Project Madeira
#1
Posted 11 February 2005 - 06:14 PM
Before:
After:
#2 Guest_Tom.D on laptop_*
Posted 11 February 2005 - 08:00 PM
#3
Posted 12 February 2005 - 04:25 AM
Looks more realistic...but why is your runway dangling in the sea.?
Edited by boeing_737, 12 February 2005 - 04:26 AM.
#4
Posted 12 February 2005 - 04:39 AM
I just haven't got round to putting it back.
#5
Posted 12 February 2005 - 07:50 AM
More! More! More!
#6
Posted 12 February 2005 - 12:49 PM
#7
Posted 13 February 2005 - 05:39 AM
Mu internet went down all of yesterday, so I still haven't been able to find out how to make a new mesh for the ground. I had a go with Ground2k, but couldn't work it out. So I had a mess around with buildings instead. It still needs re-texturing and lining up a bit.
#8
Posted 13 February 2005 - 11:31 AM
TechnicolorYawn, on Feb 13 2005, 06:39 AM, said:
Mu internet went down all of yesterday, so I still haven't been able to find out how to make a new mesh for the ground. I had a go with Ground2k, but couldn't work it out. So I had a mess around with buildings instead. It still needs re-texturing and lining up a bit.
Also, when you're making your macros (buildings), be careful on the complexity. A simple six-sided box (left, right, front, back, top, bottom) is 6 polygons, although it is possible to eliminate that bottom polygon and get only 5 out of the box. As you add boxes, tubes, etc., to complete the building, each of those add-ons adds polygons. You can start out with a good idea and wind up with a 1,500-polygon building real easily.
i.e., adding a tube (say, for an antenna on the building) that is 0.5' radius and 20' tall, both ends closed. In order to get the cylindrical effect instead of those boxy sides to it, you'll want 16 sections then select polygon smoothing to make it appear perfectly round. So instead of a top, bottom, left, right, front and back, you have 16 sections to the tube plus the top and bottom for a total of 18 polygons, which is added to the overall total of the whole macro. If you add cross-members to the antenna, or guide-wires, the total goes up even higher for every additional part you add.
Let's say the building comes in at 50 polygons; if you put four of those in the scenery, FS9 has to draw 200 polygons, just for that macro. Now multiply the effect when you add other macros, plus the AI traffic to be displayed at an average of 2,000 polygons per AI aircraft in view ...... framerates go to and back.
Enough wit da negative waves, Moriarity (sorry, that's the best Donald Sutherland I can do ) .... it's looooooooookin' good, mon!!!!!
#9
Posted 14 February 2005 - 07:21 PM
#10
Posted 14 February 2005 - 07:28 PM
TechnicolorYawn, on Feb 14 2005, 08:21 PM, said:
Said the same thing in my early designing stages -- in fact, if it hadn't been for Brad, I never would have completed ME16 and gone on to KLIZ and now KPBG and KPSM and learning XML.
Anything I can help with? Not really up-to-speed on terrain alterations, but if there's anything you think I could do, don't hesitate to YELL. If you get stuck, you might also try to pick Norwegian_Hawk's brain ... he's into Ground2k4 and may have some ideas to make it a bit easier or help solve a problem.
#11
Posted 15 February 2005 - 02:41 AM
#12
Posted 15 February 2005 - 12:15 PM
TechnicolorYawn, on Feb 15 2005, 03:41 AM, said:
#13
Posted 15 February 2005 - 04:11 PM
The proplem is that the default flatten area for the airport is still there even with my mesh over the top. Any ideas how to get rid of it (or make it a different shape)? I haven't a clue.
(ignore the spikes, they're parts of the heightmap I haven't finished yet)
#14
Posted 15 February 2005 - 04:34 PM
TechnicolorYawn, on Feb 15 2005, 05:11 PM, said:
If it isn't in there, I haven't a clue. _Hawk might have something more in this area; like I said, terrain modification isn't quite my forte. Sorry ....
#15
Posted 15 February 2005 - 07:55 PM
There's a little program you can get from AVSIM called LWMViewer which will decompile and display any scenery bgl, and you can load by name, or by location. With this I just found out what bgls were active around LPMA, got the name of the flatten bgl (FL943200.bgl for those who are interested) and renamed the extension. Hey presto! No flatten
#16
Posted 15 February 2005 - 10:39 PM
TechnicolorYawn, on Feb 15 2005, 08:55 PM, said:
There's a little program you can get from AVSIM called LWMViewer which will decompile and display any scenery bgl, and you can load by name, or by location. With this I just found out what bgls were active around LPMA, got the name of the flatten bgl (FL943200.bgl for those who are interested) and renamed the extension. Hey presto! No flatten
#17
Posted 16 February 2005 - 03:00 AM
#18
Posted 16 February 2005 - 09:51 AM
TechnicolorYawn, on Feb 16 2005, 04:00 AM, said:
As for the AFCAD, yep -- that's something everyone is hoping Lee will address in the next version. AFCAD doesn't handle varying elevations along the length of a runway or taxiway or parking apron. If one end is 500' MSL, the whole thing is at 500' MSL. I think it has something to do with the way Microsoft has built the "operation" side of the sim .... it doesn't want aircraft to "porpoise" down the runway/taxiway for some reason (another little bit of realism that was left out of the sim). Generally, airport hard surfaces are straight-and-level -- where possible; but some do run uphill, some run downhill, and some have little dips and rises in them. Not enough to constitute a safety-of-flight issue, but enough to be noticeable. MS left that little feature out ......
That latest screenshot is looking spot on!!!!
#19
Posted 19 February 2005 - 11:17 AM
This is shaping up to be a really succesful project - compare it with a shot of the best freeware LPMA scenery I've been able to find:
#20
Posted 19 February 2005 - 12:10 PM