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ADE-GP 94(b)

gadgets

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George, the check for superimposed vertices in lines was inadvertently dropped in my activity earlier this week. It's now back.

Jacques, the issue you had earlier today with rotating polys is now fixed. It was due to a line of code being inadvertently deleted.

The poly rotation issue highlighted another potential issue. If ADE-GP was unable to update a poly on the "silent pass" prior to compilation (such as after rotation without an intervening edit), it would have passed faulty data to the compiler and the compile would not have been error-free. The "silent pass" logic now intercepts such conditions, issues a warning and offers to open the editor. If you choose to open the editor and fix the problem, the silent pass continues and the compile proceeds. If you choose not to open the editor, then ADE-GP returns "false" to ADE. Not sure what ADE does in this circumstance. If it continues with the "silent pass", the unedited object likely will cause a compile error and be omitted from the .asm file (and the FlightSim display).

Don
 
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Added line with "Asphalt dark" texture and it displays in FSX :)

However, I need to edit it to change the layer :(

The editor shows all vertices superimposed :eek:







No warnings were displayed.
 
Hi Don,

With this release, I have lost all my polys (they don't display in FSX).

If I rotate polys, I get messages before compilation. It's time consuming to find the polys concerned with displayed coordinates and to edit them again.

For me, it's a big step backwards from previous releases.

I will revert to 0.93, hoping to recover my polys.
 
I have tried to compile with the previous releases (down to 0.93).

Unfortunately, polys are not displaying correctly (superimposed vertices bug).

I hope you will find a solution to this problem as I can hardly imagine to edit again all my polys.
 
Added line with "Asphalt dark" texture and it displays in FSX

However, I need to edit it to change the layer

The editor shows all vertices superimposed
George, probably an oversight in the new line-processing logic. A simple fix, I'm sure.

If I rotate polys, I get messages before compilation. It's time consuming to find the polys concerned with displayed coordinates and to edit them again.
Perhaps I should have been clearer, Jacques. You only get the error message on compile if you don't go to the editor after the rotate. And, if you accept the compiler's offer to open the editor at the time, you don't need to "find the poly"; it's already in the editor.

The easiest way to proceed when you rotate a poly after it has been textured is to open the editor and, if the texture as previously applied is still what you want, click OK.

I have tried to compile with the previous releases (down to 0.93).

Unfortunately, polys are not displaying correctly (superimposed vertices bug).
Yes, that bug has been there for some time.

I hope you will find a solution to this problem as I can hardly imagine to edit again all my polys.
The solution for this problem is to open the editor after each rotate. Why are you now rotating all your polys? Surely, this is an infrequent occurrence.

The underlying problem is that when you move all vertices such that no two vertices retain their former lat/lon relationship (as becomes the case when you rotate a poly in ADE), ADE_GP has no basis to translate from the former U/Vs to the new U/Vs. What I will attempt to do, however, is add a check to determine if the distance from each point to the next is unchanged (as would be the case with a simple rotation) and, if so, leave the UV's untouched. (This means that the texture will rotate with the poly. If that's not what you want then you'll have to open the editor and "un-rotate" the vertices in ADE_GP.) But, if you subsequently make any positional adjustment to any vertex in that poly before going to the editor, we'll be back to where we are now.

Don
 
ADE_GP 0.0.94(b) should not be used for compiling GPs, There's an error in that causes lines to be ignored. I'll make an update as soon as I'm able to address the two reported issues.

Don
 
Oh shoot. I have spent all afternoon doing lines. The only one I have problems with is indicated in the first shot.



 
There is only one problem, I cannot edit the black two point line. All others seem fine despite your warning above.
 
The black line-edit problem is fixed. I'm just trying to do something for Jacques. The new release should be available within the hour.

That the compiler issue doesn't give you any grief is good news. There was an error in the yesterday' updated code. Perhaps I overreacted. But I felt it more productive to issue a warning and fix it than to waste time analysing the potential affect.

Don
 
Perhaps I should have been clearer, Jacques. You only get the error message on compile if you don't go to the editor after the rotate. And, if you accept the compiler's offer to open the editor at the time, you don't need to "find the poly"; it's already in the editor.
Don
I don't understand why I never had to do that with previous releases !

The easiest way to proceed when you rotate a poly after it has been textured is to open the editor and, if the texture as previously applied is still what you want, click OK.
Don

Sometimes with old releases, the texture is not applied as previously but looks like if reset has been ticked. With the new release, it's worse as the vertices are always superimposed.

The solution for this problem is to open the editor after each rotate. Why are you now rotating all your polys? Surely, this is an infrequent occurrence.
Don

I am not rotating all my polys, my project was almost completed. Even if you don't edit anything, all the polys compiled with the new release are not textured as before due to the superimposed vertices bug.
Unfortunately I have saved my project with the 0.94 release and I have lost the whole texturing of my 500 polys !
 
I don't understand why I never had to do that with previous releases !
Because as you've discovered, previous releases didn't handle poly rotation. Yesterday's release does, (as I described in the release notes) but at the cost of that message if you don't edit after rotating.

Sometimes with old releases, the texture is not applied as previously but looks like if reset has been ticked. With the new release, it's worse as the vertices are always superimposed.
I suspect you are referring to version 94. With 94(b) , the vertices of rotated polys are no longer superimposed - at least not on my system.

I am not rotating all my polys, my project was almost completed.
Following is your statement from a previous post:
I hope you will find a solution to this problem as I can hardly imagine to edit again all my polys.

Even if you don't edit anything, all the polys compiled with the new release are not textured as before due to the superimposed vertices bug.
I'm still confused about which version you are referring to. We know there's a problem in Version 94. It's been there for some time. As mentioned above, I do not lose the texturing with 94(b).

Unfortunately I have saved my project with the 0.94 release and I have lost the whole texturing of my 500 polys
You just said you didn't rotate all your polys, so I don't understand why you've lost texturing on them all. ADE saves your project, not ADE-GP. So, while it's true you can't recompile satisfactorily, you haven't lost anything. As I mentioned in my earlier post, I may have a way to preserve rotated poly textures without requiring an edit. (I told George an hour. we're not down to 45 minutes. ) Please give me a chance to finish that and maybe your problems will go away.

Don
 
Folks, my timetable just "went out the window"

While I believe I have a fix for Jacques' issue, he sent me another file that "broke" the compiler - something I've never seen before.

Unfortunately, I've got to go out for a while, so the update will be somewhat delayed. I'll get it out ASAP.

Don
 
ADE-GP 0.0.94(c) attached.

It fixed George's issue re non-patterned lines not updating properly.

It also allows you to rotate polys in ADE and compile them without editing. However, I've not yet been successful in combining rotation with other vertex moves. So, if you rotate a poly and then move a vertex in the same poly, you're still going to have to edit before you will be able to compile the file.

As for the other unexpected problems I had earlier, it appears Jacques file was somehow corrupted. Certain polys contained line data - which is why they wouldn't display. Not much I can do about that except keep the compiler from crashing - which I haven't yet done.

Don
 
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Don,

The old version of my project (LFST2_ADEX_BJP.ad3) won't compile with GP 0.94(c). The error message was sent to you.
 
The old version of my project (LFST2_ADEX_BJP.ad3) won't compile with GP 0.94(c). The error message was sent to you.
Haven't received anything else from you.

I've just compiled the file you sent me with 94(c) and no errors. Of course, I edited all the rotated polys yesterday. You must do the same. Please refer to the instruction I sent you earlier.

Don
 
Just to alert you, you should always perform an edit after rotating an object in ADE and not rely on it being handled by the silent edit prior to compile. While I've developed a mechanism for handling rotations, the change data coming from ADE seems inconsistent, i.e., all vertices do not seem to move the same amount, thus defeating my rotation check.

I've sent a note to Jon asking him to check.

Don
 
ADE_GP 0.0.94(d)

Update attached. You shouldn't notice any difference. I've just done a little clean-up in a few areas, specifically.
  • Fixed the on-screen message re freehand rotate.
  • Found the problem with, and completed the implementation of the logic to handle poly rotation in ADE in combination with other adjustments - even though it may never be used. (This is not the problem being discussed in the other thread, which is an issue with the precision of the data from ADE when polys are rotated.)
  • If you now edit a line or poly for which the texture does not exist and you had made changes to the object, the changed object is now displayed rather than the previous version.
  • Added cross-hairs at the geographic center of the object for reference when rotating or resizing. (I needed this for debug purposes and so left it in)
and a few other little things like that.

Unless you guys find new issues, I think we're done.

Don
 
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