The addon that "revolutionize the way you fly in Flight Simulator"
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Re: FS Earth Tiles v1.0
Author: ecvatc      7 Posts  Status: Young recruit Date    08-04-09 13:55

ecvatc wrote:
Hello!


I need some help. I have tried for about 2 days to program the service to terraserver, but have had no luck. I would very much appreciate if someone
who understands this would help me out. Here is what i did so far:

[Service1]
ServiceCodeing = xyz
ServiceUrl = http://terraserver-usa.com/tile.ashx?t=1&s=10&% #you need to replace the * with a service base url
ServerVariations = http://www.terraserver-usa.com/ #Server variations that all have to contain the same Tiles (old
versions v=24, v=20)
#Server variations that all have to contain the same Tiles

I read the read me like 1000 times and still dont understand it.

Terraservers website is www.terraserver-usa.com




Can anyone help????

Thx Matt
Thank you so much for this great program!


Matt


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Re: FS Earth Tiles v1.0
Author: sci7ence      2 Posts  Status: Young recruit Date    08-07-09 00:23

ecvatc wrote:

I need some help. I have tried for about 2 days to program the service to terraserver, but have had no luck. I would very much appreciate if
someone
who understands this would help me out. Here is what i did so far:

[Service1]
ServiceCodeing = xyz
ServiceUrl = http://terraserver-usa.com/tile.ashx?t=1&s=10&% #you need to replace the * with a service base url


The problem is that the tile algorithm terraserver is using is not matching to the algorithm that FSET is using, for example; the Roosevelt
island is on FSET coordinates x=2413, y=3078 and z=13, this is on terraserver, http://terraserver-usa.com/tile.ashx?
T=1&S=13&Z=18&X=367&Y=2820 (on z=18 FSET is zoomed in too much), so you need to do some mathematics to recode the map
parameters. But, why bother, the maps on terraserver are on my quick glimpse inferior to the ones on Yahoo and Google?

Cheers
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Re: FS Earth Tiles v1.0
Author: ecvatc      7 Posts  Status: Young recruit Date    08-07-09 01:18

Thanks,

I just wanted to get "public domain" maps on my computer which were not illegal, lol. How would I go about doing this in fset?
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Google earth
Author: Nesbar000      1 Posts  Status: Young recruit Date    09-02-09 17:39

Hi, how i can use go.gle earth?
Thanks


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Re: Google earth
Author: bina      15 Posts  Status: Young recruit Date    09-12-09 10:30

Guys, what is the correct link for using GE maps in FSET? I think the link provided with default FSET is outdated... :(

Thanks,

Rustam
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xyz codeing
Author: HB-100      1151 Posts  Status: Living Legend    Date    09-14-09 08:21

bina wrote:
That's what I just found checking the G***** servers ;)

http://khm0.******.com/kh/v=36&hl=en&x=41859&s=&y=24718&z=16&s=Galileo

As posted above by HB-100, the version no. for Service 1 is indeed "36" but I guess something has changed in other parts of URL
string. Maybe I check in the wrong place but I used Fiddler which retrieves the above string from the server. It seems there is no more
option for "qrts" (ServiceCodeing) sort of thing which was replacing "%s" in the URL string for Service 1.

Anyone to comment?



Very strange but it seems that this specific service reactivated the quadrant codeing access method lately which means you could access the old way by just
adapting the version number. But it will not help you so much because they changed the captcha thing. It seems that they removed the possibility to enter a
displayed code to continue and just present you a sorry and a blocking. Also this sorry and blocking is now presented under the same URL where the tile is
expected which is causing FSET's www going crazy and reloading that page over and over. (the going crazy can only be fixed in FSET's main code)


Since there are question about the XYZ codeing in relation with other services also I will try to give a shor explanation.
You will need to read in the UserDocu.rtf to maybe understand it better.

Image a 4*4 matrix of little pictures that all have the same size 256x256 pixel (=1 tile)

X X X X
X X X X
X X X X

each X is one of this little picture (tile)

So how can you refer to one specific picture in that matrix nowt?
Simple by adding 2 numbers/indizes x and y which tells you the location in the matrix

The first picture top left would be at X=0, Y=0
The second picture right of the first at X=1, Y=0
Thr picture below the first picture is on a new row which we count with Y so it will have the address X=0, Y=1

with (X,Y) =>
the matrix looks that way:
(0,0) (1,0) (2,0) (3,0)
(0,1) (1,1) (2,1) (3,1)
(0,2) (1,2) (2,2) (3,2)
(0,3) (1,3) (2,3) (3,3)

so far it's simple.
Now the zoom level comes into play.
On the very Top LVL (Zoom 18 in FSET) the whole world is covered with just one tile. That means the matrix dimension is 1x1 and X,Y can only be 0,0.

Zoom 18:
(0,0)

For the next zoom level the tile count doubles in each dimension that means we have 4 tiles for the whole world

Zoom 17:
(0,0) (1,0)
(0,1) (1,1)

and doubleing again the world is now covered with 16 tiles:

Zoom 16:
(0,0) (1,0) (2,0) (3,0)
(0,1) (1,1) (2,1) (3,1)
(0,2) (1,2) (2,2) (3,2)
(0,3) (1,3) (2,3) (3,3)


That Zoom lvl is now the third coordinate or the thrid number we need for the full address of a tile.
(X,Y,Z)

foreaxmple I could now access the Tile (3,2) on zoom 16 with: (3,2,16) or in words X=3, Y=2, Z=16

This is the system as FSET uses it internal although the names is not X,Y,Z but iAreaCodeX, iAreaCodeY, iAreaCodeLevel which are the parameters that you get
in the TileCodeingScript.cs (open it with a simple texteditor like notepad)


Now the services comes into play. Each service has an own codeing system for the tiles.
So the XYZ of one services does not fit the to another one.

when you write
ServiceCodeing = xyz

in FSEarthTiles.ini file then FSET calculates the x,y,z fitting to one know service at that time.

The codeing is: (check the TileCodeingScript.cs File)

Int64 vServiceZ = iAreaCodeLevel;
Int64 vServiceX = iAreaCodeX;
Int64 vServiceY;

Int32 vYConvertPower = (Int32)(EarthMath.cLevel0CodeDeep - iAreaCodeLevel - 1); //-1 because Service uses positive and negative numbers for Y
vServiceY = (1 << vYConvertPower) - 1 - iAreaCodeY; // 1<<vYConvertPower (is equal to 2^vYConvertPower)

You see X and Z is the same as FSET handles it and Y is different (has positive and negative numbers)
This Y is of course a little strange and special but this is the choose of the service.

Now the most simple and logical way of X,Y,Z addressing would be:

Int64 vServiceZ = EarthMath.cLevel0CodeDeep - iAreaCodeLevel;
Int64 vServiceX = iAreaCodeX;
Int64 vServiceY = iAreaCodeY;
vResultCode = "&x=" + vServiceX.ToString() + "&y=" + vServiceY.ToString() + "&z=" + vServiceZ.ToString()

(note that EarthMath.cLevel0CodeDeep is a constant and has teh value 18.)

which marks the Top Level (whole word covered with 1 tile) with z=0 instead z=18 and counting upward (next lvl z=1, next z=2 ...)
The z=18 for the top level was a complete free choose when I programmed FSET. I choosed that to work with zoomlevels close to zero and not close to 18.
(note it had been a bit better and less confusing with high resolution when I didn't change the sign also and counted upward instead downward)
Funny I discovered later that one service used the same (bad) z like you can see further above: ( Int64 vServiceZ = iAreaCodeLevel)


Well and what's with this famous specific service1 now? Well they choosed the simple and logic way of XYZ addressing.
So if you want to access that way you have to do the codeing in the TileCodeingScript.cs and activate the CSharp ScriptHandling in the FSEarthTiles.ini file:

UseCSharpScripts = Yes

and make a service entry in the FSEarthTiles.ini file

[Service6]
ServiceCodeing = xyinvz #for the case we coded: else if (EarthCommon.StringCompare(iUseCode, "xyinvz")) in TileCodeingScript.cs
ServiceUrl = ...

check some pages back in this thread to see how such a TileCodeingScript.cs adaption was done for another service.
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expanded TileCodeScript.cs file
Author: HB-100      1151 Posts  Status: Living Legend    Date    09-19-09 01:26


Due to request.. here a working TileCodeScript.cs file which contains the expansions that were addressed in this thread

TileCodeingScript.cs

--> http://rapidshare.com/files/281966666/ExpandedTileCodeingScriptFileSeptember2009.zip <--

This script supports:
ServiceCodeing = xyz
ServiceCodeing = X1Y1X2Y2
ServiceCodeing = xyinvz

And the quadrant codeing mode: (4 letters is the identification for the quadrant codeing mode whereas those 4 letters are used for the quadrants codeing.)
ServiceCodeing = 0123
ServiceCodeing = qrts

The TileCodeingScript.cs generates the string (code) that will be inserted into the placeholder %s that you use in the URL parameter
ServiceUrl = http://www.DummyService.com/Tile%s.jpg

in the FSEarthTiles.ini file.


You can replace your TileCodeScript.cs file in your FSEarthTiles folder with this one.

Don't forget you have to activate C#-Scripts in the FSEarthTiles.ini with
UseCSharpScripts = Yes

That this C#-Script will be read in compiled and used when you start FSEarthTiles.
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Re: expanded TileCodeScript.cs file
Author: bina      15 Posts  Status: Young recruit Date    09-20-09 01:25

Thanks for the link and the hints, HB-100!

This is what I did to make the Googy work but to no avail, unfortunately! :(

1) replaced the old TileCodeScript.cs with the new one.
2) edited FSEartTiles.ini like this: http://khm0.******.***/kh/v=41&%s
3) enabled "UseCSharpScripts" to YES

I did nothing else than above. Am I following the right steps?!?

Thanks,

Rustam

Post Edited ( 09-20-09 01:27 )
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Re: expanded TileCodeScript.cs file
Author: HB-100      1151 Posts  Status: Living Legend    Date    09-20-09 07:24

/kh/v=45&hl=en%s&s=Galileo

really not that difficult.

I am somewhat surprised you have difficult. Wasn't it yout hat posted this ?:

http://khm0.******.com/kh/v=36&hl=en&x=41859&s=&y=24718&z=16&s=Galileo

Ok how to figure such things out?

Open TileCodeingScript.cs with a text editor and also when you are maybe not a programmer you could try to match some letters:

vResultCode = "&x=" + vServiceX.ToString() + "&y=" + vServiceY.ToString() + "&z=" + vServiceZ.ToString();

/kh/v=36&hl=en &x=41859&s=&y=24718&z=16 &s=Galileo
/kh/v=36&hl=en %s &s=Galileo

/kh/v=36&hl=en%s&s=Galileo

and of course the version is no more 36.

p.s. oh and of course this is with ServiceCodeing = xyinvz not qrts maybe that's your problem
p.s.2 and of course if tthat services blocks you with the qrts method then it will also block you with the xyinvz method.. it doesnt really matters with which you access for the service its the same.



Post Edited ( 09-20-09 07:32 )
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Re: expanded TileCodeScript.cs file
Author: Tracker801      2108 Posts  Status: Living Legend    Date    09-21-09 20:15

See..... even HB gets back to support when he has the time for it ;)
After WT4 he might consider V2 too ;)
j/k :lol:

* Si Vis Pacem Para Bellum*


Check The Almighty FAQ First!!!
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Re: expanded TileCodeScript.cs file
Author: bina      15 Posts  Status: Young recruit Date    09-22-09 00:12

HB-100, thank you for your efforts! I appreciate it, indeed!!! Yes, it was me who somehow tried to get the correct link... but - noone is perfect ;)

I am really trying to get it working but for some reason - to no avail! I am almost close to give up and therefore, putting a piece of code from
FSEarthTiles.ini here, maybe I'm doing something wrong:

[Service1]
ServiceCodeing = xyz
ServiceUrl = http://khm0.g*****.com/kh/v=45&hl=en%s&s=Galileo
Referer = http://khm0.g*****.com
#UserAgent = Mozilla/4.0
ServerVariations = khm0,khm1,khm2,khm3
**********************
DownloadResolution = 1
StartWithService = Service1
SelectedSceneryCompiler = FS2004
AreaSnap = LOD13
CreateAreaMaskBmp = Yes
CompileScenery = Yes
AutoReferenceMode = 1
**********************
UseCSharpScripts = Yes

Note: I even turned off my firewall completely and re-downloaded FSEarthTiles but neither don't help...

Thanks,

Rustam

Post Edited ( 09-22-09 00:14 )
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Re: expanded TileCodeScript.cs file
Author: HB-100      1151 Posts  Status: Living Legend    Date    09-22-09 19:51

bina wrote:
HB-100, thank you for your efforts! I appreciate it, indeed!!! Yes, it was me who somehow tried to get the correct link... but - noone is perfect ;)

I am really trying to get it working but for some reason - to no avail! I am almost close to give up and therefore, putting a piece of code from
FSEarthTiles.ini here, maybe I'm doing something wrong:

[Service1]
ServiceCodeing = xyz
ServiceUrl = http://khm0.g*****.com/kh/v=45&hl=en%s&s=Galileo

Note: I even turned off my firewall completely and re-downloaded FSEarthTiles but neither don't help...


try it with
ServiceCodeing = xyinvz

and click on that www button you have on ET and let it open.
I am not sure but I believe it only works with the integrated WebBrowser open and without it not at all anymore. With this small WebBrowser you have the access
string in the Titel bar. You can copy it out to a normal webBrowser or a TextEditor. You can even edit this address it in this MiniBrowser if you like and believe it or
not surf the Web with this MiniBrowser by entering normal WebPage address.

Don't trun off firewall or anything. All FSET does is nromal Web-Access (http://) like you do it with your Webbrowser.
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Re: expanded TileCodeScript.cs file
Author: HB-100      1151 Posts  Status: Living Legend    Date    09-22-09 20:43

Tracker801 wrote:
See..... even HB gets back to support when he has the time for it ;)
After WT4 he might consider V2 too ;)
j/k :lol:


My hope was that an FS community had picked this up. But it didn't happen or I don't know of any.
I believe that I self should not go any step farther then I already went. There will not be any new Versions comeing from me except a miracle happens and
suddently this earth services lift the copyright and give the public the rights for the highres tile pictures to download and use free in FS.

About WT4..well I am serious considering it. The precondition is that I get a stable FSX on my new PC. My last flights on my old PC with the pdgm md11 ended
after 2hours in the air because of corrupted graphic (windows/nvidia) driver. I still havent everything installed on the new PC. so I dont know if it will be any better.

Another blockade in the way is FSINN. I don't want to ever install this again. It doesn't works right on VISTA 64Bit.

And then the last point is FSPassengersX. Great Sw no question (can I say anything different here? ;) ) but I disagree with this -400fpm tire blow thing completly.
That limit is set too low and the stuck on runway Emergency that it triggers is wrong. That is my opinion.
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Re: expanded TileCodeScript.cs file
Author: corsair100      1 Posts  Status: Young recruit Date    09-23-09 11:30

First, thank you HB-100 for this excellent program!! It is the best tool in its category.
It still functions great (Service 1, with V=45, from the company network where I think we have a dynamic IP, so it is not blocked). You did a great
job, very appreciated.

My only problem may be the Googy logo which remains on the downloaded tiles.
Does anybody has a way to eliminate this logo?

Thanks,
Sunay
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Re: expanded TileCodeScript.cs file
Author: bina      15 Posts  Status: Young recruit Date    09-27-09 08:05

Hi everybody!

HB-100, again thanks a lot for your attempt to help! Nonetheless, this does not help, whenever I try to access Google servers, FS Earth TIles says
cannot web access, even with the code you have provided, even with "xyinvz" tag - no way!!! But when I use Google Earth or access thru Google Maps - I
can see the image as it should be, I mean I can see the image only thru web, FSET doesn't work!

If I can kindly request anybody to download one single image for me, please?!? I can provide the coordinates of the area I want to download, maybe
someone can download it for me and then send it by email or upload to somewhere? Is it possible?

Thanks,

Rustam

Post Edited ( 09-27-09 08:06 )
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Re: expanded TileCodeScript.cs file
Author: Snowboy      4 Posts  Status: Young recruit Date    09-30-09 17:20

bina,

Have you tried with the the integrated WebBrowser window open as HB-100 says?


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Re: expanded TileCodeScript.cs file
Author: bina      15 Posts  Status: Young recruit Date    10-01-09 17:34

Yes, Snowboy, I tried both options but in the browser I can only see a gray rectangle :(

I've attached FSEarthTiles.ini file here, maybe anybody can see the drawbacks in it... I included only Service1 since other services work ok. The name
of the service is marked with (*), so everyone understands which server I'm talking about. Also, the word wrap is not working in this post but in the
INI file Word Wrap is de-activated.

[Service1]
ServiceCodeing = xyinvz
ServiceUrl = http://khm0.g*****.com/kh/v=45&hl=en%s&s=Galileo
#Referer = http://khm0.g*****.com #optional,you can try with and without this to establish a connection
#UserAgent = Mozilla/4.0 #optional, alternatives: MSIE 7.0; Windows NT 6.0; or any fictional name
ServerVariations = khm0,khm1,khm2,khm3 #Server variations that all have to contain the same Tiles


[ProxyList] #if you want to use proxies (web/http) add them here
direct #use the word "direct" in the List to mark a connection without Proxy
#127.0.0.1:8118 #local proxy (example for TOR net)
#130.149.49.26:3124 #external proxy example
#direct #you may enter the same Proxies more than one time in this list if you like
#132.239.17.224:68664 #Use the next button to change cycle throughthe proxy list manualy. (note original I
planed a proxy change automatisation but didn't implement it at the end)

#---FS Earth Tiles Start up default values---

[FSEarthTiles]

WorkingFolder = D:\FSEarthTiles\work #working space folder.
SceneryFolder = D:\FSX\Addon Scenery\FSEarthTiles #scenry folder. Note it stores the files in the texture and scenery Sub-folder (also
creates any missing folders)

DownloadResolution = 5 #-4...8
StartWithService = Service1
SelectedSceneryCompiler = FS2004 #choose: FSX or FS2004
AreaSnap = LOD13 #Off/LOD13/LatLong/Tiles/Pixel, IMPORTANT: Select LOD13 for FS2004 to avoid water borders!
CreateAreaMaskBmp = Yes #if Yes Area Mask Bitmap will be created that are used for Blend and Water and
Seasons. (note FS2004 does not know blend)
CompileScenery = No #Yes = Compile the Scenery, No = Download the Area only.
AutoReferenceMode = 1 # 1..4 only active if AreaSnap is not off
# 1 = match exact Area Dimensions, 2 = allow to go one large, 3 = maximum freedom in
going larger (largest areas simular to Area Snap Off), 4 = divide into single units

Zoom = 4 # -4...18

AreaDefinitionMode = 1Point #1Point / 2Points
AreaSizeX = 1 #[nm] Usage of this value depends on your AreaDefinitionMode setting (used on 1Point)
AreaSizeY = 0.6 #[nm] Use point for broken numbers here such as 1.5 or 0.75 no matter what language
setting you use
CenterLatitude = 40deg 47min 00sec north #Usage of this value depends on your AreaDefinitionMode setting (used on 1Point)
CenterLongitude = 50deg 05min 00sec east
NorthWestCornerLatitude = 44deg 25min 00sec north #Usage of this value depends on your AreaDefinitionMode setting (used on 2Points)
NorthWestCornerLongitude = 8deg 51min 00sec east
SouthEastLatitude = 44deg 25min 00sec north #Usage of this value depends on your AreaDefinitionMode setting (used on 2Points)
SouthEastLongitude = 8deg 51min 00sec east


#-- Additional Settings --
TextureUndistortion = PerfectHighQualityFSPreResampling # choose: Off/Good/Perfect/PerfectHighQualityFSPreResampling. It corrects the texture
to ensure accuracy on large areas and in best mode it heavy improves FSCompiler result but costs a lot memory
# Off -> Not recommended (inaccurate on large areas)
# Good -> Fast with Good Quality, small Memory usage
# Perfect -> Remarkable slower but perfect accuracy, small Memory usage
# PerfectHighQualityFSPreResampling -> Increase of Texture Quality through
Pre-Resampling (Doing FS's job, just with much more quality result). Heavy Memory usage (6 times more). As slows as Undistortion Perfect.

FSPreResampleingAllowShrinkTexture = Yes # Yes = Shrink the Texture on resampling instead enlarging. That generates one LOD
Level less. Saves HD and memory space. Sharper but less Antialiasing effect. (only aktive if TextureUndistortion = PerfectHighQualityFSPreResampling)
FSPreResampleingShrinkTextureThresholdResolutionLevel = 3 # Textures with selected Resolution Level less or equal this values becomes shrink
instead enlarged. Usefull if HD space is limited to get the maximum quality for the highest LOD.
# Example. The Default value 3 means: Dl Res 3 was earlier converted to one LOD up:
LOD14, and with this it will be shrinked/converted in LOD13 (which match more with the table on the GUI). Dl Res 4 will still be converted upward to
LOD13 (only active if FSPreResampleingAllowShrinkTexture = Yes)

Brightness = -6.0 #[percent] Texture Color Enhancement. Brighness is best set to BrighnessValue = -
0.5 * ContrastValue;
Contrast = +12.0 #[percent] Texture Color Enhancement.

DownloadFailTimeOut = 1800 #Time out in seconds. If connection breaks and the tile flow stops this is the time
after which the download attempts stops.
MaxDownloadSpeed = 20 #Max download Speed in Tile per Seconds [Tile/Sec]. You can enter broken values like
0.1. One Tile is about 12kByte in transfear. 20 Tile/Sec is max (Internal hardcoded speed limit for fairness reason)

MaxMemoryUsageFactor = 1.0 #Factor of Maximum of Memory Usage of detected allocable texture memory. (there is
already a 5% marging).
WebBrowserRecoverTimer = 15 #[sec] If the WebBrowser Tile flow stops due not accessible pages or redirected or
user interruptuions etc the flow is auto restarted after this time

WebBrowserNoTileFoundKeyWords = Not Found,HTTP Error 404,Bad Request #If a WebPage with any of this KeyWords are found (seperated with comma)
instead a Tile, The No Tile Found Tile will be used. (else it tries again and again and again..endless..a WebBrowser only problem...(no proper HTTP
error msg accessable or I found none)).
#Note that the Words used here are Service dependent. Also make sure there is
no collision with the Windows internal Page if connection breake. The Wordsyou use should not apear on the Windows connection lost info page else you
get No Tile Founds on connection breake also which we don't want.


#--- Yes/No Switches --
UseCSharpScripts = Yes #If yes then the Scripts will be loaded and usesd.
KeepAreaInfFile = Yes #if Yes then this keeps the Area.inf File (used for FS scenery
compilation with resample.exe with no Water or Season Masks)
KeepAreaMaskInfFile = Yes #if Yes then this keeps the AreaMasks.inf File (used for FS scenery
compilation with resample.exe with Water Masks)
KeepAreaMaskSeasonInfFile = Yes #if Yes then this keeps the AreaMasksSeasons.inf File (used for FS scenery
compilation with resample.exe with Season Masks (and water))
KeepAreaEarthInfoFile = Yes #if Yes then this keeps the AreaEarthInfo.txt File (used for Water and Season
creation) required input file for FSEarthMasks
KeepSourceBitmap = Yes #if Yes then this keeps the Area.bmp File (This is the original downloaded
and assembled Area.bmp and is required for FSEarthMasks and scenery compilation with Area.inf)
KeepSummerBitmap = Yes #if Yes then this keeps the AreaSummer.bmp File (used in AreaMask.inf for scenery
compilation with Water/Season Masks. Can be recreated through FSEarthMasks)
KeepMaskBitmap = Yes #if Yes then this keeps the AreaMask.bmp File (used in AreaMask.inf for scenery
compilation with Water/Season Masks. Can be recreated through FSEarthMasks)
KeepSeasonsBitmaps = Yes #if Yes then this keeps the Various Season Bitmaps Files (used in AreaMask.inf for
scenery compilation with Water/Season Masks. Can be recreated through FSEarthMasks)
FS2004KeepTGAs = Yes #choose: Yes or No (you will find them in the \yourscenery\texture\TgaSourceFiles folder)
UseInformativeAreaNames = Yes #No -> Area.bmp, Yes ->
Area_Lp2_SnapLatLong_N042470000_N042400000_E010050000_E010170000.bmp
ShuffleTilesForDownload = Yes #if you want the Tiles to be shuffeled downloaded instead in plain order
ShuffleAreasForDownload = No #if you want the Areas to be shuffeled downloaded instead in plain order
AutoStartDownload = No #Automatical starts the download on application start
AutoExitApplication = No #Automatical exits the application after the work is done
OpenWebBrowsersOnStart = No #Yes = Right open the WebBrowser Engine on Start of the Application.
ShowDisplaySelector = No #Yes = shows the Display mode selector with the 2 modes Free/Tile. Usually of no use
except for study/debug.
SuppressPitchBlackPixels = No #Yes = All absolut black Pixels color(0,0,0) will be transformed into
color(0x01,0x01,0x01) pixels.
CompileWithAreaMask = Yes #Yes = Compiles the Scenery by useing AreaMasks (AreaFS..MasksInfo.inf) . Should best
stay on yes. (only active when CreateAreaMaskBmp = Yes)


#--- FS compiler ---
UseLODLimits = Yes #Set to Yes to aktivate FSET's minimum destination LOD creation logic. (effects FSX only)
MinimumDestinationLOD = 13 #Generates at least LOD's up to this LVL to avoid FS default scenery comeing through.
Only active when UseLODLimits = Yes
CompressionQuality = 100 #FS default is 100%. Some like 80 better to generate smaller bgl's on cost of teh quality.


#--- FS Compilers ---
FSXSceneryCompiler = resampleFSXSP2.exe
FS2004SceneryCompiler = resampleFS2004.exe
FS2004SceneryImageTool = imagetoolFS2004.exe #if missing the FS2004 compilation stops with the .tga's (no complete FS2004
executable scenery!)


#--- FS Earth Masks ---
FSEarthMasksTool = FSEarthMasks.exe


#--- Earth Masks Config ---
CreateWaterMaskBitmap = Yes # yes = create Water/Blend Mask. (An Area Vectors file (.Kml or .svg) is required for this!)

CreateSummerBitmap = No # yes = create Summer Texture * Important! -> *, A summer Texture is required when you want to work with FSEM's
Color Adaption for Water Regions.

CreateNightBitmap = No # yes = create Night Texture
CreateSpringBitmap = No # yes = create Spring Texture
CreateAutumnBitmap = No # yes = create Autumn Texture (Thomas M. routines check FSEM Scripts)
CreateWinterBitmap = No # yes = create Winter Texture (Thomas M. routines check FSEM Scripts)
CreateHardWinterBitmap = No # yes = create Hard Winter Texture (Thomas M. routines check FSEM Scripts)

BlendBorders = No # yes = auto blend Borders (Blend-Transition) of an (Multi-)Area


#--- Third Party Tools ---
UseAreaKMLFile = Yes #yes = an AreaKML.kml File is expected in the Work Folder used for Water and Blend
Vectors. You need to create that File in advance!
UseScalableVectorGraphicsTool = No #yes = Starts the SVG Tool for every Downloaded Area (Only if CreateAreaMaskBmp is on)
ScalableVectorGraphicsTool = D:\Inkscape\inkscape.exe #Used for Drawing Water and Blend Vectors creating a .SVG File

Thanks,

Rustam
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Re: expanded TileCodeScript.cs file
Author: HB-100      1151 Posts  Status: Living Legend    Date    10-01-09 20:59

bina wrote:
Yes, Snowboy, I tried both options but in the browser I can only see a gray rectangle :(
I've attached FSEarthTiles.ini file here, maybe anybody can see the drawbacks in it...


bina,

Your init file looks good.

Copy the following as address into your Microsoft Internet Explorer (of course repalce the *):

http://khm0.******.com/kh/v=45&hl=en&x=0&y=0&z=0&s=Galileo

You should see the whole world then.

Make sure you use the Microsft Internet Explorer and not FireFox or Google Chrom.

If you don't see the whole world picture in this Explorer than you will also not be able to ever access it with FSET.

In case you dont see the whole world picture ....you probabily have cookies diesabled. Check your Internet Explorer settings. (some earth services only works with
cookies enabled)

If you have cookies enabled and still can not access then maybe your IP is blocked from that services. Then you have to try on another internet connection with a
new IP.

edit to add: after enableing cookies you should visit some main pages of such a service. Often such a cookie in case you need one for the access is only given out over their main pages.



Post Edited ( 10-01-09 21:10 )
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Buildings and trees
Author: Snowboy      4 Posts  Status: Young recruit Date    10-02-09 11:58

Hi,

This may be a silly question, but I can't seem to find a answer on the forum.

I'm using a third party senery package with a low res actual ground texture and custom buildings and trees and also autogen I think
(France VFR AlpesNord). Putting FSET terrain above this I lose all the buildings and trees but not the cars in that area. Is there a way of
getting the buildings and trees visible, or optionally just the buildings?

Thanks.


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Re: Buildings and trees
Author: HB-100      1151 Posts  Status: Living Legend    Date    10-02-09 18:59

yes copy the autogen files from that specific scenery into the FSET scenery.
The autogenfiles are in the texture folder of a scenery and their file name are like this one:
011222311033122an.agn

if they used custom building textures you also have to copy the .bmp's from that folder and depending on the scenery maybe even some .bgl files from the
scenery subfolder of the scenery
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