The addon that "revolutionize the way you fly in Flight Simulator"
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Re: FS Earth Tiles v1.0
Author: HB-100      1151 Posts  Status: Living Legend    Date    09-25-08 21:39

Tracker801 wrote:
ERM....... what new version???


I believe he means fly-a-lot's version. Fly-a-lot wanted to expand FSET, what I welcome, and created this project:
-> http://sourceforge.net/projects/fsearthtiles/

I don't know if he is still on it or if it stays by the intention. So maybe don't look too hard forward for a new version.

However FSET and FSEM v1.0 is complete in my opinion and does it's job perfect.

I used it myself very often now for the WT3 tour and so far I hit not one single problem or bug. That doesn't mean it is faulty free. Every
software has it's bugs. I just say I self hit none since FSET v1.0 release and that makes me somewhat happy. ;)


Im informaly informed HB has a lot of other things on his mind right now ;)


How true..
Really a lot things and all at the same time.


If there ever will be an apdate or apgrade


Be clear about that. From me there will very unlikely ever come an update on FSET. I closed the project with v1.0 and I have no intention to
every pick it up again.


Just give HB a handshake and a well done for the pionering work on this field :)


:beer: ;)
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Re: FS Earth Tiles v1.0
Author: beduino      10 Posts  Status: Young recruit Date    10-18-08 15:00

Hi,i need the service yahoo configuration, my service number 3 (yahoo) dont work. thank you.Saludos.
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Re: FS Earth Tiles v1.0
Author: HB-100      1151 Posts  Status: Living Legend    Date    10-18-08 18:21

:wonder: Please. Do not ask for a service configuration here.

Read the readme.txt and read the UserDocu.rtf and read the header of the FSET ini file.

thank you.

p.s. added a note to the first post now. I see that was missing here.



Post Edited ( 10-18-08 18:27 )
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Re: FS Earth Tiles v1.0
Author: beduino      10 Posts  Status: Young recruit Date    10-22-08 15:25

hello! i have a problem with water mask and Inkscape.I create de two lines,coast and another line...



Them i save as the result...



overwrite when ask me...



and them its that can i see :wall:



What can I do please? i read de userdocu.rtf but i dont found a solution...
In the "Work" folder the .bmp image its no there now, i canīt see the preview photo and the "kb" of pictures is very more lower.thank you
Sorry my english.:pfff:
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Re: FS Earth Tiles v1.0
Author: HB-100      1151 Posts  Status: Living Legend    Date    10-22-08 18:21

in the UserDocu.rtf:

When drawn go to 'file' and 'save as'.
Important in version 0.45: Delete the .bmp from the file name!

Not that clear/good written I know.
It means you have to delete the ending ".bmp" form the file name before you press save.

Area_LP3_blabla.bmp <- that's a plain texture/bitmap file (your phototexture) and can not hold graphical vectors
Area_LP3_blabla.svg <- that's a Inkscape file that holds graphical vectors

so before you click save you need to remove the .bmp ending of the suggested file name. Then click save. The ending .svg is
attached automatical. (see your checkboxes)

if you don't remove the .bmp ending incsacape overwrites your Area_LP3_blabla.bmp texture file. That's not what you want.
(can also be he saves it as" .bmp.svg" then but probabily not)

so again.The solution is simple: remove the ".bmp" from the suggested file name before you click safe.



Post Edited ( 10-22-08 18:24 )
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Re: FS Earth Tiles v1.0
Author: HB-100      1151 Posts  Status: Living Legend    Date    10-22-08 18:32

Byway just see you need to rename (the id's) your drawn lines. One with "Coast" the other with "DeepWater" that water generation works!

p.s. And you should use the vector pen. I am not right sure you did because the many bows.
Note that bows are not used as bows in FSEarthMasks but only the 3 points (2 vectors) off it that spawns the bow. It will work but it will not create a smooth bow as you maybe want it so you can spare that work. It's really all about vectors only.



Post Edited ( 10-22-08 18:44 )
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Re: FS Earth Tiles v1.0
Author: beduino      10 Posts  Status: Young recruit Date    10-23-08 02:21

Thank you very, very much.The problem its ok ;)
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Re: FS Earth Tiles v1.0
Author: Axelb9      16 Posts  Status: Young recruit Date    10-23-08 09:28

Hello HB,

I would like to have a few quick questions also if I may:

1/ Is there any way to bypass the tile downloading part and just do reprocessing after the initial tileset has been downloaded already? I
am refering to a situation when I downloaded an area but for example scrwed up the watermask and would like to try a new one. Or
decide that I want to create a night mask or a season mask. It would be nice if one could use the original downloaded sources and just
restart with the processing part. I canot recall reading about it in the manual

2/ This concerns the size and memory usage estimates on the right side of the gui. I find these estimates to be way above the real usage
especially the size of the eventual scenery and the estimated download size. The one that is estimated to be over 1 gb turns out to be 200
something megs only. Also when I want to set the reference area larger - because the autoreference area would only allocate around 600
megs (and I have 2 gb) when I am manually editing the ref area very soon the tile turns red in the view window which I guess is no good.
In this case I believe the actual memory usage is bigger than the one indicated.

Could you please shed some light on the above?

Thank you very much for your kind help,

Alex
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Re: FS Earth Tiles v1.0
Author: Axelb9      16 Posts  Status: Young recruit Date    10-23-08 11:57

Me again - the answer could come in handy now as seemingly I screwed up my first ever attempt at a watermask. All I can see is a large
blue rectangle around the island I did and there is no blending wave effects whatsoever. I created the areakml.kml file using the to
polylines with the required names (by theway when creating the polylines I kept the mousebutton down and just drew the lines along
instead of clicking for straight line sections to save some time). Also the polylines did not get closed but the first and the last dot were
really close to each other. FSET worked away, FSEM came up and processed, in mz workfolder I can see the blendmasks still in FSX
there is no trace of a transition.

Concerning my other question above here is an example>:

I did a small 11.67 by 7.8 nm area and the estimated scenery size was shown as 763 Mbyte. It came out to be 169 Mbyte! The required
work area size was estimated as 1434 Mb and it came to be 0.98 Gb instead.

Thank you all for some assistance here,

Alex
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Re: FS Earth Tiles v1.0
Author: HB-100      1151 Posts  Status: Living Legend    Date    10-23-08 19:41

Axelb9 wrote:
1/ Is there any way to bypass the tile downloading part and just do reprocessing after the initial tileset has been downloaded already?


Sure you can. That's the main reason why there are 2 applications in play: FSEarthTiles and FSEarthMasks.
Whereas FSEarthTiles is doing the download and resampling the texture in a FlightSimulator comform rastering the FSEarthMasks does
do all the watermask and seasons.

There is one file that the two application exchange : AreaEarthInfo.txt you will find in the working folder. You can edit it if you like.

1) Drag the file "AreaEarthInfo_xxxx.txt" on the FSEarthMasks.exe. This generates you a new watermask useing the AreaKML.kml file.
2) Drag the "AreaFSXMasksInfo_xxxx.inf" on the resampleFSXSP2.exe or if you build for FS2004 choose take the ones with FS2004 in the
name.

For FSX that's all you have to do. Simple-

For FS2004. You need to run the image tool then and do rename files and copy them to the library folder.. a lot additional manual work
FSET is doing hidden for you usually. So with FS2004 I recomment to download it again. That gives you a lot less work.


Axelb9 wrote:
2/ This concerns the size and memory usage estimates on the right side of the gui. I find these estimates to be way above the real usage
especially the size of the eventual scenery and the estimated download size.


That can be. It's a raw estimate only. A number of factors have to be taken into account to make it correct and the last processing step, FS
resample.exe' output size can only be meassured.
It will depend on your compression quality for example. the estimate is for compression 100%
then it depends a lot on the Resolution. On higher level (lvl 5) you might experience the oposite.
It was early in and only half hearted adapted to keep up with the changes i made by me. It had simple little priority.

Axelb9 wrote:
The one that is estimated to be over 1 gb turns out to be 200


well thats good ! so you can create 5 times the scvenery better than the other way ;)

Axelb9 wrote:
I am manually editing the ref area very soon the tile turns red in the view window which I guess is no good.
In this case I believe the actual memory usage is bigger than the one indicated.


if it turns red then you hit the system limit. The memory allocation will fail. IT is the system (windows/.NET) that limits the bitmapsize it
way below the possible physical memory. Don't ask me way. FSET tests on startup how much your system/windows is willing to give it
by really trying to allocate the memory. Then it takes that evaluated limit as limit with very little or no marging. For the autoreference a
safety marging /factor is applayed and the then memory usage factor form the init that is usually 1. (100%)
So the auto creates a little bit smaller areas then the maximum possible. And that is good that way else you can run into a problem if your
system limits it only a bit further due for exampel youopen the web browser.
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Re: FS Earth Tiles v1.0
Author: HB-100      1151 Posts  Status: Living Legend    Date    10-23-08 19:48

Axelb9 wrote:
(by theway when creating the polylines I kept the mousebutton down and just drew the lines along
instead of clicking for straight line sections to save some time).


Not to recomment. You creates 100 of thousends of little vectors in very small areas that will slow down the water calculations massive.
But if you have the patient... then its ok

Axelb9 wrote:
Also the polylines did not get closed but the first and the last dot were
really close to each other.


you have to close! them and you can in google earth. if you let a hole larger than a half pixel the water flood algo will fill through that hole.

Axelb9 wrote
FSET worked away, FSEM came up and processed, in mz workfolder I can see the blendmasks still in FSX
there is no trace of a transition.


transition is between "Coast" and "DeepWater" line. FS2004 does not know transition. Only FSX knows transition.
In FS2004 transition will be handled as all 100% water.



Axelb9 wrote
I did a small 11.67 by 7.8 nm area and the estimated scenery size was shown as 763 Mbyte. It came out to be 169 Mbyte!


well a bad estimation then ;) like i say resolution and compression quality have impact on it. I am sorry but it was really never that strong
in my focus because it is more or less secondary to me. I have plenty of HD space

Axelb9 wrote
The required
work area size was estimated as 1434 Mb and it came to be 0.98 Gb instead.


that is a good enough estimation for me. only 43% wrong.

Axelb9 wrote
Thank you all for some assistance here,
Alex


you're welcome
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Re: FS Earth Tiles v1.0
Author: Axelb9      16 Posts  Status: Young recruit Date    10-23-08 20:43

Thank you, thank you for taking your time answering me!

The error I committed was a simple one: not including the 'coast' polygon only the deepwater in the areakml file. The sentence I missed
in the excellent manual was: make sure the folder is selected that contains all your poly lines.... It worked OK for the second time.

Thanks for your explanation concerning the size estimates: I really just wanted to make sure that I am doing everything OK.

One big question came up since:

what is your preferred method for dealing with original scenery peeking through from under the photoscenery. I am creating an island and
in a smaller area I can see the default shoreline and some default land peeking under from the photoscenery. I guess I could draw
the 'Coast' section a little further away from the shore so that the FSET scenery covers the default however in this case I would get no
water effects if I correct. I presume there should be some way to exclude the default shoreline - which although I am fresh in FSX was
able to solve with fsx kml - however there is still the issue of the default land peeking through...

What is your preferred method dealing with this?

Thanks again - I am so thrilled with this tool.

Alex
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Re: FS Earth Tiles v1.0
Author: HB-100      1151 Posts  Status: Living Legend    Date    10-25-08 16:27

Axelb9 wrote:
- however there is still the issue of the default land peeking through...

What is your preferred method dealing with this?



Curising over microsoft and then ignoreing it.
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Re: FS Earth Tiles v1.0
Author: Axelb9      16 Posts  Status: Young recruit Date    10-25-08 18:34

I am sorry I did not get this ... must be tired.

Anyhow I chose not to just ignore it: used the section of the original coast polygon where the default land was peaking through and
created another polygon encompassing the problem area. using FSX KML I did a shoreline exclude and created an ocean polygon where
originally the land was. Problem solved.

Sorry to have bothered.

Alex
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Re: FS Earth Tiles v1.0
Author: HB-100      1151 Posts  Status: Living Legend    Date    10-25-08 19:54


long story..let's say so I don't like what microsofts offer to handle/create water. don't make a head about it.

Glad you could solve it..;)
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Re: FS Earth Tiles v1.0
Author: Edam      48 Posts  Status: Pilot near incorporation Date    10-25-08 23:18

I ran this once and it seemed to work. But since then using the exact same ini file, with the exact same service provider, it didn't work again. I
received the message "can not other access." I was using g*****.

Any ideas what it could be.

LOOSE = Not tight, as a loose garment.
LOSE = To suffer loss, disadvantage, or defeat.
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Re: FS Earth Tiles v1.0
Author: SDA      1 Posts  Status: Young recruit Date    10-30-08 06:16

Thank you very much for the development of FSEarthTiles.
Is it possible in the future to make the download 3D-buildings from server Google Earth?

P.S. Sorry for bad English.
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Re: FS Earth Tiles v1.0
Author: Neoras2      1 Posts  Status: Young recruit Date    11-05-08 17:46

Hello!

I really love FSET but I'm desperating about integrating NASAs world wind as a service provider. Obviously, they use a different tile naming schema
unlike qrts and do not rely on the mercator projection. Is there any way to integrate WW? Is it possible at all?

I also dug into the source code of FSET but my C#-skills are ... uh .... not the best ;) I think NASA WW would be a good open source based solution
for covering lager areas. For small areas especially in europe the resolution is simply not high enough.

Regards to HB-100 who I admire for his coding skills! :)
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Re: FS Earth Tiles v1.0
Author: Tracker801      2108 Posts  Status: Living Legend    Date    11-05-08 20:27

Neoras2 wrote:
Regards to HB-100 who I admire for his coding skills! :)


You little brag!!! :badsmile:

* Si Vis Pacem Para Bellum*


Check The Almighty FAQ First!!!
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Re: FS Earth Tiles v1.0
Author: Joeflyer      7791 Posts  Status: Living Legend    Date    11-05-08 22:38

HB has very good beer drinking skills as well. You should see him operate the PMDG MD-11 while chugging a beer...very interesting
indeed:lol:



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