The addon that "revolutionize the way you fly in Flight Simulator"
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Re: FS Earth Tiles v1.0
Author: Axelb9      16 Posts  Status: Young recruit Date    11-07-08 22:03

HB-100 wrote:
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.



Hello HB100,

I have reprocessed an area based on your instructions above - the reason for reprocessing was that this single tile got somehow flooded
during the original processing - and it worked out OK. However - as you can see on the picture - now there is a distinct color change at the
area border. This is the FSX water as the blendmask worked and the water is 'alive'. I have no idea why the original water colour got to be
a different colour than during the original run... The processing also took significantly longer than during the time when I downloaded the
image so i would think somehow the image got to be reprocessed also and a colour change applied. I have not changed any ini settings -
worked as per your instructions. Any idea that you can think of?

Your help is most appreciated,

Thank you,

Alex




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Re: FS Earth Tiles v1.0
Author: Axelb9      16 Posts  Status: Young recruit Date    11-08-08 00:22

Disregard, thx.



Post Edited ( 11-08-08 09:50 )
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Re: FS Earth Tiles v1.0
Author: Axelb9      16 Posts  Status: Young recruit Date    11-08-08 09:53

Solved - it seems the width of the polyline in the AreaKML file is able to cause this... I changed the line to 5 wide from the 1 wide in the
original to prevent the flooding and that was what caused the weird water effect. Used a new polyline but with the same line width as the
rest of the scenery (1) and the original water colour returned.

Still would appreciate some insight into how this can be caused by the polyline alone...

Alex
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Re: FS Earth Tiles v1.0
Author: Axelb9      16 Posts  Status: Young recruit Date    11-10-08 19:45

Ah ... seems like I am talking to myself here. Never mind .. I continue anyways. Actually too bad there is not an active forum to discuss the
usage of FSET.

My current question is this: How is it possible that after having downloaded a larger area using one service consisting of 30 areas and
when i want to redownload one of the areas usng another service - using the exact same reference area with coordinates from the
original file - I am refused to do that because of memory allocation reasons. The very same area has already been downloaded using
auto allocation and using the same coordinates it gives a not enough memory error when trying to download just one area using another
service.

Normally I believe I should not receive the following error message using auto reference area: -> NOT ENOUGH MEMORY! (.NET / Win32Appl limitation) Try a smaller Reference Area. I keep getting this even for the default scenery and tiny areas also.

Thanks for listening.



Post Edited ( 11-10-08 21:11 )
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Re: FS Earth Tiles v1.0
Author: HB-100      1151 Posts  Status: Living Legend    Date    11-15-08 10:29

Neoras2 wrote:
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?


The nameing schemayou can adapt /create yourself with the C# scripts. check the UserDocu.rtf
But FSET supports mercator projection only. So this will not work.


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


thank you! ;)

p.s. ah tracker ..don't case away my fans! ;) You have a nice 737 to play with and dare to call that work!! ..you have a giny all for
yourself ..'cause my FSx is grounded ..you have booze .. lot of nice things...and I have..hmm I have just some ragged C# code. :)
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Re: FS Earth Tiles v1.0
Author: HB-100      1151 Posts  Status: Living Legend    Date    11-15-08 10:45

Axelb9 wrote:
Ah ... seems like I am talking to myself here. Never mind .. I continue anyways. Actually too bad there is not an active forum to discuss the
usage of FSET.

My current question is this: How is it possible that after having ..
Thanks for listening.


I don't know it...as I say try with a fresh install.

people understand please that i created that program which cost a lot of my free time and i gave it you for free and it runs fine (I self use
itoften) when used the porper/normal way. If it doesnt work on your system then you need to try to figure out the reason more or less by
yourself. I can not bring up the time nor do i have the interesst to give a lot support. don't be disapointed when you get no answer from me.

byway. I am just back from 2 weeks singapore.(business)
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Re: FS Earth Tiles v1.0
Author: polirom  Www     10 Posts  Status: Young recruit Date    11-16-08 21:47


You can tweak *. BMP files with Photoshop directory C: \ FSEarthTiles \ work, and then compile them?

As the compilation runs
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Re: FS Earth Tiles v1.0
Author: Axelb9      16 Posts  Status: Young recruit Date    11-17-08 15:21

HB-100 wrote:
Axelb9 wrote:
Ah ... seems like I am talking to myself here. Never mind .. I continue anyways. Actually too bad there is not an active forum to discuss the
usage of FSET.

My current question is this: How is it possible that after having ..
Thanks for listening.


I don't know it...as I say try with a fresh install.

people understand please that i created that program which cost a lot of my free time and i gave it you for free and it runs fine (I self use
itoften) when used the porper/normal way. If it doesnt work on your system then you need to try to figure out the reason more or less by
yourself. I can not bring up the time nor do i have the interesst to give a lot support. don't be disapointed when you get no answer from me.

byway. I am just back from 2 weeks singapore.(business)


Thank you HB! Actually I meant my question to the community - I thought that problems, thoughts, ideas could be shared by other users
as well. Of course I am more than appreciative if you answer personally - however I would have thought that others also accumulated
some experience with the software through repeated usage that actually would help newbies.

And in the end it seems that I find solutions on my own - I am a happy user of a great programme.

BTW: (addressed to the community with HB welcome to chip in if he feels like:)) : is it possible to create night textures by creating a
summer bitmap by simple copying and then running FSEM? I forgot to create summer bitmaps at the original download but normally it is
supposed to be the same just a different filename, right?

Alex
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Re: FS Earth Tiles v1.0
Author: SantiagoBG      3 Posts  Status: Young recruit Date    12-15-08 12:30

Hello,

Could you help me to config the FSEarthTiles.ini file so that it accedes to this service?

http://www.idee.es/show.do?to=pideep_desarrollador_wms.ES#PNOA

Thank you very much.
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Re: FS Earth Tiles v1.0
Author: HB-100      1151 Posts  Status: Living Legend    Date    12-15-08 22:12

SantiagoBG wrote:
Hello,

Could you help me to config the FSEarthTiles.ini file so that it accedes to this service?

http://www.idee.es/show.do?to=pideep_desarrollador_wms.ES#PNOA

Thank you very much.


Well I hope you know that I in general do not help with the Services access configuration in the FSEarthTiles.ini file.
But I see that you want to access a complete new earth services.

Here right along I have to remind you about the copyright that all earth services have . I don't know the situation of that specific services but you should check in this

Let me help you so far.. I briefly checked the page. Funny I could read the very basics there although I dont speak Spanish/Espaniol.
Hmm maybe I should learn this language..seems somehow to be a simple one..

What you want to do is more difficult. It can not be done with an FSEathTiles.ini configuration alone and without at least a minimum
codeing experience.
You have to code the Tile codeing (coordination transformation) yourself! Luckly to make exactly this possible I made FSEarthTiles
working with C# Scripts.

For you this means adapt a textfile (C# Script) and activate the UseCSharpScripts flag in the FSEearthTiles.ini and that's it.

This is the Script you need to adapt: TileCodeingScript.cs and you will find this in your FSEarthTiles fodler.

There is only one methode:

public String MapAreaCoordToTileCode(Int64 iAreaCodeX, Int64 iAreaCodeY, Int64 iAreaCodeLevel, String iUseCode)

and in that one the AreaCode (FSEarthTiles -Codeing System) has to be converted into a service access String (the hattp address) where
the iUseCode can be used to identify for what service.

That String you get is the String you specify in the FSEarthTiles.ini in the Service configs:
example: ServiceCodeing = 0123

In this case you get '0123' in the iUseCode parameter.

Best is to invent a new string anything you like to identfy your service but that is NOT 4 letters and NOT 'xyz' since 4 letters and 'xyz' identify
already existing codeings.


I could not figure out right now what Earth projection thos service is useing. FSEarthTiles can only deal with services that use the
Mercator projection
. The Services for a specific country ofthen use a different one that means the projection does not fit and it will
not work right...

BUT...

reading the access string explanation webpage of this services indicates that you can pass this services completly free the coordinates
of an area of interest AND you can say how many Pixel the Bitmaps shall be!!

That enables you to request Tiles in the way that FSEarthTiles can process. Woha .. that is great!

Of course this Tiles will come in a wrong projection which means are distorted..but this is only a marginal distortion you can life well
within the tile when you request tiles in a usable resolution (say 4m/pix and less) which should be always the case ....the big distortion
you can bypass by giving the correct coordinates of a Tile to the service that FSEarthTiles request and it's size in pixel.

In short with such a possibility to request Tiles that this services offers--you can make FSET dealing very well with this service also when
it uses a somewhat different projection than Mercator!! Hmm you opened new possibilities with this requests and thats why I answer in
detail.

The Key in FSEarthTiles and what you will need are this functions:

Double vWestBorderLongitudeOfTile = EarthMath.GetAreaTileLeftLongitude (iAreaCodeX, iAreaCodeLevel);
Double vEastBorderLongitudeOfTile = EarthMath.GetAreaTileRightLongitude (iAreaCodeX, iAreaCodeLevel);
Double vNorthBorderLatitudeOfTile = EarthMath.GetAreaTileTopLatitude (iAreaCodeY, iAreaCodeLevel);
Double vSouthBorderLatitudeOfTile = EarthMath.GetAreaTileBottomLatitude (iAreaCodeY, iAreaCodeLevel);]

you can place/use/code them exactly that way in the MapAreaCoordToTileCode method in the TileCodeingScript.cs

This gives you the exact World-Coordinates (Latitude and Longitude) of the Border/Frame of the Tile that FSEarthTiles just requests.

All you need to do then is to convert this into the the address codeing/coordinate system of that services. I saw there is a tool for this on
the services. You just need to find out what conversion of this is the right one and then code that same conversion in that methode. (You
need to find the formula for this earth-projection coordination transformation)

All you need to do then is do the request with this coordinates and with the jpge size of 256 x 256 pixel.
1 Tile is / has always to be 256 pixel wide and 256 pixel hight.

I believe this should work.

When you have that script coded all you need to do is activate the script handling in the FSEarthTiles.ini with:

UseCSharpScripts = Yes

and make the new services entry in that FSEarthTiles.ini.

and there you go!

good luck :)

HB-100



Post Edited ( 12-15-08 22:28 )
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Re: FS Earth Tiles v1.0
Author: SantiagoBG      3 Posts  Status: Young recruit Date    12-17-08 12:04

Perfect!!!!!! Thanks.

Create new service in FSEarthTiles.ini :

[Service4]
ServiceCodeing = X1Y1X2Y2
ServiceUrl = http://www.idee.es/wms/PNOA/PNOA?REQUEST=GetMap&VERSION=1.1.1&SERVICE=WMS&SRS=EPSG:4258&BBOX=%
s&WIDTH=256&HEIGHT=256&LAYERS=pnoa&STYLES=default&FORMAT=image/jpeg
#//EPSG:4258 ETRS89 //EPSG:4230 ED50 //EPSG:4326 WGS80

And Change UseCSharpScripts to Yes.

Modified TileCodeingScript.cs :

public String MapAreaCoordToTileCode(Int64 iAreaCodeX, Int64 iAreaCodeY, Int64 iAreaCodeLevel, String iUseCode)
{

String vResultCode = "";

if (EarthCommon.StringCompare(iUseCode, "xyz" ) ) // example Service 3 thank's to Steffen I.
{
...
}
else if (EarthCommon.StringCompare(iUseCode, "X1Y1X2Y2" ) ) // examples Services type NPOA (Spanish geografic institute) or
OpenLayers (Provided by MetaCarta, http://openlayers.org/)
{
Double vWestBorderLongitudeOfTile = EarthMath.GetAreaTileLeftLongitude (iAreaCodeX, iAreaCodeLevel);
Double vEastBorderLongitudeOfTile = EarthMath.GetAreaTileRightLongitude (iAreaCodeX, iAreaCodeLevel);
Double vNorthBorderLatitudeOfTile = EarthMath.GetAreaTileTopLatitude (iAreaCodeY, iAreaCodeLevel);
Double vSouthBorderLatitudeOfTile = EarthMath.GetAreaTileBottomLatitude (iAreaCodeY, iAreaCodeLevel);

vResultCode = vWestBorderLongitudeOfTile.ToString().Replace(",", "." ) + "," + vSouthBorderLatitudeOfTile.ToString().Replace
(",", "." ) + "," + vEastBorderLongitudeOfTile.ToString().Replace(",", "." ) + "," + vNorthBorderLatitudeOfTile.ToString().Replace(",", "." );

}
else // Quad mode, examples Services 1 and 2
{
Int64 vSteps = EarthMath.cLevel0CodeDeep - iAreaCodeLevel;
...
}
return vResultCode;
}
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Re: FS Earth Tiles v1.0
Author: HB-100      1151 Posts  Status: Living Legend    Date    12-17-08 18:08


:top:

I haven't checked it. But I assume it works when you post it.

I believe you are the first one that managed to add a complete new service by modifying the CSharp Script and on your own!

So congratulation! :applause:


p.s. you could try useing this: Convert.ToString(vBGLStartLongitude, NumberFormatInfo.InvariantInfo);
to spare the replacing of the , with the point.

I believe that requiers a using System.Globalization;


p.s.2. Now isn't the CSharp Script a great thing? Thanks to Oleg S for this possibility again:
http://www.csscript.net/
http://www.codeproject.com/KB/cs/cs-script_for_cp.aspx
The only one freeware third party library that I integrated in FSEarthTiles. That one was simple too good to let out.
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Re: FS Earth Tiles v1.0
Author: SantiagoBG      3 Posts  Status: Young recruit Date    12-18-08 10:01

Yes, It works. I haven't checked for OpenLayers but the parameters are the same.

I try this; vWestBorderLongitudeOfTile.ToString("G", CultureInfo.InvariantCulture) but it dont' format correctly.

Congratulation for your program. It's fantastic. I have used tileproxy and maps2bgl for FSX and g2xpl for X-Plane and the best is your
software. (It's my opinion). The only problem is that the area to capture only can have four points. I will study the rest of options; seasons,
masks with water...but I don't have time...with two children.....

p.s. I work with VB and .NET 3.5 for WPF, XAML, Blend, Linq, MetalSQL....A hell
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Re: FS Earth Tiles v1.0
Author: clubvirginia      1 Posts  Status: Young recruit Date    01-12-09 00:56

Hi, i'm from Spain and i'm interested in this post. I have modified the TileCodeingScript.cs with the data that SantiagoBG contribute, but when
FSEarthTiles run send me a message error, and no conect with web server PNOA (Free Spanish Server).

You can help me ?? :???:

I think i dont know write the TileCodeing Script.cs.
This is my TileCodeingScript.cs : (copy/past entire file)

using System;
using System.Collections.Generic;
using System.Text;
using FSEarthTilesInternalDLL;

namespace FSEarthTilesDLL
{
public class TileCodeingScript
{
//The following Methodes will be called by FSEarthTiles:
//MapAreaCoordToTileCode(Int64 iAreaCodeX, Int64 iAreaCodeY, Int64 iAreaCodeLevel, String iUseCode)

public String MapAreaCoordToTileCode(Int64 iAreaCodeX, Int64 iAreaCodeY, Int64 iAreaCodeLevel, String iUseCode)
{

String vResultCode = "";

if (EarthCommon.StringCompare(iUseCode, "xyz")) // example Service 3 thank's to Steffen I.
{


}
else if (EarthCommon.StringCompare(iUseCode, "X1Y1X2Y2" ) ) // examples Services type NPOA (Spanish geografic institute) or
OpenLayers (Provided by MetaCarta, http://openlayers.org/)
{
Double vWestBorderLongitudeOfTile = EarthMath.GetAreaTileLeftLongitude (iAreaCodeX, iAreaCodeLevel);
Double vEastBorderLongitudeOfTile = EarthMath.GetAreaTileRightLongitude (iAreaCodeX, iAreaCodeLevel);
Double vNorthBorderLatitudeOfTile = EarthMath.GetAreaTileTopLatitude (iAreaCodeY, iAreaCodeLevel);
Double vSouthBorderLatitudeOfTile = EarthMath.GetAreaTileBottomLatitude (iAreaCodeY, iAreaCodeLevel);

vResultCode = vWestBorderLongitudeOfTile.ToString().Replace(",", "." ) + "," + vSouthBorderLatitudeOfTile.ToString().Replace
(",", "." ) + "," + vEastBorderLongitudeOfTile.ToString().Replace(",", "." ) + "," + vNorthBorderLatitudeOfTile.ToString().Replace(",", "." );

}
else // Quad mode, examples Services 1 and 2
{
Int64 vSteps = EarthMath.cLevel0CodeDeep - iAreaCodeLevel;

}

return vResultCode;
}

}
}



Post Edited ( 01-12-09 09:49 )
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Re: FS Earth Tiles v1.0
Author: HB-100      1151 Posts  Status: Living Legend    Date    01-13-09 20:47

I sent you a msg.

I believe you missed that the "..." is meant as spaceholder for the old code.
You have to merge and not to replace the full content.
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Re: FS Earth Tiles v1.0
Author: HB-100      1151 Posts  Status: Living Legend    Date    01-31-09 15:55


Pls note (31.january.2009)
Service1 the universal map version number 1000 ( ..404&v=1000 ) in the original FSEarthTiles.ini File does not work anymore.
You have to replace this number with a current / latest map version of the service (for example &v=36 ) in case you want to access it.

Let me remind you that the material of the map/earth services is copyright protected!!!


Also still valid is this:

fly-a-lot Date 07-28-08 :
FSEarthTiles.ini needs to be adjusted because service1 applied some changes:
see: http://sourceforge.net/forum/forum.php?thread_id=2140727&forum_id=847908
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Re: FS Earth Tiles v1.0
Author: HB-100      1151 Posts  Status: Living Legend    Date    01-31-09 16:28


Oh I just see they changed more.. seems you can not that simple access that service anymore... my captcha started running wild
well well...

Guess it is time to stick back to FSX's so great looking standard dessert default ground textures.... at least at some regions...
I still wonder today how they ever passed that pice of rubbish as 'texture' not even to speak about a ground texture.
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Re: FS Earth Tiles v1.0
Author: devilagent      2 Posts  Status: Young recruit Date    02-01-09 12:12

I have a question regarding dawn/dusk flying, when using one of the services and have to use the watermask option to blend at the shore, these tiles
will not show up or pop up very late at dus/dawn/night while the tiles not affecting shores will just stay where they are. Is there a problem
regarding the waterblend in FSX and is there a solution about this flying in dusk/dawn (my favorite)? At daytime all tiles are displayed the way it
should be. Thanks in advance for help. If not clear what i mean i can upload a example.
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Re: FS Earth Tiles v1.0
Author: HB-100      1151 Posts  Status: Living Legend    Date    02-02-09 22:39


Did you try it with night-texture also? You can have FSEarthTiles generating a Night Texture.

I don't seem to have that porblem. But I don't fly so often at dusk or dawn also because I self only let generate day textures and know that
they fade away when it gets dark and thereforemore than often I try to fly at daytime.
The few times I flew at dusk and dawn so far however I couldnt see a problem with the shore line tiles on my system (FSX). All tiles also
with water mask fade equal away. This is for day texture only.

How it is with a day and a night texture I honestly can't say.. somehow by all this programming I never really tried it out and flew at dusk or
dawn with both textures. But I don't see a reason why this should behave different. Day texture should fade out night fade in and for all
tiles equal.

Maybe someone else can help you with expereince of this here?
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Re: FS Earth Tiles v1.0
Author: devilagent      2 Posts  Status: Young recruit Date    02-04-09 18:15

HB-100 wrote:

Did you try it with night-texture also? You can have FSEarthTiles generating a Night Texture.

I don't seem to have that porblem. But I don't fly so often at dusk or dawn also because I self only let generate day textures and know that
they fade away when it gets dark and thereforemore than often I try to fly at daytime.
The few times I flew at dusk and dawn so far however I couldnt see a problem with the shore line tiles on my system (FSX). All tiles also
with water mask fade equal away. This is for day texture only.

How it is with a day and a night texture I honestly can't say.. somehow by all this programming I never really tried it out and flew at dusk or
dawn with both textures. But I don't see a reason why this should behave different. Day texture should fade out night fade in and for all
tiles equal.

Maybe someone else can help you with expereince of this here?


I didn't use the night textures but i guess it is only my computer who is behaving like this because the tiles equally fade, just the tiles near the
shores who have the watermask enabled don't fade or fade very late, so there is a real difference between that 2 types of tiles in loading. Maybe the
calculations with these tiles take longer and my computer is too slow to draw them on time. Maybe someone else experience this?
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