Search found 272 matches

by rhumbaflappy
Tue Jul 19, 2005 10:42 am
Forum: SBuilder for Flight Simulator FS2004
Topic: Large PhotoReal BGL
Replies: 4
Views: 12153

Hi all. If you want autogen, the textures and autogen need to be in the 'Scenery/World/Texture' folder. This is true of autogen for landclass or VTP photoreal. The orignal photoreal should have textures ( and autogen ) in the local texture folder. Localized landclass textures can be in a local folde...
by rhumbaflappy
Mon Jul 04, 2005 11:30 pm
Forum: SBuilder for Flight Simulator FS2004
Topic: SBuilder and Maps - Please comment!
Replies: 26
Views: 47930

Hi Luis. Both the maps and images are simple Mercator... which is good, as that means all lines of latitude are horizontal, and all lines of longitude are vertical, and these lines are perpendicular. It's not the same as UTM. As long as you know the bounds of the image, you should easily be able to ...
by rhumbaflappy
Sun Jun 26, 2005 12:02 am
Forum: SBuilder for Flight Simulator FS2004
Topic: Appending Large size vtp-files- big problem
Replies: 6
Views: 15352

Hi Jan.

That's good to know! It's a testimonial to the solid coding Luis used in making SBuilder.

Dick
by rhumbaflappy
Sat Jun 25, 2005 11:57 pm
Forum: SBuilder for Flight Simulator FS2004
Topic: VTP photo scenery vs. "normal"
Replies: 11
Views: 21842

Hi all.

Alpha transparency is water in photoreal.

A waterclass BGL should work with photoreal, but it's location may need to be in the same folder as worldwc.bgl

Autogen can certainly be used with photoreal. MS even provides an autogen tool in it's Autogen SDK for this.

Dick
by rhumbaflappy
Fri Jun 24, 2005 6:19 am
Forum: SBuilder for Flight Simulator FS2004
Topic: VTP photo scenery vs. "normal"
Replies: 11
Views: 21842

Hi Luis. A photoreal BGL is simply a landclass BGL that uses 252 or 253 as the landclass number. ( 254 buffers non-used LOD13 areas, just like normal landclass ). The alpha channel of the non-flipped individual bitmaps will be water. So can SBuilder make regular photoreal? Yes. Just remember that yo...
by rhumbaflappy
Sun Jun 19, 2005 7:43 am
Forum: SBuilder for Flight Simulator FS2004
Topic: polygon Properties window
Replies: 2
Views: 9338

Disassembly with BGLAnalyse is not recommended.

It's better to use LWMViewer for disassembly of LWM and VTP BGLs:

http://www.jimkeir.co.uk/FlightSim/LWMViewer.zip

Dick
by rhumbaflappy
Sun May 29, 2005 12:11 am
Forum: SBuilder for Flight Simulator FS2004
Topic: more bgl problems
Replies: 14
Views: 28107

The landclass files of SBuilder are named as "LD_????.bgl" ( for example "LD_4731.bgl" ). Using the Windows Explorer, you should be able to search your harddrives for LD*.bgl, and find the landclass BGLs. Also, if you click your SBuilder "file/Properties" menu, you'll see the project's properties wi...
by rhumbaflappy
Thu Apr 14, 2005 6:21 am
Forum: SBuilder for Flight Simulator FS2004
Topic: Another future-version request...
Replies: 2
Views: 7781

Hi sg. The real problem with FS9 ( and FS2002 ) regarding terrain design is the LWM flattens ( including ALL FS9 water as that can only have an elevation attached ). The flattening cannot be "undone", so we must resort to designing the LWMs for the entire LOD5 or or use a program to merge our LOD8 c...
by rhumbaflappy
Sun Apr 03, 2005 6:05 am
Forum: SBuilder for Flight Simulator FS2004
Topic: Exclude Missing Some Telephone Poles
Replies: 2
Views: 8166

Hi Dick.

Roads will have utility poles as defined by the terrain.cfg

They would be excluded as VTP lines, not as library objects.

Why not draw lines using a different texture number? ( like those found under the "parks" section of the cfg file )

Dick
by rhumbaflappy
Sat Apr 02, 2005 12:38 pm
Forum: SBuilder for Flight Simulator FS2004
Topic: Shapefile import
Replies: 7
Views: 15272

Until you are able to determine the projection and datum, you're going to have problems with the shapefiles. Generally, data comes with a meta file that describes these elements.

Dick
by rhumbaflappy
Wed Mar 09, 2005 5:31 pm
Forum: SBuilder for Flight Simulator FS2004
Topic: Problem with LWM3
Replies: 7
Views: 19425

Hi Luis.

Yes. You should not have LWM3 and LWM2 in the same BGL... they have different version numbers in the header.

Dick
by rhumbaflappy
Tue Mar 08, 2005 5:18 pm
Forum: SBuilder for Flight Simulator FS2004
Topic: Problem with LWM3
Replies: 7
Views: 19425

Hi Luis.

LWM3 doesn't allow any mesh-clinging. Not a bug, just a characteristic of that type.

My personal opinion is that I would use LWM3 only in very limited circumstances. LWM2 is much more flexible.

Dick
by rhumbaflappy
Mon Jan 03, 2005 11:08 am
Forum: SBuilder for Flight Simulator FS2004
Topic: Problem With Landclass on Slope?
Replies: 3
Views: 9435

Hi Dick.

Holger Sandmann found some work-arounds to this problem a while back. The simplest solution might be to map a named textured poly to the slope ( not a landclass number ). The texuring of the slopes if a feature of FS9.

Dick
by rhumbaflappy
Sun Oct 31, 2004 10:36 pm
Forum: SBuilder for Flight Simulator FS2004
Topic: What is snap to LWM/VTP for?
Replies: 3
Views: 10016

Hi Scott. With LWM and VTP lines and polys, we are still confined to a "grid" of about 4.75 meters/pixel...just like photoreal. Luis' program is capable of much greater resolution, so the compile process for the BGL needs to simplify the resolution for the BGL creation. As Luis states, SBuilder allo...
by rhumbaflappy
Sun Oct 17, 2004 10:35 am
Forum: SBuilder for Flight Simulator FS2004
Topic: MapEdit - Can't get different road types?
Replies: 5
Views: 13715

Hi Dick. In case you didn't read it yet. Luis and I continued the discussion: http://forums.avsim.net/dcboard.php?az=show_topic&forum=123&topic_id=23311&mesg_id=23311&page= I'm not very familiar with GPSMapedit, but it seems to be simple to use and very good for SBuilder. Combining some DBF work wit...