• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FSX KML 1.05 released

MatthewS

Resource contributor
Messages
333
Country
australia
v1.05 has been released.

Please see the WIKI for download instructions and manual
http://fsdeveloper.agerrius.nl/wiki/index.php?title=FSX_KML#Downloading_FSX_KML



=== v1.05 Beta - 21st Jan 2007 ===

New features and issues resolved:-

* Added "Automatically Reverse Points In Polygon Holes" build option. This option will auto reverse points for polygon holes when creating the shape file. Apparently Google Earth always writes polygons in a clockwise fashion to the KML file irrespective of which way they are actually drawn in Google Earth. This option simplifies the creation of polygon holes because you no longer need to manually reverse point order in FSX KML. Option is on by default.
* Added "Output Folder" build option. This lets you specify the folder where files are written during the build process
* Fixed error when loading the saved list of KML files and a KML file can longer be found.

=== v1.05.1 Beta - 21st Jan 2007 ===

* Fixed bug where directory would not be changed prior to running the batch file
 
Last edited:
Hey Matthew.
Just a quickie. I didn't know if this deserved a new topic, so here it goes. Before I forget, thanks for the version - that was fast!
I just found a very tiny bug, but which can cause some headaches. The batch file generated by FSXKML (for my scenery) is this:
Code:
@echo off
"C:\Games\SDK\SDK\Environment Kit\Terrain SDK\Shp2Vec" "." "RSRSX" -ADDTOCELLS
copy "cvxRSRSX.BGL" "C:\Games\FSX\Addon Scenery\Scenery"
pause

Problem is, this process is started by FSXKML.exe and, at least in my system, starts in the same path of the FSXKML exe. So, unless someone specified the same folder as FSXKML for output, it will fail.
My suggestion? Just put a line after the @echo off, containing a "CD {absoulte output path}". This would guarantee that the compilation will work and that the BGL file is generated at the same folder as the output shapefiles.
Sorry to bother you and thank you very much for everything.

Rafael
 
Hey Matthew.
Just a quickie. I didn't know if this deserved a new topic, so here it goes. Before I forget, thanks for the version - that was fast!
I just found a very tiny bug, but which can cause some headaches. The batch file generated by FSXKML (for my scenery) is this:
Code:
@echo off
"C:\Games\SDK\SDK\Environment Kit\Terrain SDK\Shp2Vec" "." "RSRSX" -ADDTOCELLS
copy "cvxRSRSX.BGL" "C:\Games\FSX\Addon Scenery\Scenery"
pause

Problem is, this process is started by FSXKML.exe and, at least in my system, starts in the same path of the FSXKML exe. So, unless someone specified the same folder as FSXKML for output, it will fail.
My suggestion? Just put a line after the @echo off, containing a "CD {absoulte output path}". This would guarantee that the compilation will work and that the BGL file is generated at the same folder as the output shapefiles.
Sorry to bother you and thank you very much for everything.

Rafael



Thanks... I have be unable to actually test the build process, since I'm not at home and am making these changes on my laptop (which does not have FSX installed) :)

I've patched 1.05 (should now say 1.05.1 in help/about box).
http://www.innovasoftware.com/fsx/fsx_kml_105.zip

Rather than change the batch file, I made FSX KML change directory before running the batch file, and then restore the directory afterwards. Can you test and see if it's ok?

Did you find any other issues?

Thanks for all your help.

PS: It would be interesting to see a screen shot of your river and islands if you get the chance.
 
Wow. I never expected such a quick reply, not to mention such a quick fix.
My brief testing seem to show it's working fine. Thanks!
A screenshot of a part of my project is attached. This is just one of the islands that actually are in this river. The image definition in the screenshot doesn't do much justice to the complexity of the data used - much of these polygons are comprised of several hundred vertices, and FSXKML worked pretty well with all of them (I haven't managed to get an overflow error... yet :) ). Your program is really good (and let's not forget about shapelib too).
Thanks a lot, Matthew.
 

Attachments

  • rafaislands.png
    rafaislands.png
    43 KB · Views: 685
Wow. I never expected such a quick reply, not to mention such a quick fix.
My brief testing seem to show it's working fine. Thanks!
A screenshot of a part of my project is attached. This is just one of the islands that actually are in this river. The image definition in the screenshot doesn't do much justice to the complexity of the data used - much of these polygons are comprised of several hundred vertices, and FSXKML worked pretty well with all of them (I haven't managed to get an overflow error... yet :) ). Your program is really good (and let's not forget about shapelib too).
Thanks a lot, Matthew.


Yes.. good old shapelib, thank heavens for that :)

Actually, I notice FSX KML is a little slow processing polygons with lots of vertices's. I try to optimize it next build.
 
Wow. I never expected such a quick reply, not to mention such a quick fix.
My brief testing seem to show it's working fine. Thanks!
A screenshot of a part of my project is attached. This is just one of the islands that actually are in this river. The image definition in the screenshot doesn't do much justice to the complexity of the data used - much of these polygons are comprised of several hundred vertices, and FSXKML worked pretty well with all of them (I haven't managed to get an overflow error... yet :) ). Your program is really good (and let's not forget about shapelib too).
Thanks a lot, Matthew.

Wow Rafael. Your polygons are very smooth. You used lots of points.

Microsoft ran their data through a smoothing program. I guess that's good if you're doing a massively large area. For us, I guess we can specify many many vertices instead.
 
That's a lot of points indeed, Rhett. That's because I imported many of these shapes from a highly detailed digital chart of the city. At first I intended to smooth these polygons out a little, in order to reduce the vertice count. But then I gave it a try using them the way they were and eventually that's how they stood. EDIT: I still may someday reprocess these polys - there's indeed a performance hit, but nothing unlike a detailed area in a default scenery city.
I am enclosing two screenshots, one shows clearly the difference in complexity between the areas which I imported from the charts ands the ones I digitized myself. The second one shows a more general overview, with all of the several islands. Even with that level of complexity FSXKML took just a little over a second to convert (in an Athlon XP 2700).
 

Attachments

  • rsrsx2.png
    rsrsx2.png
    52.4 KB · Views: 654
  • rsrsx3.png
    rsrsx3.png
    46.5 KB · Views: 684
That is good to know that you found a performance hit by using many many vertices. I have not done any testing in this regard but I will take your findings into consideration.

In my project (San Juan River, Nicaragua), I have tried to make things look smooth and natural and yet be accurate to the real world river. Sometimes that is difficult to do without resorting to massive numbers of vertices.

Still, in a remote region such as what I am working in, performance is not as big an issue, fortunately.
 
Back
Top