Random questions about anything NEAR and IN the realm of YSFlight
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Re: Random questions about anything NEAR and IN the realm of YSFlight
1, how does one place a start position on moving carriers?
And 2, what does the motion path offset feature do?
Thanks in advance.
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Re: Random questions about anything NEAR and IN the realm of YSFlight
2) Not exactly sure...
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Re: Random questions about anything NEAR and IN the realm of YSFlight
EDIT: So if you have a naval group and want the ships spread around and moving in a group instead of just one after the other in a straight line, you use that setting.
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Re: Random questions about anything NEAR and IN the realm of YSFlight
Another question - do vehicles always move at their max. speed along a motion path? Or is there a way of limiting it, so a fast destroyer and slow tanker can be capped to move at the slow speed?
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Re: Random questions about anything NEAR and IN the realm of YSFlight
So yea, they just go flat out.
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Re: Random questions about anything NEAR and IN the realm of YSFlight
Also how could you make a runway/airport on a slope? The protected polygon freature only makes a flat zero slope surface within the grid and as far as I have tested landing on a slope or grid will either make you jump 10000ft into the air or youll explode on touchdown.
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Re: Random questions about anything NEAR and IN the realm of YSFlight
That would be a job for textures.BARRACUZ wrote:Also how could you make a runway/airport on a slope?
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Re: Random questions about anything NEAR and IN the realm of YSFlight
But how would you stop the instant kaboom when you attempt to land?Patrick31337 wrote:That would be a job for textures.BARRACUZ wrote:Also how could you make a runway/airport on a slope?
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Re: Random questions about anything NEAR and IN the realm of YSFlight
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Re: Random questions about anything NEAR and IN the realm of YSFlight
- Barr
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Re: Random questions about anything NEAR and IN the realm of YSFlight
Patrick31337 wrote:You can land on an elevation grid if it has a paved area around it.
Thank you fellas!Gunny wrote:[AKA]Rectangular area runway;}
Another: How do you make high res coastlines. Do you just use the polygon tool and trace for days?
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Re: Random questions about anything NEAR and IN the realm of YSFlight
As someone who tried to do high res coastlines for the Philippines map, I sunk waaaay too much detail into areas that were inconsequential at best. I'd recommending putting the bulk of your efforts for coastlines into areas you expect to see them a lot. I.e. if you have an airport near the coast, do a 5 mile radius around the airport and that should be fine. For other areas, go dirt simple. cut out bays and harbors if they are small and inconsequential. If you are not adding anything else near the detail ( like a random city that ppl might descend to look at) don't put in extra details.BARRACUZ wrote:Another: How do you make high res coastlines. Do you just use the polygon tool and trace for days?
use your efforts to complement the existing/planned details of your map. You might also find it useful to create the detailed coastlines in a separate item in scenery editor to enable easier editing of them later, or perhaps even reuse, depending on the feature.
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- Skipper
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Re: Random questions about anything NEAR and IN the realm of YSFlight
/goes off to play with data
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Re: Random questions about anything NEAR and IN the realm of YSFlight
SceneryEditor is closed source program, so add this import functionality directly in SceneryEditor impossible, but you can prepare special FLD file using external converter apps (scripts).Skipper wrote:I wonder if there is a way to bring a GIS Shapefile into Scenery Editor....
/goes off to play with data
Operation where one file in textual format converted in another file in textual format using some rules has name "parsing" and you could do it easy using special Python script.
Start point here: Also recommend look next addons for Blender written with Python (I hope soon make an addon for export scene from Blender to FLD, TER and STP file)
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(31 DEC 2016)
- Barr
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Re: Random questions about anything NEAR and IN the realm of YSFlight
I opened up a thread here:u2fly wrote:SceneryEditor is closed source program, so add this import functionality directly in SceneryEditor impossible, but you can prepare special FLD file using external converter apps (scripts).Skipper wrote:I wonder if there is a way to bring a GIS Shapefile into Scenery Editor....
/goes off to play with data
Operation where one file in textual format converted in another file in textual format using some rules has name "parsing" and you could do it easy using special Python script.
Start point here: Also recommend look next addons for Blender written with Python (I hope soon make an addon for export scene from Blender to FLD, TER and STP file)
viewtopic.php?f=223&t=5979&p=72580&hili ... per#p72580
Im sure thats how grigor decided to make the real nice elvation grid tool for us.
Of course we wouldve had the tool sooner if skipper wouldve shared the info sooner
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Re: Random questions about anything NEAR and IN the realm of YSFlight
(I think...I can't really remember, was a while ago)
I've not looked at the format for .fld files, I guess it's like a flat .srf....
..It has been a while since I've done any modding
But the elevation grid generator thing is basically the same thing as what I was detailing. DEMs are generally B&W bitmaps, but they're obviously in meters, so they fit better into Scenery Editor without too much scaling issues
:edit: ...Mkay, so it seems to be quite a simple format for polygons (in the fld file).
I'm not going to try and figure out all the junk before and after, but the polygon itself is just:
Code: Select all
PLG //I guess it specifies it as a polygon...duh
COL 0 0 0 //RGB of the colour
VER X Y I guess
VER X Y
VER X Y
VER X Y etc
SPEC FALSE //Not sure, specular?
ENDO //End of?
:EDIT:
I think there must be a size limit...
:edit2:
Well, something worked It is actual size btw... The grid squares are 10km each
But... It doesnt seem to be an actual polygon... Very odd.
It is configured to be a polygon (PLG....). Does Scenery Editor have invalid polygons? (Where they cross over?) could be an issue, but I doubt it...
Maybe it can't actually render something with 2000 points well...
:edit3:
Yup.
Invalid polygon is definately the cause... But can't find the cross... Will try to convexnize the lot, and see if that shows a dodgy looking polygon I can fix.
...It's taking months to convexnize......
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Re: Random questions about anything NEAR and IN the realm of YSFlight
Look in my book - http://forum.ysfhq.com/viewtopic.php?f=147&t=8172Skipper wrote:I've not looked at the format for .fld files, I guess it's like a flat .srf....
..It has been a while since I've done any modding
Here is special chapter about scenery file formats!
If you can improve it - send PM to me!
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(31 DEC 2016)
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Re: Random questions about anything NEAR and IN the realm of YSFlight
The bit you've written about is the bit that calls the .pc2 file, and says where it should go.
Code: Select all
PC2
FIL "0000000......whatever01.pc2" //So this is the bit that calls on the pc2 file. Techincally you could have a separate file somewhere else in the folder, though most seem to be located within the .fld.
POS Well, that's obvious...
ID 0 //Probably a unique ID if you reuse scenery files, so it can figure which one you mean where
END //well, that's obvious
So. The actual PC2 file looks a bit more like this:
Code: Select all
PCK "00000000.pc2" 9 //This is the name of the PC2 package. The name is what it's calling on in your PC2/FIL section. The number after is the number of lines the file is, including the title. So in this case, 9. (This was my first stumbling block above)
Pict2 //Well, it's a PICT2 file.. Maybe there are other kinds
PLG //Polygon! I'm just going to look at this for now.. maybe in the future you can look at the other kinds
COL 46 112 10 //RGB colour
VER 146879.42 164321.21 //First vertex
VER 148259.09 119482.10 //2nd vertex etc etc.
SPEC FALSE //Specular (so is it shiny)
ENDO //End of this polygon. Now you'd do another one if you had one, so you'd then start again with PLG etc etc.
ENDPICT // that's the end of the PICT2 file.
...My map is still convexing
:EDIT:
Okay, so it finished convexizing or whatever its called. Now! We have a map of GB! It's reasonably detailed... reasonably.... The coastline is made up of 2000 points. The other limit is that it is just the mainland. Since I'm going polygon>points, there is no differentiation between separate polygons really, so all the islands are lumped together, and that makes some weird geometry.
I was thinking, I could use the SRTM (Shuttle Radar Topography Mission) data of the UK, and convert it to a terrain file (not sure if that little app on here would cope... It's 300mb..), but I dont think YSF could cope either...
So, I'm going to give it a try
(Well, I'm going to scale it up. Its normal resolution is 90m... I'm going to use 360m because... well, it'll take all day otherwise)
:EDIT2:
Hehe, I killed excel...
:EDIT3:
This thing is going to be a monster..... I seriously doubt YSFLIGHT will be able to cope with it
Excel still can't cope... Having to do it piece by piece... 64Bit version of excel would be nice too... This one can only use 2gb ram
:Edit4:
Turns out Notepad++ can't handle text files that are over 200mb.
So, where this stands:
I can't convert the entire SRTM terrain grid for the UK into YSFLIGHT at 360m grid squares (Which are pretty big, so that's probably the lowest level of detail I'm happy with) because I can't edit it from an excel spreadsheet into a nicely formated .ter file... (I guess I could write a python script to convert it, but I cannot be bothered.)
I'll try again with a lower (urgh) resolution SRTM map.
:EDIT5:
So, new SRTM map, lower res (1km squares). Still no joy, YSFLIGHT just can't seem to deal with elevation grids that are 30mb....Ah well, was worth a shot. If I have time (With lessons to plan for the coming weeks... we shall see) I may try bringing out some areas of terrain from the SRTM, so, maybe National Parks around the UK, and getting them as terrain grids. Might be the answer...
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Re: Random questions about anything NEAR and IN the realm of YSFlight
Tryin to paint this but it seems like it was mirrored? so theres only a mesh on one side of the tail?
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Re: Random questions about anything NEAR and IN the realm of YSFlight
I remember AAAAAGES Ago, when I tried my hand at making a Japan Map (Think 2012, 2011), I had this same problem. I never found a solution.Skipper wrote:I did! It's mostly detailed on that blog post!
(I think...I can't really remember, was a while ago)
I've not looked at the format for .fld files, I guess it's like a flat .srf....
..It has been a while since I've done any modding
But the elevation grid generator thing is basically the same thing as what I was detailing. DEMs are generally B&W bitmaps, but they're obviously in meters, so they fit better into Scenery Editor without too much scaling issues
:edit: ...Mkay, so it seems to be quite a simple format for polygons (in the fld file).
I'm not going to try and figure out all the junk before and after, but the polygon itself is just:So, rough and ready version would be convert the polygon shapefile to points, export as a CSV, stick VER in front, and wham it in the PLG column....Code: Select all
PLG //I guess it specifies it as a polygon...duh COL 0 0 0 //RGB of the colour VER X Y I guess VER X Y VER X Y VER X Y etc SPEC FALSE //Not sure, specular? ENDO //End of?
:EDIT:
I think there must be a size limit...
:edit2:
Well, something worked
ukmainland.png
It is actual size btw... The grid squares are 10km each
But... It doesnt seem to be an actual polygon... Very odd.
It is configured to be a polygon (PLG....). Does Scenery Editor have invalid polygons? (Where they cross over?) could be an issue, but I doubt it...
Maybe it can't actually render something with 2000 points well...
:edit3:
Yup.
Invalid polygon is definately the cause... But can't find the cross... Will try to convexnize the lot, and see if that shows a dodgy looking polygon I can fix.
...It's taking months to convexnize......
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