| Re: FS Earth Tiles v1.0 |
Author: Wolfram Ravenwolf 78 Posts Status: Pilot | Date 07-22-08 16:37 | Hey HB-100,
I left FSX for a bit - and now that I came back I see you finally finished and released FS Earth Tiles v1.0! Whoa - all I can say is: THANK YOU!!!
Now let's see if I can get back into it and create some sceneries that keep me interested in FSX again... ;-)
Good luck to fly-a-lot, I'm looking forward to see where you can take the program!
See ya
-- Wolfram Ravenwolf
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| Re: FS Earth Tiles v1.0 |
Author: HB-100 1151 Posts Status: Living Legend | Date 07-23-08 00:23 | Thanks a lot wolfram and fly-a-lot. (old thread) 
Almost thought my release was missed by everyone as a day passed and no one reacted. 
I hope it turns out to be really usefull. I use it whenever I fly to a new destination. Somewhen I will create a real scenery with autogenand
everything. I hadn't time for this in the development.
Enjoy the program. And for fly-a-lot a good work in into the prog.
I have to prepare for my vacance next week clean the house etc ... thinks that I let behind a little. 
Tomorrow I will check if I can upload the prog to the FS community pages flightsim.com and avsim.com. Don't know if they accept it. I
will see.
HB-100
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| Re: FS Earth Tiles v1.0 |
Author: DBE Www 4477 Posts Status: Forum Moderator | Date 07-23-08 00:27 | Haven't follow the project for a while now as it was FSX-related.
So I'd like to ask: still only FSX?
In any case: tremendous work which can only be warmly applauded!!! 

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| Re: FS Earth Tiles v1.0 |
Author: HB-100 1151 Posts Status: Living Legend | Date 07-23-08 01:27 |
DBE wrote:
Haven't follow the project for a while now as it was FSX-related.
So I'd like to ask: still only FSX?
In any case: tremendous work which can only be warmly applauded!!! 
thank you DBE,
No it is supporting FS2004 in full now. You need to select LOD13.
You have no blending (water transition) there. Transition is marked as full water. Water for FS2004 is added as the 4. channel (no
seperate water mask-bitmap like in FSx)
And of course you have only 4m/pix in FS2004. That is really a limittingt hing because the phototextures should have 1m/pixel that it looks
good. It makes really a difference.
Byway DBE, I intent to join your FSP WorldTour3 in middle of august. Since FSET is finish I have time for now. 
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| Re: FS Earth Tiles v1.0 |
Author: Joeflyer 7790 Posts Status: Living Legend | Date 07-29-08 22:26 | I was cruising Flightsim.com and happened to see your earth tiles listed there. Congrats, HB!
Does this mean you are going to get back to the WT with the rest of us drunks? 
Actually, I'm trying to get back on it myself...been unable to fly the past week or so. Yes, I'm taking meds for the withdrawals I've been
experiencing....

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| Re: FS Earth Tiles v1.0 |
Author: Tracker801 2108 Posts Status: Living Legend | Date 07-29-08 23:42 | Keep that bus away from me 
Nah, would love to be able to play chicken again for a change 
* Si Vis Pacem Para Bellum*

Check The Almighty FAQ First!!!
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| resampleFSXSP2.exe |
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Author: pgkzkepnugs 3 Posts Status: Young recruit | Date 08-01-08 16:30 | Is there possibility how minimalize resampleFSXSP2.exe popup window? It is realy anoying "feature" ...
Thanks for FS Earth Tiles v1.0!
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| Re: FS Earth Tiles v1.0 |
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Author: pgkzkepnugs 3 Posts Status: Young recruit | Date 08-03-08 12:21 | It is frustrating when you let FS Earth Tiles to download e.g. 100 areas during browsing web and you lose focus to resampleFSXSP2.exe
window 100 times. I hope there must be some trick how to force resampleFSXSP2.exe to stay in task bar.
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| Thanks, HB. |
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Author: RobertRent 7 Posts Status: Young recruit | Date 08-05-08 19:40 | HB,
Thank you for your vision and your hard work developing FS Earth Tiles.
FSET V1.0 successfully captured the entire area in which I fly at 0.5m/pixel resolution, and it did so without having a single problem. For
me, FSET is a dream come true.
Thanks,
Robert
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| Re: FS Earth Tiles v1.0 |
Author: HB-100 1151 Posts Status: Living Legend | Date 08-10-08 19:59 |
fly-a-lot wrote:
FSEarthTiles.ini needs to be adjusted because service1 applied some changes:
see: http://sourceforge.net/forum/forum.php?thread_id=2140727&forum_id=847908
Thank you fly-a-lot.
I noticed the service 1 ini template stopped working the day before I went in vacance. It was the same week when I uploaded the prog to
flightsim.com. Was that a coincidence? I don't know. But an interesting move and I took it with humor. I thought they maybe removed the
web access complete. Surprised they didn't. It's their right to protect their material you know.
I see your FSET expansion project was accepted on sourcefroge.net! 
So I wish you much success. 
(p.s. added your post to the thread opening post as note)
Joeflyer wrote:
I was cruising Flightsim.com and happened to see your earth tiles listed there. Congrats, HB!
Thanks.
As a note for everyone:
I did upload it on flightsim.com (removed the FS resample there to respect the copyright. Read the Readme.txt that comes with the
packages)
I did not upload it on avsim.com and I self have no intention to upload it there also anytime. Don't like their conditions to upload files there.
Joeflyer wrote:
Does this mean you are going to get back to the WT with the rest of us drunks? 
You bet! Yes that's what it means. I finnaly will have time for the World Tour again. I am looking forward for some good old times! 
Well I have almost time ..to be honest. I already have a next project in mind. This time a private one not related to any flight simulatior.
But that shouldn't absorb me as much as FSET did. 
Tracker801 wrote:
Keep that bus away from me 
Nah, would love to be able to play chicken again for a change 
I have the wilco A330 bus now. The autopilot still gives me some hedache. Never wants to fly to where I want to. Always in the wrong
mode!
pgkzkepnugs wrote:
Is there possibility how minimalize resampleFSXSP2.exe popup window? It is realy anoying "feature" ...
Thanks for FS Earth Tiles v1.0!
You are welcome. No it's not possible at least not that direct. What you could do is to have start a custom exe instead the
resampleFSXSP2.exe as mediator. That custom exe has to start hidden with no window (check The C# Script Temp file clean up project
in the FSEarthTiles Sources. thats such an application) and from that one start the resampleFSXSP2.exe hidden. I don't know hwo exactly
you can start that dos program hidden but I guess there is a way.
RobertRent wrote:
HB,Thank you for your vision and your hard work developing FS Earth Tiles.
FSET V1.0 successfully captured the entire area in which I fly at 0.5m/pixel resolution, and it did so without having a single problem. For
me, FSET is a dream come true.
Thanks,Robert
You are welcome!
It's always a pleasure to read that I could make the one or the other happy with my program. 
Post Edited ( 08-10-08 20:02 )
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| Re: FS Earth Tiles v1.0 |
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Author: fly-a-lot 43 Posts Status: Student pilot | Date 08-26-08 18:19 |
pgkzkepnugs wrote:
It is frustrating when you let FS Earth Tiles to download e.g. 100 areas during browsing web and you lose focus to resampleFSXSP2.exe
window 100 times. I hope there must be some trick how to force resampleFSXSP2.exe to stay in task bar.
Right now it's not possible. Maybe I will tackle that problem in one of the next versions.
Is it just the FSX resampler window which is annoying to you or the FS Earth Masks windows, too?
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| Re: FS Earth Tiles v1.0 |
Author: jojolino 71 Posts Status: Pilot | Date 08-28-08 22:55 | Hi HB!
Also from me many thanks for your work. I leave FSX a while but now I want to come back to fly over nice scenerys!
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| NightScript.cs |
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Author: boojiboy16 21 Posts Status: Young recruit | Date 08-30-08 14:44 | can you give any pointers on how to edit the NightScript.cs file, I'd like to see how the night maps would look if the lights were a little
brighter.
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| Re: FS Earth Tiles v1.0 |
Author: HB-100 1151 Posts Status: Living Legend | Date 08-30-08 18:33 |
boojiboy16 wrote:
can you give any pointers on how to edit the NightScript.cs file, I'd like to see how the night maps would look if the lights were a little
brighter.
well you need to set
UseCSharpScripts = Yes
in FSEarthMasks.ini to activate scripts. Then you can program in the script what every you like. It is C# code.
It becomes read in when FSEM is started and compiled at runtime. You don't need to do anything more than changes in the Script file.
They are active at once. (well with the next FSEM start)
Programming is simple. By intention I keept the most simple structure.
It's just a pixel color change routine that goes trough every pixel. pixel for pixel.
The grid is:
That gets the pixel count in X and Y of the texture (bitmap):
Int32 vPixelCountInX = iTexture.GetPixelCountInX();
Int32 vPixelCountInY = iTexture.GetPixelCountInY();
Two nested for Loops that count through all pixel (row after row)
for (Int32 vY = 0; vY < vPixelCountInY; vY++)
{
for (Int32 vX = 0; vX < vPixelCountInX; vX++)
{
That one gets the Red green and Blue Color information of the pixel at vX,vY in the texture:
iTexture.GetPixelRGB(vX, vY, ref vRed, ref vGreen, ref vBlue);
That one is optional but you can ask if the pixel is a water pixel. Might be you don't want to change the water color...
Boolean vIsWater = iTexture.IsWaterOrWaterTransition(vX, vY);
That one builds the sumof the Color compnents.
vSum = vRed + vGreen + vBlue;
From here on you do your color changes depending on the original color values. You can do anything you like.
//DO YOUR color changes
That one is importand and limit sthe color components to the allowed color component range of 0..255 (in your manipulation you can
happen to have higher values.. so you need to cut/limit them before writing them back into the pixel)
iTexture.LimitRGBValues(ref vRed, ref vGreen, ref vBlue);
that one writes the color information it back to the pixel at position vX,vY
iTexture.SetPixelRGB(vX, vY, vRed, vGreen, vBlue);
And here are the 2 brakets that mark the end of the 2 for loops
}
}
But before you start writing a new script maybe play with the Night parameters in the FSEarthMasks.ini first.
They can be used and are used in the default script to alter the color.
This 3 build the Street detection condition (streets = light)
NightStreetGreyConditionGreyToleranceValue = 11
NightStreetConditionRGBSumLessEqualThanValue = 510
NightStreetConditionRGBSumLargerThanValue = 0
That means it is a street if difference between each Color component (red, green,blue) is lessthan 11 and the summ of the color
components between 0 and 510 includeing 510.
(You need to check the script to understand it. )
Now you have 2 cases.
1. It is a street THAN:
NightStreetLightDots1DitherProbabily = 0.01
NightStreetLightDots2DitherProbabily = 0.02
NightStreetLightDots3DitherProbabily = 0.05
are the probability for inserting 3 special bright light-pixel (dots)
that have this colors:
(dot1 full white)
ightStreetLightDot1Red = 255
NightStreetLightDot1Green = 255
NightStreetLightDot1Blue = 255
dot2
NightStreetLightDot2Red = 255
NightStreetLightDot2Green = 200
NightStreetLightDot2Blue = 140
dot3
NightStreetLightDot3Red = 255
NightStreetLightDot3Green = 180
NightStreetLightDot3Blue = 80
if non of teh probability got hit..it just changes the street color by adding this values to its components:
(so if you want to make the street looks brighter you most porbabily should do changes here)
NightStreetRedAddition = 100
NightStreetGreenAddition = 50
NightStreetBlueAddition = -50
2. It is No Street THAN
this factor is applayed to all Color components. reducing their intensity to 33% (one third)
NightNonStreetLightness = 0.3
hope that helps you somehow.
Note that the night map creation result and the seasons in general will depend very much on the services and the region.
For one service and region it might produce good result for another bad or non.
Also note that the street detection by simple checkiong the color is no real street detection. mountains withrocks that are colored in the
same range will be recogniced as street and become lightened in the night. A real street detection is a very difficult thing. You need to
detect the shape for example or what is evern better you could use street maps from other source to decide what is a street and what not.
hope i could help you.
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| season scripts |
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Author: boojiboy16 21 Posts Status: Young recruit | Date 08-31-08 16:15 | I think, considering that they just detect pixel colours, the season scripts are very effective.


Post Edited ( 08-31-08 21:24 )
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| Re: FS Earth Tiles v1.0 |
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Author: pgkzkepnugs 3 Posts Status: Young recruit | Date 09-24-08 21:32 |
fly-a-lot wrote:
pgkzkepnugs wrote:
It is frustrating when you let FS Earth Tiles to download e.g. 100 areas during browsing web and you lose focus to resampleFSXSP2.exe
window 100 times. I hope there must be some trick how to force resampleFSXSP2.exe to stay in task bar.
Right now it's not possible. Maybe I will tackle that problem in one of the next versions.
Is it just the FSX resampler window which is annoying to you or the FS Earth Masks windows, too?
I don't use FS Earth Masks option right now. I am looking forward to new version!
Post Edited ( 09-24-08 21:33 )
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| Re: FS Earth Tiles v1.0 |
Author: Tracker801 2108 Posts Status: Living Legend | Date 09-24-08 22:50 |
pgkzkepnugs wrote:
I don't use FS Earth Masks option right now. I am looking forward to new version!
ERM....... what new version???
V1.0 is the final version my boy. Im informaly informed HB has a lot of other things on his mind right now
If there ever will be an apdate or apgrade depends on HBs time, willingness, support and other proggies wanting to expand on the basics.
Just give HB a handshake and a well done for the pionering work on this field 
* Si Vis Pacem Para Bellum*

Check The Almighty FAQ First!!!
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