I don't understand the purpose of the PreFSXKML tool.
If one uses GE to create KML files for use in
FSX-KML or
RingPiece, one may need to pre-process the KML in "
PreFSXKml", so it will then be usable with those FS scenery utilites (...which were developed when GE had a 'different' KML file output format, and have not been updated to accommodate the 'new' GE KML file output format),
For info on RingPiece, use FS Developer's
Search for "
RingPiece"
For info on FSX-KML, use FS Developer's
Search for "
FSX-KML" or see:
http://www.fsdeveloper.com/forum/forumdisplay.php?f=81
I don't know what AFAIK stands for.
AFAIK = "As Far As I Know" (forum abbreviation)
A few of my other favorites:
IIUC = If I Understand Correctly
IIRC = If I Recall Correctly
IMHO = In My Humble Opinion
http://www.webopedia.com/quick_ref/textmessageabbreviations.asp
I definitely don't understand the bit regarding the TMF Viewer.
FSX SDK
TMFViewer is a utility used to view many types of FS terrain BGL's ("
TMF" is an abbreviation for a term originating with CFS1 / FS2000 scenery development work: "
Terrain Mesh File" ...as discussed in Christian Stock's TMF Manual, and in tutorials by Dick Ludowise).
TMFViewer is found in the FSX SDK at:
[FSX SDK install path]\SDK\Environment Kit\Terrain SDK\TmfViewer.exe
When one opens in TMFViewer certain FSX terrain BGL files (
ex: mesh, CVX vector, CVX aerial imagery etc.) their contents can be seen and the cursor displays coordinates on the TMFViewer bottom status bar.
When one zooms in/out with the Num Pad "
+" and "
-" keys, one can identify more accurately the coordinates for a displayed area at the cursor.
This may allow one to identify the
coordinates for corners of a FS aerial imagery, vector line, road, water poly or other default or custom land class tile matrix area that one intends to capture as as screenie.
In a graphics app, one can then zoom in to the pixel level and crop the screenie precisely to the corners and edges of one's area of interest as seen in TMFViewer.
The resulting image file can then be compressed (
ex: as a JPG) into 1 or more background image 'tiles' for use in FS utilities such as ADE, AFX, SBuilder etc.; the corner coordinates from TMFViewer can then used to "geo-rectify" that 'tile' in a FS scenery app.
SBuilder, of course, offers the attractive convenience of capturing 'online' imagery tiles inside the app itself.
And with some study of SBuilder's file naming system, one can also open other 'offline' imagery tiles ...or
other graphics files for use as a background image or "map".
But, IMHO, a major deterrent to use of SBuilder is persistent under-documentation <...but then, the same is true of MS FS SDK's !>.
SBuilder also has significant memory limitations compelling one to break up projects into multiple files to work around such inherent limitations (which frequently occurs working with larger imagery file sizes and numbers of files) ...depending on the type and coverage area of one's scenery project .
However, SBuilder is otherwise an extremely capable and feature-rich program that makes many things easier to do (and is able to do things other apps cannot do).
So SBuilder certainly is a "must-have" among FS scenery apps, and one for which we should be very appreciative since it is available as a result of outstanding innovation and very hard work... as well as being essentially
free (for use with 'freeware' scenery).
You have used your own example of Holy Cross but in my case 4 scenery bgl's were created so although I have not used them all it does complicate things, especially as the strip is spread over 2 of the bgl's.
I did a Quick and Dirty (aka "Q&D") example project in Maps2BGLX at Holy Cross only to get familiar with that app.
The GE generated KML file code excerpt was to show that one can grab a screenie of an imagery BGL in TMFViewer, then use the KML polygon corner coordinates to accurately geo-reference one's compressed screenie as a background in FS scenery apps such as ADE.
I really wish Gunnar would develop Maps2BGL and iron out some of the snags 'cause its a great programme.
I agree, it seems that Maps2BGL and FSEarthTiles both may be "abandon-ware"... a recurrent disappointment to some in the FS Development community.
Gary what is the relationship between ADE Land Class and the Autogen you place on it.?
I have only been successful using Legacy Autogen.
Land class "texture" tiles (whether default or certain custom types) usually have their own associated autogen annotations.
One can create CVX 'polygons' (using FS scenery apps such as FSX-KML, ADE, SBuilderX etc.), which in addition to having internally associated autogen annotations, also have internally associated "blend masks" after compilation by FSX SDK SHP2VEC.
[
EDITED]
AFAIK, all FS scenery is based on a quad tile matrix of progressively smaller 'rectangles' ranging from large-size tiles ('lower' LOD numbers) to small-size tiles ('higher' LOD numbers).
NOTE: Level Of Detail = "
LOD"; Quad Matrix ID = "
QMID" (LOD# + 2 = QMID#)
FYI: QMID-15 quad = LOD-13 quad = "
Cell" (aka "
Area" in legacy FS SDK terminology)
Each QMID-15 / LOD-13 Quad / Cell / Area is subdivided into 256 resolvable coordinate vertices referred to as "
Area Points"
CAVEAT: "
CELL" has also been used to describe LOD-8 sized land class texture tiles in the SDK, so regrettably there appears to be some inconsistency as to utilization and context in which that term has been applied.
See:
[FSX SDK install path]\SDK\Environment Kit\Terrain SDK\Terrain and Scenery.html#QMIDandLODValues
http://www.microsoft.com/Products/Games/FSInsider/developers/Pages/GlobalTerrain.aspx
[
END_EDIT]
IIUC, a CVX land class textured polygon is merely a "hole" in a blend mask through which a layer of specified default (or custom) land class is displayed.
Surrounding areas between the border of one's land class textured polygon and the outer-most edges of it's rectangular tile shape are being treated as "invisible" or "transparent", allowing underlying land class to be displayed.
Thus, if one's land class textured polygon uses a
default land class type, one can annotate the surrounding areas between the outer border of one's land class textured polygon and the edges of it's
rectangular tile shape (which are being treated as "invisible" or "transparent");
AND...
If one's land class textured polygon uses a
default land class type, annotations on it's "invisible periphery" will not only be displayed, but also allow underlying
default land class annotations to be displayed 'through' the transparent outer edges of that polygon's layer.
[
EDITED]
I'm not certain, but I would speculate that if one's land class textured polygon uses a
custom land class type, annotations on it's "invisible periphery" will not only be displayed, but also allow underlying
custom land class annotations to be displayed 'through' the transparent outer edges of that polygon's layer
IF... the 2 custom land class types are the
same.
[
END_EDIT]
IIRC, however, the FS rendering engine will sort out what autogen gets displayed based on a total (limited) quantity of allowed annotations per "Cell".
At this time, I am not certain whether that autogen limitation is per
layer regardless of "Cell" area (doubtful), or only per "
Cell" area regardless of the total quantity of superimposed layers displayed (probably).
FSX SDK docs say the limit per "Cell" is 6,000 annotations each for trees and buildings (this can be further limited by an entry in FSX.Cfg):
http://support.microsoft.com/kb/555739
PS:
There is a very simple way to add trees without using 3 different programs to fool FSX into displaying tree autogen.
In ADE make a poly of type Landclass and tag Cool Conifer Forest.
The BGL created by ADE will be named something like C59_ADEX_RHUMBA_CVX.bgl
The CVX shows this to be the BGL that contains the new Cool Conifer Forest poly... your trees. No need for autogen or GE imagery.
Dick
Perhaps Dick can tell us if the "default" autogen on one's CVX land class polygons textured with "default" land class types (
ex: made in ADE)
displays seasonal changes ?
Hope this helps explain things somewhat better; I'd welcome any input by others here as well.
GaryGB