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FSXA FSX coordinates correction?

Horst18519

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Hi Arno,

I don't think this is part of MCX yet so I'll just ask you how difficult it would be if you included it:
We already have a correction option for attached FX in FSX MDLs, but could you create an option that recalculates the vertices of a MDL to fit the FSX curved earth surface? I always use rather large objects in FSX, but as soon as they're bigger than a few hundred meters the difference between the Max scene and FSX is just too big. The further the vertices are away from the refpoint the more they deviate from my fs2002 ground poly or resample.
Talking of those: Does the ground poly wizard recalculate the tiles to match the curved earth or does it use the original vertices?
I seem to have 3 different versions of my objects in FSX: 1. the resample showing the object; 2. the ground tile (semi-transparent) showing everything just a bit off compared to the resample; 3. the 3D Object, placed at the same refpoint, but also a bit off compared to the ground images. :(
 
Hi Thorsten,

I think it should be rather easy to add this feature. But of course it would make the object only accurate for one specific location, you can't use it on another location anymore with seeing offsets.

The ground polygon wizard does adjust the vertices to the curved earth if you select FSX output. If you select FS2004 output it will not do so. In FSX mode it is assumed that the input is placed correctly for FS2004.
 
Thanks, that's useful information. Wasn't aware that the output is different for FSX and FS2004 as I didn't see an option for that. But I guess you just took that matter out of our hands and do it automatically. I think it's good to have the choice by using FSX or FS2004 here. Maybe my ground tiles fit better with using FS2004 (then again, maybe not...).

I'd vote for adding a vertex correction option for FSX MDLs. :)
 
Hi,

If you use FS2004 output you should see that your polygons fit the resample worse. You should get an offset, increasing with the distance to the reference point.

I have seen such offsets before and only when I figured out how the curved earth works I got it exactly right.

But I guess it also comes down to how accurate your background image is while drawing the polygons. Most of the time I am processing GIS data directly.
 
Looks like I should've done the same. I used the resample image and edited in Photoshop. I thought I calculated the numbers correct, but probably there's a mistake in the calculation...
 
Hi Thorsten,

I have added a quick implementation of the correction function. If you grab the development release in about 15 minutes it should be there.

It will not work correctly on animated objects at this moment I think. Let me know if it is working for you, I did not test it thoroughly yet.
 
Great, thanks! :)


btw, is there a way of getting a map (bing, google, OSM,...) into 3ds max with the correct size and scale?
 
Hi Thorsten,

The only way i know is to manually calculate the right positions of the vertices, which is what you did already.
 
You were right, it was a miscalculation in the first place. Took me the whole day to correct it... :banghead:

The new function seems to work fine, but I'll have to give it some more testing. Thanks! :)
 
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