Ade-gp 0.0.37

#1
Copy now works :D

But, I need a little help on texturing.

Never mind, I realised that the texture is stretched to fit the polygon. It is not possible to use the 'herring-bone' pattern unless the polygon has the same aspect ratio.
 
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gadgets

Resource contributor
#2
It is not possible to use the 'herring-bone' pattern unless the polygon has the same aspect ratio.
Yes. In an area such as you were trying to cover in the latest version of EFMA, you would probably want to use multiple long-narrow polys (parallelograms) with that pattern. The parking lines pattern, i.e., the one nearer the top, can however be distored within reason.

I gather (hope) the absence of other comments this morning is indicative that 0.37 is working to your satisfaction.

Don
 
#3
Hi Don,

Not specifically applicable to 00.37 but how do you rotate a polygon? The options to rotate are not active and I cannot find anything back on the subject in the manual.

Roby

PS Unless I am the dumbest I ever met:), maybe more people may wonder?
 
#5
Yes, I read it, but would it not be possible to rotate the texture instead of the polygon in the editor? Why the rotate options if you do not know how to make them become active? And what do they rotate? Or is it not implemented yet?
I do not even have the faintest why it is shown in a certain direction (definitely not north). Maybe from where you start drawing of the polygon?
 

tgibson

Resource contributor
#6
Hi,

The editing of a polygon texture in the GP Texture Editor seems to work fine now, thanks. I was having a problem with textures at the bottom being lost when adding new ones to the list, but that seems to have been fixed now. :)

Since polygon textures seem to be working well, I started on adding a line texture. All I did was rotate renamed copies of your Patterned_Lines_40F texture to the right by 90 degrees. I then added it via the GP Editor, which appeared to go OK. However, it would be helpful to include in the PDF file to press Enter after entering the line style, to activate the rest of the text entry boxes.

However, when I quit the GP Editor and then started it again, my line style had changed from Horizontal to Vertical, and the GP Editor assumed they were vertical stripes.

Changing the U in the Lines_Def file to V manually, then the GP Editor behaves oddly. Rather than place the line's vertices into a horizontal alignment at my start location (red dotted line, pixel 508, width 13), it only places two connected vertices well below the bottom of the texture.

When instead I just copied and pasted your Patterned_Lines_40F textures, renamed them, and entered them into the Texture Editor (to get vertically oriented lines), when I restarted the Texture Editor it showed that this is Horizontal, rather than the Vertical that I entered originally (i.e. looks like the assignments are flipped). Trying to switch that back in the Texture Editor does not activate the Update Definition Files button, so I can't try to change that. In fact, no changes in the Line Style Definition section activate that button. I have to change something in the Texture Definition section to activate it (this is during the initial entry of the texture via the editor).

After editing the Lines_Def file manually to change that entry from V to U, it uses my entries properly to give me a red dotted line.

Then I tried to add another line definition to my existing copy of your lines file, and while I can add a new definition and enter the data, now nothing in the Texture Editor can activate the Update Definition Files button, so I have to abandon my changes. After this the texture seems permanently cursed, and nothing I do will activate the button. Even the supplied 40F texture seems to have this behavior.

So it appears that vertical lines are working OK (once I get the proper entry in the Lines_Def file), but horizontal lines are not. Also, changes in the Line Style Definition section do not activate the Update Definition Files button, and line textures cannot be edited at all.

Hope this helps,
 
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#7
I gather (hope) the absence of other comments this morning is indicative that 0.37 is working to your satisfaction.
I'm afraid not Don. My main problem is that poly-line vertices and polygons themselves are not positioned in FSX as they are in ADE. I have pretty much ruled out an ADE problem so it must be the GP-Editor.

More to follow.
 

tgibson

Resource contributor
#8
Hi,

To rotate a helper, drag the little yellow circle next to the helper, once it is selected.

To get the rotate to work in the GP Editor, you must select all the desired vertices first. Then press the Rotate button.

Hope this helps,
 

tgibson

Resource contributor
#12
I don't understand the herringbone texture problem on polygons with different aspect ratios? It should just tile itself across the polygon, no matter the shape?

Here is a polygon that is clearly not the same proportions as the square texture, and it works fine.





Some things to watch out for:
1. Make sure you don't move any vertices separate from the others - any rotate, resize, or move operation MUST be with ALL vertices selected.
2. To make the stripes a different size, select all the vertices and use the resize buttons to change that. While you will be changing the apparent size of the object, you are actually changing how large the texture will be on the object, which doesn't change size in ADE.

Hope this helps,
 

Attachments

#13
Hi Tom,

Yes, it worked? 90º that is. Do not know yet about per degree.
Thanks,

Roby

PS the rotate options did not show up as being activated so I had to find out whether it worked or not by loading FSX.
 

gadgets

Resource contributor
#14
Yes, I read it, but would it not be possible to rotate the texture instead of the polygon in the editor? Why the rotate options if you do not know how to make them become active? And what do they rotate? Or is it not implemented yet?
I do not even have the faintest why it is shown in a certain direction (definitely not north). Maybe from where you start drawing of the polygon?
Roby, it would seem your initial query was with regard to the GP editor.

The reason I don't rotate the texture is that this would effectively rotate all vertices relative to the texture. The user may not want this. Instead, the user selects the vertices he wishes to rotate (or whatever). This concept is discussed on page 4 of the user manual and is consistent with the Gmax material editor operation.

Don
 

tgibson

Resource contributor
#15
Hi,

I have a report about the size bars that appear in the GP Editor. While they are much improved, there may still be a size problem.

From the view in FS9 in the image above, the plane has a wingspan of 93 feet. Thus, the polygon seems to be about 245 feet wide.

However, in the GP Editor this is the display:



The polygon is listed as being about 120 feet wide, about a 2X error.

Hope this helps,,
 

Attachments

tgibson

Resource contributor
#16
I can accurately set the rotation angle of a helper to the nearest 0.1 degree. Is this not accurate enough for you?

1. Rotate the helper so you are within a half degree of your desired value (the tool tip displays the angle).

2. Zoom in so the yellow circle fills almost the entire screen.

3. Rotate the yellow circle so you get the exact angle desired.

Hope this helps,
 
#17
Hi,

Now what do I do? I want it rotated 5º.



It is just an example but it would be nice to have the explanation of "how to" in the manual as not everyone is as smart as we are:rolleyes:.
 
#18
A guy can hope, can't he? :(

Don
OK. Here is a demonstration of how the vertex positions in ADE don't match their positions in FSX.

In this pic, all coincident vertices have the same lat/long:



In FSX, the vertices are not the same and the position doesn't match that in ADE:



The positions of a polygon in FSX is different from the position in ADE:





I believe the polygon shift changes with the shape of the polygon.

In general, these anomalies are small but when one is working with photo-textures, they are significant.

I have added an opron to the project to show the problems and attach the project here.
 
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