Object pictures?
Object pictures?
I'm sure its me, being new here and all. The dialog box that pops up when placing objects has a spot where a preview image of the object is supposed to be, but I get no images...is there an extra download somewhere?
Thanks!
sg
PS> Can all default objects be placed, or just those in objects.txt (maybe that is all of them)? I'd like to move the tower at KSPG, but I can't find the tower object.
Thanks!
sg
PS> Can all default objects be placed, or just those in objects.txt (maybe that is all of them)? I'd like to move the tower at KSPG, but I can't find the tower object.
Hello,
Please see:
http://www.ptsim.com/forum/topic.asp?TOPIC_ID=163
on the bottom there is a link to a set of pictures! If you are using a recent version (2.04) you can create your own categories.
The list in objects.txt is just a dump (not complete) of MS IDs! Note that some objects are localized (see the discussion on avsim). Now that SB supports categories, it is possible to clean the list objects.txt. I would not delete localized objects from the list. For example I could create a category "San Francisco Objects" and users in the area could use "sfo" objects.
I am working on Sbuilder at this moment. Here are some improvments already done but not yet uploaded (it will be 2.05):
- tessalation of VTP polygons is now much more robust
- support for FS2002 library objects
- many small adjustments and corrections
and still under development:
- points in polygons now have altitude
- support for API objects
- support for slopped polygons
- high resolution photo scenery
Regards, Luis
PS: can you place Rwy12 objects with SBuilder? I never had feedback about this functionality.
Please see:
http://www.ptsim.com/forum/topic.asp?TOPIC_ID=163
on the bottom there is a link to a set of pictures! If you are using a recent version (2.04) you can create your own categories.
The list in objects.txt is just a dump (not complete) of MS IDs! Note that some objects are localized (see the discussion on avsim). Now that SB supports categories, it is possible to clean the list objects.txt. I would not delete localized objects from the list. For example I could create a category "San Francisco Objects" and users in the area could use "sfo" objects.
I am working on Sbuilder at this moment. Here are some improvments already done but not yet uploaded (it will be 2.05):
- tessalation of VTP polygons is now much more robust
- support for FS2002 library objects
- many small adjustments and corrections
and still under development:
- points in polygons now have altitude
- support for API objects
- support for slopped polygons
- high resolution photo scenery
Regards, Luis
PS: can you place Rwy12 objects with SBuilder? I never had feedback about this functionality.
Hello,
I did some tests with Rwy12 objects.
They show up in the preview, and they will get placed correct.
I think everything works fine here!
A small question to Luis:
Is it also possible to see the base size of the object? (I hope the correct word, I am not the object guy).
Moving and rotating is very easy, but I can not see the distance to the next object.
Kind regards
Horst
I did some tests with Rwy12 objects.
They show up in the preview, and they will get placed correct.
I think everything works fine here!
A small question to Luis:
Is it also possible to see the base size of the object? (I hope the correct word, I am not the object guy).
Moving and rotating is very easy, but I can not see the distance to the next object.
Kind regards
Horst
Hi Horst,
I am happy that Rwy12 work! [:)]
In my implementation of objects.txt I have 3 parameters:
- width
- lenght
- scale
Scale is useful on OldFS8 objects. And OldFS8 object has a parameter of 0 following the ID as in:
54690001267300F0022E0DB1C0F65F5C 0 1500 45 1.1 Ponte_Vasco_Gama
In this case the object is 1.1 times greater than if it is called with scale=1. Also for these OldFS8 objects you can use V1 and V2 parameters.
The Lenght and Width (1500 and 45 meters in the example) are useful if you know the exact footprint of the object.
For FS9 objects and Rwy12 objects the scale (and V1 and V2) are ignored. The Lenght and Width are useful for precise location. Because I am borrowing the RWy12 structure as I found it, I can not store (Update command) the Lenght and Width as I do on the Libray objects.
Finally note: SBuilders uses SCASM to place the Rwy12 objects.
Please get sbxxx with date of today for a version that works as I am explaining.
Horst - VTP polygons are divided with less errors! If you can test it, please give it a try!
Regards, Luis
I am happy that Rwy12 work! [:)]
In my implementation of objects.txt I have 3 parameters:
- width
- lenght
- scale
Scale is useful on OldFS8 objects. And OldFS8 object has a parameter of 0 following the ID as in:
54690001267300F0022E0DB1C0F65F5C 0 1500 45 1.1 Ponte_Vasco_Gama
In this case the object is 1.1 times greater than if it is called with scale=1. Also for these OldFS8 objects you can use V1 and V2 parameters.
The Lenght and Width (1500 and 45 meters in the example) are useful if you know the exact footprint of the object.
For FS9 objects and Rwy12 objects the scale (and V1 and V2) are ignored. The Lenght and Width are useful for precise location. Because I am borrowing the RWy12 structure as I found it, I can not store (Update command) the Lenght and Width as I do on the Libray objects.
Finally note: SBuilders uses SCASM to place the Rwy12 objects.
Please get sbxxx with date of today for a version that works as I am explaining.
Horst - VTP polygons are divided with less errors! If you can test it, please give it a try!
Regards, Luis
>VTP polygons are divided with less errors!
>If you can test it, please give it a try!
I can test that, Luis - it's just what I'm doing right now!
So:
I've imported a LWM bgl, converted the polys to VTP2 polygons, selected all and compiled. Here's the result with the previous version 2.04
and here's the result with the new version (still 2.04, but dated 27-FEB-05):
The increase in accuracy is obvious! Great job, Luis!
Thanks,
sg
>If you can test it, please give it a try!
I can test that, Luis - it's just what I'm doing right now!
So:
I've imported a LWM bgl, converted the polys to VTP2 polygons, selected all and compiled. Here's the result with the previous version 2.04
and here's the result with the new version (still 2.04, but dated 27-FEB-05):
The increase in accuracy is obvious! Great job, Luis!
Thanks,
sg
Hi Gridley,
[:)] thanks for confirming! LWM polygons also have errors in very rare cases! That is why I check the BGLs by appending them and inspecting the result visually!
At the moment I am very involved with the implementation of LWM3 polygons (slopped polygons). When I finish I will see if the bug that caused VTP dividing to fail, is the responsible for the few errors remaining in LWMs.
Thanks,
Luis
[:)] thanks for confirming! LWM polygons also have errors in very rare cases! That is why I check the BGLs by appending them and inspecting the result visually!
At the moment I am very involved with the implementation of LWM3 polygons (slopped polygons). When I finish I will see if the bug that caused VTP dividing to fail, is the responsible for the few errors remaining in LWMs.
Thanks,
Luis
Hello,
Luis, I can confirm, as far as I tested.
You found the correct algorithm. Great!!
I tested with landclass texture and up to 600 kb bgl files.
I could not find anything!?
All the polygons show visually in TmViewer and LWMviewer correct, and also in the SIM!
(except the gaps from the MS scenery engine along the grid lines!)
I did not tested polygons inside polygons. (As you can see on Scotts second image).
Kind regards
Horst
Luis, I can confirm, as far as I tested.
You found the correct algorithm. Great!!
I tested with landclass texture and up to 600 kb bgl files.
I could not find anything!?
All the polygons show visually in TmViewer and LWMviewer correct, and also in the SIM!
(except the gaps from the MS scenery engine along the grid lines!)
I did not tested polygons inside polygons. (As you can see on Scotts second image).
Kind regards
Horst
Hello,
Scott, do you see the LWM polys in the SIM?
I think, they will be covered from the VTP Polys – a layer conflict.
Sorry, when I am wrong.
(you can merge inside polys in mapedit)
A hint:
When using landclass for the VTP Polys:
http://forums.avsim.net/dcboard.php?az= ... &mode=full
For the landclass texture gaps: Draw a very big VTP poly (a whole country) and assign 122. You will see it (this is an MS problem).
Regards
Horst
Scott, do you see the LWM polys in the SIM?
I think, they will be covered from the VTP Polys – a layer conflict.
Sorry, when I am wrong.
(you can merge inside polys in mapedit)
A hint:
When using landclass for the VTP Polys:
http://forums.avsim.net/dcboard.php?az= ... &mode=full
For the landclass texture gaps: Draw a very big VTP poly (a whole country) and assign 122. You will see it (this is an MS problem).
Regards
Horst