nice shot of the dam at Folsom Lake, NE of Sacramento, CA. I hope this encourages you to continue to improve
this program.

This was taken at 2m per pixel. Thanks again.
--Skyhawk263
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| Re: A special thank you |
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Author: royboy99 7 Posts Status: Young recruit | Date 08-23-07 14:33 | Thanks that makes sense now. I have started using the 2 point setup, much easier to figure out where I left off. Now just gotta work out
airport stuff with AFCAD..
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| Re: A special thank you |
Author: HB-100 1151 Posts Status: Living Legend | Date 08-23-07 19:49 | Thank you very much Skyhawk!
Looks really good.. and this DOES motivate me! It's really a little hard work now doing this in my spare time next to my job.
I am touching a lot again for v0.5:
Here what I am working on:
- User possibility to directly drawing and modifying the area. (more or less done now)
- LatLong AreaSnap fix (done)
- Use of NoTileFound option for missing Tiles in the Area (done)
- Boost of the FSEarthTiles.ini file (so start loactin a/ are etc all can be specified (in raw condition done)
- FS version specific and by user adaptable Templates for the .INf file (concept done)
- ServerVariations (know what to do, but haven't worked on that yet)
- Auto Missing Tile retry - 0 Fault Area (done, might need a n addition: stop after a fix number of successless access in chain)
- Integrating of Multithreading (not done but seems required to enable a smooth handling with the Free Display)
- Cacheing.. Although I said I will not do that..I am know thinking about this again.. Has to do with the smooth working on the free display
also.
- AreaNameing. (know what i want but nothing done yet)
- Stduying the Command Line parser of Steffen (quickly checked it .. looking for a more compact and more flexible way to do the same ..conecting it with the config file reading in)
- Thinking of a Area Snap option for a fix Tile-Level- Grid say TileLvl5 or somethign. (Tile Snap Grid Changes with the selected Download
Resolution).
- Free Display Mode: Fixing/Solution for Longitudinal overrun (date change border) for Area drawing. Solution for World pole/projection
infinity problem on zoom lvl17 and 18 (somehwne in the far)
- User GUI key blocking logic for drawing mode + Drawing cursors. (open)
- Replacing of Numerical Zoom selector with TextSelector box. ('cause problem of MouseWheel Multisteps depending on windows
settings) (open)
- Possibility To start additinal programs before and after scenery compiler (Used to edit a Mask) (open)
- Creation of an user workable AreaMask.bmp File for Blend and Water Mask for FSX only (open, but know what I want)
You see I have still a lot to do ...
At the moment I 'worry' a litte about integrating that mutlithreading stuff... Not something I really like to do because it makes all a little more
difficult to handle.
Post Edited ( 08-23-07 19:59 )
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| Re: A special thank you |
Author: Wolfram Ravenwolf 78 Posts Status: Pilot | Date 08-23-07 23:06 |
HB-100 wrote:
I am touching a lot again for v0.5:
Wow, you keep amazing me, HB-100! Keep up the great work! It's really appreciated!
Here what I am working on:
- Cacheing.. Although I said I will not do that..I am know thinking about this again.. Has to do with the smooth working on the free display
also.
You know how I feel about caching, so I read that with joy. I know you don't want full caching like lynx and I do. So if you're adding a minimal cache
for the free display feature, why not make the number of tiles or size of cache (in MB) customizable? Only for "power users" who know what they want
and who need to edit the config file for it, that would be enough, then the default could be a small cache with few tiles or little size (and we could
raise it as much as we need). One more patch that's no longer required...
- Thinking of a Area Snap option for a fix Tile-Level- Grid say TileLvl5 or somethign. (Tile Snap Grid Changes with the selected Download
Resolution).
Is that the problem I recently noticed: When creating an area at various zoom levels (1, 2, 3...), the farther I zoom out, the less accurat the
positioning gets? I noticed that since with Resolution 1, the runway is neatly aligned on the photo scenery, but at Resolution 3, it already is going
through some buildings. So if I understand what you meant, by this new snapping feature it would help to keep things aligned at all resolutions?
- Possibility To start additinal programs before and after scenery compiler (Used to edit a Mask) (open)
- Creation of an user workable AreaMask.bmp File for Blend and Water Mask for FSX only (open, but know what I want)
Since this seems to be a very elaborate feature, but for many people (myself included) it seems to be just a "nice to have, but not essential",
perhaps it would speed up development if you did the "small stuff" first and release that, so it could be tested and then, with that out of the way,
you could keep working on the more difficult and complicated stuff?
You see I have still a lot to do ...
At the moment I 'worry' a litte about integrating that mutlithreading stuff... Not something I really like to do because it makes all a little more
difficult to handle.
This may also be such an elaborate change that you might want to postpone. I don't know how important it would be. I didn't have a problem with
sequential downloading, but I do have a fast Internet connection (DSL 16.000) so it might be more helpful for people on slower lines.
Just my thoughts when reading your comments... Last not least, once again, thank you for this program!!!
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| Re: A special thank you |
Author: HB-100 1151 Posts Status: Living Legend | Date 08-24-07 00:32 |
Wolfram Ravenwolf wrote:
HB-100 wrote:
I am touching a lot again for v0.5:
Wow, you keep amazing me, HB-100! Keep up the great work! It's really appreciated!
I hope so! 
Just finished the ServerVariations. Funny how much works some little strings handling can give you.. thought I am faster with that.
Tomorrow I go for the multithreading. I have a good idea how exactly I want to do it now. No worry anymore..in the oposite. I wish the day
had been longer.. now that I have everthing ready for it! lol
You know how I feel about caching, so I read that with joy. I know you don't want full caching like lynx and I do. So if you're adding a
minimal cache
for the free display feature, why not make the number of tiles or size of cache (in MB) customizable? Only for "power users"
who know what they want
and who need to edit the config file for it, that would be enough, then the default could be a small cache with few tiles or little size (and we
could
raise it as much as we need). One more patch that's no longer required...
I still bite a litte hard on it.. Cacheing in an Application you only want to download an Area once? What makes it required is not Area
download but the Free Display.
Now the Display already has got a Cache in the memory from me (it's in v0.4 already) and is about 100 tiles. The Cache becomes
emptied on Service change and on Start of the download. You will recognice the cache if you drag the map a little around in a
circle..suddently it runs smooth..that's because then it's all int the cache...and then you change the zoom and...stuttering again.
Against the stuttering Multithreading will eleminate this. But with Mutlithreading alone you will get a lot still 'empty' tiles on the display.
It takes time to load them. So here the Cache on the HD helps. This will be on a much lower place in the code the place before the
request of a Tile goes out. (The display cahe is at the other end.. and thethreading is somewhat between.. )
Exactly limiting the Cache size there is a problem.. Also I don't like the small jpg file.
Probabily I will make an optional Service Parameter ibn the .ini to specify the path and size. Sofor those that want to use HD cache they
can activate that or deactive...
But I am still not 100% sure I implement it.. I have to check how well the thing works after I integrated the threading.
Is that the problem I recently noticed: When creating an area at various zoom levels (1, 2, 3...), the farther I zoom out, the less accurat the
positioning gets? I noticed that since with Resolution 1, the runway is neatly aligned on the photo scenery, but at Resolution 3, it already
is going
through some buildings. So if I understand what you meant, by this new snapping feature it would help to keep things aligned at all
resolutions?
Uh noo that shouldn't be..if this is teh case than this is a bug.. Are you sure about that? Can hardly believe that.
The Alignement always has to be exact no matter what. (As exact as the Tile's of the services are..l with lvl4 and more teh tiles become a
lot less exact)
My Point with a fix Tile Lvl snap is that the Tile Greed variates with the Resolution you select and this can become hard if you want to do a
big area with a a snap on a small grid. If the grid is bigger like LOD or LAtLong it is simple. The benefit of the Tile Grid is, that it allows an
exact mapping whereas OFF/LOD13 and LatLong's accuracy can only be within 1 pixel exact.
Not sure if I integrate that Snap.. it's already too much Snap stuff for the most I guess.
- Possibility To start additinal programs before and after scenery compiler (Used to edit a Mask) (open)
- Creation of an user workable AreaMask.bmp File for Blend and Water Mask for FSX only (open, but know what I want)
Since this seems to be a very elaborate feature, but for many people (myself included) it seems to be just a "nice to have, but not
essential",
perhaps it would speed up development if you did the "small stuff" first and release that, so it could be tested and then, with
that out of the way,
you could keep working on the more difficult and complicated stuff?)
To start an other application is an essential feature for me. It's the only way to call a Mask editing program and that is required if you work
with area at the coasts and want a smooth water and also for blending out white tiles. Not the most importand feature I agree but It has to
be in the final. I will probabily include it when I handling the .inf templates. It's not such a big thing to do.
You see I have still a lot to do ...
At the moment I 'worry' a litte about integrating that mutlithreading stuff... Not something I really like to do because it makes all a little more
difficult to handle.
This may also be such an elaborate change that you might want to postpone. I don't know how important it would be. I didn't have a
problem with
sequential downloading, but I do have a fast Internet connection (DSL 16.000) so it might be more helpful for people on slower lines.
Multithreading is essential. I wouldn't do it if this is not the case. You can not work well with the free display mode. Ok you can say who
uses this frequent.. you only need to navigate once and draw the are and that's it. But the stuttering then is killing the quality of the
application a lot and gives a bad impression. Frequent users will disturb that. It already disturbs me and a reason why it has to be now.
Most disturbing is that it blocks at start waiting for the tiles. That is really not a good behaviour. I thought long about if I give out pre v0.5
without multithreading. But now it's set this will be in.
Although still a lot of work It's no more such a long way to the final.
Last not least, once again, thank you for this program!!!
And thank's to you for your input's also!
A lot I hadn't done without your 'driveing' and this I mean to everyone that brought input here. I think you and I get a really usefull tool
through that. I like it how it develops.
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| Re: A special thank you |
Author: 42jeff 66 Posts Status: Pilot near incorporation | Date 08-24-07 03:56 | This is especially difficult for me as I'd always thought myself computer savvy enough to figure out most everything. But I'm stuck. I've got
it to the point that it loads all the images and then gets hung up at the compiler stage. I see in the .ini it's looking for resamplefsx.exe but I
don't have that anywhere on my computer. I also installed the SDK and pulled resample from there to the FSTiles folder. Renamed it to
resamplefsx. Even changed the fsx compiler in the ini to resample.exe. But all to no avail.
What am I doing wrong? I've read through this forum several times and am scratching my head here. 
Help? Please?
EDIT: Okay...finally found it reading through the forum for the umpteenth time. Dragging that inf file onto Resample seems to have done it.
Post Edited ( 08-24-07 16:02 )
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| Re: A special thank you |
Author: lynx 108 Posts Status: Confirmed Pilot | Date 08-24-07 18:10 |
Wolfram Ravenwolf wrote:
Is that the problem I recently noticed: When creating an area at various zoom levels (1, 2, 3...), the farther I zoom out, the less accurat the
positioning gets? I noticed that since with Resolution 1, the runway is neatly aligned on the photo scenery, but at Resolution 3, it already is going
through some buildings.
This should not happen. (TM) Is resolution level 3 generated from the same "raw" material as level 1 at this location? I mean,Service 3, for example, uses the same 1 m/pixel photos for level
1
through 4, but there's a distinct switch to low resolution photos (maybe even satellite images already) between level 4 and level 5. Maybe the low resolution material hasn't been georeferenced as
accurately by the providers? Haven't checked myself, though.
HB-100 wrote:
- Cacheing.. Although I said I will not do that..I am know thinking about this again.. Has to do with the smooth working on the free display
also.
If you implement an (optional) "big" cache, ie. not just for the free display, I should warn you that putting all those little files into one folder, as I have done, was definitely not one of my brightest
ideas. The problem is not so much disk fragmentation, I suppose, but Windows (especially Explorer) just can't seem to handle that many files in a folder. Over the last couple of days, I have
accumulated over 500 000 files in the cache. Now just opening the cache folder in Explorer takes ages, lest alone trying to actually do something in there (like moving the cursor...). On the
command line, trying to iterate through all those files in a for loop (eg. to find white tiles via their MD5 hash) will run out of memory after about 10000 files. So the way to go would be spliting
the
cache up into multiple subfolders. I haven't come up with a good scheme yet - for now, I'm splitting tiles into folders based on the level 8 tile they're part of, but I suspect that still creates too
many files per folder. Another idea would be creating, say, 1000 folders and using a simple round robin scheme based on some combination of the internal x and y coordinates and the zoom
level,
modulo 1000. The disadvantage would be that tiles from the same geographic area would be distributed across all the folders. That would make slectively purging one region while keeping the
rest
mostly impossible.
Btw., no patch for v0.4 yet. I haven't had enough time to even look at v0.4, and I'm still working with v0.3. Well, I'm letting it work in batch mode while I'm busy doing other things (like using the
beautiful day for going up and checking if the real world can stand comparison with FS Earth Tiles generated scenery ).
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| Re: A special thank you |
Author: HB-100 1151 Posts Status: Living Legend | Date 08-24-07 18:24 |
42jeff wrote:
EDIT: Okay...finally found it reading through the forum for the umpteenth time. Dragging that inf file onto Resample seems to have done it.
Hmm.
FSEarthTiles comes with everything you need.
FSEarthTiles copies the specific resample.exe into the working folder before it executes the compiling process by calling the
resemple.exe in the working folder.
After compiling it deletes the exe there again.
Now I wonder why this doesnt work in your case. You could compile it manual that means it has generated the Area.bmp file in your work
folder, but why can't it copy the exe there then? Do you run Vista and or any Virus protection software that pretends copying an starting an
exe. (In vista you always need to confirm the start manual)
What is your working folder?
Is there no Error message in the FSEarthTiles Status line?
Can you post the content of the Area.inf file? Although this should be ok if you can compile that manual.. strange..
Post Edited ( 08-24-07 18:25 )
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| Re: A special thank you |
Author: HB-100 1151 Posts Status: Living Legend | Date 08-24-07 19:00 |
Maybe the low resolution material hasn't been georeferenced as
accurately by the providers? Haven't checked myself, though.
That is the case for lvl4 and more.. Yes. But resolution 1,2 3 should be more or less exact..
It also is depending very much on the service if you switch on a fix zoom level in the tile display mode between the services you see that
they have offset to each other. The Tile are geographical exact located so this offset are inaccuracy of the services.
When I talk about an exact mapping there is still one point I did not mention so far and this is that there is always a distortion within the
texture left in the Y (Latitude) direction. This is happening because the service projection in Latitude direction is a nonlinear function of the
Latitude. The FS Compilers allows linear mapping only. Therefore 100% exact are the border only but within the texture you get a very very
slightly inaccuracy. It's should be far less than a pixel on the lvl's you use and it is worse toward the poles. Where we are working this
really doesnt matters at all, so mentioning it may only contribute to confuse you..(hope I haven't).. however for the Free Display mode
forexample I had to take care of this (and a reason why I had to code it twice) else your area visible is leaving the location if you zoomed
out to the whole world (lvl18 = whole world = 1 Tile of 256 x 256 pixel).
If you implement an (optional) "big" cache, ie. not just for the free display, I should warn you that putting all those little files
into one folder, as I have done, was definitely not one of my brightest
ideas. The problem is not so much disk fragmentation, I suppose, but Windows (especially Explorer) just can't seem to handle that
many files in a folder. Over the last couple of days, I have
accumulated over 500 000 files in the cache. Now just opening the cache folder in Explorer takes ages, lest alone trying to actually do
something in there (like moving the cursor...). On the
command line, trying to iterate through all those files in a for loop (eg. to find white tiles via their MD5 hash) will run out of memory after
about 10000 files. So the way to go would be spliting
Ah thank you..That probabily slows everything more than it speeds up at the end.
Hmm that speaks again even more for not doing it...or only keeping a very small one, Tile count limited.
(like using the beautiful day for going up and checking if the real world can stand comparison with FS Earth Tiles generated
scenery ).
wow I am glad when I finished this application.. It takes a lot of my time at the moment. But at least it is an interesting and usefull
Application to develope and I learn a lot doing it. Maybe I even implement some few essential classes now, in connection with the
threading they have some value.
Post Edited ( 08-24-07 19:02 )
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| Re: A special thank you |
Author: HB-100 1151 Posts Status: Living Legend | Date 08-24-07 19:23 | About Cache:
just checked.. The Google Earth for example uses binary 2 Files as Cache.
Judge from the nameing one contains the indexes the other the picture and is about 400 MByte in size.
I guess that would be i the proper way to build such a cache and deal with this small files.
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| Re: A special thank you |
Author: Wolfram Ravenwolf 78 Posts Status: Pilot | Date 08-24-07 22:26 |
Wolfram Ravenwolf wrote:
Is that the problem I recently noticed: When creating an area at various zoom levels (1, 2, 3...), the farther I zoom out, the less accurat the
positioning gets? I noticed that since with Resolution 1, the runway is neatly aligned on the photo scenery, but at Resolution 3, it already is going
through some buildings.
HB-100 wrote:
Uh noo that shouldn't be..if this is teh case than this is a bug.. Are you sure about that? Can hardly believe that.
The Alignement always has to be exact no matter what. (As exact as the Tile's of the services are..l with lvl4 and more teh tiles become a lot less
exact)
lynx wrote:
This should not happen. (TM) Is resolution level 3 generated from the same "raw" material as level 1 at this location? I mean,Service
3, for example, uses the same 1 m/pixel photos for level 1 through 4, but there's a distinct switch to low resolution photos (maybe even satellite
images already) between level 4 and level 5. Maybe the low resolution material hasn't been georeferenced as accurately by the providers? Haven't
checked myself, though.
This is how it looks - note how with lower resolution the runway keeps moving to the Northwest (Resolution 1-4):




Very weird indeed. The scenery was created with FS Earth Tiles preversion 3.0 patched using Snap Tile Mode. I'll investigate further as soon as I have
some more time.
HB-100 wrote:
My Point with a fix Tile Lvl snap is that the Tile Greed variates with the Resolution you select and this can become hard if you want to do a big area
with a a snap on a small grid. If the grid is bigger like LOD or LAtLong it is simple. The benefit of the Tile Grid is, that it allows an exact
mapping whereas OFF/LOD13 and LatLong's accuracy can only be within 1 pixel exact.
Not sure if I integrate that Snap.. it's already too much Snap stuff for the most I guess.
Since I'm all for exact mapping, I'd be happy if you added the Tile Grid Snap mode, too! 
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