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Terrain Sculptor

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183
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us-utah
Hi Don,
I tried a different airport, a little smaller and easier so I thought. I don't know what happened. I made the flatten, sculpts, hole in flatten, the blend and triangulate. All looked ok until I started up FSX again. What I got was the flatten was in the right place at the right altitude but everything else was 300 to 1000' higher than it was supposed to be. Also, the area for many miles around the original was flattened. I checked the altitudes on the other sculpts and all were the same or less than the flatten altitude. Maybe something from the newest update messed things up?
I can send you my files if you want. Just say where, here or stuff4fs.

Thanks,
Alan
 

gadgets

Resource contributor
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9,388
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ca-britishcolumbia
I can send you my files if you want. Just say where, here or stuff4fs.
Suggest you send to stuff4fs. Please include not only all TS files but also all your airport .bgls and the .ad4 so I can explore interactions.

Don
 

gadgets

Resource contributor
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Alan, the difficulty you are experiencing appears to be the fault of TS. I'll make an update ASAP.

UPDATE: The problem appears to be that your flatten lies in two QMV11 areas. I had thought that the tools I'm using would have looked after this. Now, apparently not. If I revise your flatten to lob-off the top where it narrows so that the entire flatten lies in the southern QMV11 area, all is well.
Fortunately, I had to provide QMV15 clipping for FS9 so the fix is primarily a matter of adding that to CVX processing and adapting it for QMV11. But, that's not a trivial task so it may be a day or so before it's fixed.
Incidentally, I note that the nodes of the "hole" in your flatten have different elevations. As we have already discussed, the hole nodes need to be at the same elevation as the flatten. Otherwise, the flatten won't be flat. The next version will enforce this. However, unless you want to re-build the hole, you should correct the elevation of its nodes to match the flatten.


Don
 
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gadgets

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But, that's not a trivial task so it may be a day or so before it's fixed.
Generally, when I say a day or so I mean in a few hours unless something goes wrong.

In this case, it's an underestimate. I have confirmed the problem is (absence of) clipping. I have also confirmed the fix I propose to use solves the problem using test data. But, for this issue, it's a long way from test data to fixed utility. While the FS9 clipping algorithm is of some help, there are still a lot of changes required due to the unique requirements of the two compilers. It likely will be several more days before the update is ready.

Of course, if you've got other airports that need work, so long as the flatten don't cross QMV12 boundaries (I thought QMV11 initially), the existing version should be adequate.

Don
 
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183
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us-utah
Generally, when I say a day or so I mean in a few hours unless something goes wrong.

Of course, if you've got other airports that need work, so long as the flatten don't cross QMV12 boundaries (I thought QMV11 initially), the existing version should be adequate.

Don

Only about 20,000 airports. :eek: I'm addicted to fixing airports. :D

Alan
 

gadgets

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New beta version (0.1.13) available as the Terrain Sculptor development release from http://stuff4fs./com. This new version updates the CVX compiler to clip at QMV12 boundaries.

DOn
 

Lagaffe

Resource contributor
Messages
860
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france
Hi,

Very interesting tool that I have adopted immediately to create my first slope on one of my scenes in progress.
This tool has great potential and only needs to evolve. I have already promoted on a French site that I frequent: http://www.pilote-virtuel.com/viewtopic.php?pid=733564#p733564

I am completing my first scene and then I'd do a return on my way to use

Thanks Don !
 

Lagaffe

Resource contributor
Messages
860
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france
Well,

I just finished to develop my first slope for LFAF (France - Picardie) and I am stunned by this program: very usefull !
Some whishes, if I can ask:
- a sound to signal the end of calculs (when the Profile Blend is finished)
- a map as SBuilderX and ADE to create scult nodes more easily
 

gadgets

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Didier, thanks for the compliments. I am away from my development system for the next few weeks. I'll address these issues when I return.

Don
 
Messages
203
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unitedkingdom
Hi Don, Just a tiny inconsequential point - but the dialog box that confirms that data has been saved is titled 'AI Flight Planner' ! Thanks a lot for TS, it's a massive time saver :) K
 
Messages
608
Country
germany
Hi Don,

After quite a while (likely I failed in my first trial because of my own deficiencies) I decided trying again TS and I'm impressed now, after finalising a first project, how smooth the tool works even if I I used the one or other meander before finding the right way of doing. It's indeed a time saver and I never would have attempted to start the project without the perspective of using the support of a specialised tool. However, I do have a few remarks, but I'm not sure whether there are still solutions.
  • I missed the possibility changing the type of a polygon after importing or producing one (I may have failed to find the right way of doing it). This time I used ADE in order to set the right poly on top for me.
  • Importing for instance a flatten poly from SBuilder destroys everything else (the blend poly and all sculpt nodes, too). It would be nice (if ever possible) to import something without effecting the other objects (at least as an option, triggered by a selection telling TS what to import). I tried to 'repair' the used poly type this way and failed.
  • The way of adding nodes seems to be not always easy. When trying to add such nodes at the A/C position it often didn't work for me if no existent other node was marked before. It took a while before I realised this.
  • I would wish having a button or even a pre-set taking of the local elevation similar to ADE when adding a node at the A/C's position (or maybe I didn't find the setting).
  • In my observation the landscape produced by the triangulation has some visible lines where the triangles are bordering to each other. It's usually not visible in steep areas (the southern part in the picture below) but unfortunately even more in a undulating environment like northwest ot the flattened area. Probably the distances between the sculpture nodes are too big?

    EDIT (much later): 2015-05-14_15h42,14_AB.jpg
    That's an example what happens in some areas.
2015-05-09_20h39,20_AB_s.jpg
(The pic shows my attempt to make UTX TAC's airport MUCU looking a bit better - actually it does, even with some deficiencies)


Actually, I very much appreciated that the software behaved more stable in some aspects as it seemed at the first glance. After receiving error messages I always saved my work immediately by using a different name, closed down TS, rebooted it, and so on, but later I decided not to reboot the software before saving and going on with my work - successfully (lucky me?). BTW, this never worked with SBuilder - and I know about the risks (it was a test).

This time I'd not been prepared sending each and every error message (I'd rather to do too much with myself), but in future I promise you'll get them. My impression was that it always had been the same type of error, probably triggered by an error.

Don, it's a wonderful piece of work, thank you very much. I hope that Jon finds the time to produce the ADE interface one day, but I can perfectly understand that other 'forces' (or interests) may set different priorities.
 
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gadgets

Resource contributor
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9,388
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ca-britishcolumbia
Axel, I'm still away from my development system, but will be back late next week. I'll respond more fully then.

Don
 
Messages
608
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germany
Axel, I'm still away from my development system, but will be back late next week. I'll respond more fully then.

Don
No Problem Don. Enclose a message I got yesterday. It happened after I accidentally zoomed out too heavily. Sorry, but all messages being generated by .NET will be likely in German, not only this one.
 

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gadgets

Resource contributor
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9,388
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Enclose a message I got yesterday. It happened after I accidentally zoomed out too heavily. Sorry, but all messages being generated by .NET will be likely in German, not only this one.
German is not the problem. For an exception that does not happen routinely, what I need is the exception details - if it happens again.

I missed the possibility changing the type of a polygon after importing or producing one (I may have failed to find the right way of doing it). This time I used ADE in order to set the right poly on top for me.
Please give me an example of what you mean by "changing the type".

Importing for instance a flatten poly from SBuilder destroys everything else (the blend poly and all sculpt nodes, too). It would be nice (if ever possible) to import something without effecting the other objects (at least as an option, triggered by a selection telling TS what to import).
Import is meant to be a starting point. What you seem to want is an "append" function. It shouldn't be too difficult. I'll take a look at adding one.

The way of adding nodes seems to be not always easy. When trying to add such nodes at the A/C position it often didn't work for me if no existent other node was marked before. It took a while before I realised this.
By necessity, the first node of a poly must be entered differently from additional nodes. I'll see if this can be made clearer in the user manual.

I would wish having a button or even a pre-set taking of the local elevation similar to ADE when adding a node at the A/C's position (or maybe I didn't find the setting).
It's not clear to me what you are asking for or how it could be used. All flatten and hole nodes are placed at the specified elevation, regardless of the positioning mechanism. While the elevation of the ground under the aircraft could be captured for sculpt nodes, I doesn't see how that would be useful since the purpose of the program is to change ground elevation.

In my observation the landscape produced by the triangulation has some visible lines where the triangles are bordering to each other. It's usually not visible in steep areas (the southern part in the picture below) but unfortunately even more in a undulating environment like northwest ot the flattened area. Probably the distances between the sculpture nodes are too big?
The elevation of all nodes in a flatten and the edges of any holes they contain are identical. If you want more gradual slopes, then you should provide some sculpt nodes between the edges of the holes and any further flattens they may contain.

Hope this clarifies some of your issues.

Don
 
Messages
608
Country
germany
German is not the problem. For an exception that does not happen routinely, what I need is the exception details - if it happens again.
I'll try my best... Probably I can find something in the logs.
Please give me an example of what you mean by "changing the type".
I'd choosen just a AB_Flatten poly but would have preferred the type AB_Flatten_MaskClassMap instead. I didn't find a way to do this.
Import is meant to be a starting point. What you seem to want is an "append" function. It shouldn't be too difficult. I'll take a look at adding one.
That would be great.
By necessity, the first node of a poly must be entered differently from additional nodes. I'll see if this can be made clearer in the user manual.
I've got it meanwhile (and hopefully will remember it), but good for beginners I think.
It's not clear to me what you are asking for or how it could be used. All flatten and hole nodes are placed at the specified elevation, regardless of the positioning mechanism. While the elevation of the ground under the aircraft could be captured for sculpt nodes, I doesn't see how that would be useful since the purpose of the program is to change ground elevation.
For Flatten and Hole Nodes it's clear, of course, I rather thought on soft transitions being close to the real terrain mesh. I tried in my little project to hit the peaks (better to say maxima) of the existing terrain mesh in order not to invent new hills. I this case it would have helped avoiding some writing.
The elevation of all nodes in a flatten and the edges of any holes they contain are identical. If you want more gradual slopes, then you should provide some sculpt nodes between the edges of the holes and any further flattens they may contain.
That's what I thought, more sculpt nodes. Building-in additional flattens is a really useful hint in this case. I'd been focussed on parking lots etc. and didn't think far enough.
Hope this clarifies some of your issues.

I think so. Thanks Don
 

gadgets

Resource contributor
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gadgets said:
Please give me an example of what you mean by "changing the type".

FlyingAxx responded...
I'd choosen just a AB_Flatten poly but would have preferred the type AB_Flatten_MaskClassMap instead. I didn't find a way to do this.
You should have been able to do this using the combo-box just above the upper-right corner of the display area. Please check and let me know if it doesn't work for you.

gadgets said:
Import is meant to be a starting point. What you seem to want is an "append" function. It shouldn't be too difficult. I'll take a look at adding one.

FlyingAxx responded...
That would be great.
It's now on my todo list.

gadgets said:
It's not clear to me what you are asking for or how it could be used. All flatten and hole nodes are placed at the specified elevation, regardless of the positioning mechanism. While the elevation of the ground under the aircraft could be captured for sculpt nodes, I doesn't see how that would be useful since the purpose of the program is to change ground elevation.

FlyingAxx responded...
For Flatten and Hole Nodes it's clear, of course, I rather thought on soft transitions being close to the real terrain mesh. I tried in my little project to hit the peaks (better to say maxima) of the existing terrain mesh in order not to invent new hills. I this case it would have helped avoiding some writing.
TS overrides/ignores existing mesh under its coverage area - except at the boundary, of course. How hilly (or un-hilly) you want the new terrain is completely up to you.

However, I will see if I can use the current elevation as default (when positioning using the User Aircraft).

Don
 
Messages
608
Country
germany
You should have been able to do this using the combo-box just above the upper-right corner of the display area. Please check and let me know if it doesn't work for you.

Probably it doesn't (and probably I'm doing it the wrong way). I select one node of the poly, right click the mouse and "Select Peer Nodes", and then I use the Combo Box, select the right entry - and nothing happens. The selected type remains until I click again a node. Then the box shows the original entry.

It's now on my todo list.
Great!
TS overrides/ignores existing mesh under its coverage area - except at the boundary, of course. How hilly (or un-hilly) you want the new terrain is completely up to you.

However, I will see if I can use the current elevation as default (when positioning using the User Aircraft).
This sounds helpful, thanks.
 
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