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Ground Poly and Luminosity bug

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11
Hi,
we've made the ground base of our airport with a flat gmax plane, texturized in 15 pieces. It works ok, apart for two small bugs:
1-luminosity issue: if i slew around airport area, and what the airport from about 1000ft, the ground base become lighter as it is light up by some light font different from the one in the FS. Normally our base blend on the sorrounding ground as colors and lightness, but when this thing happens, well...you can see yourself
lirf-2004-oct-20-002.jpg

@arno, i don't think it's a graphical card issue, since i've this bug only on my scenery!! It doesn't happen on other similar sceneries

2-It's the "disappearing" ground when landing. Usually i can see my base normally, but sometimes when i'm approaching and landing, the ground layers disappear in a circle area around my plane, about 100m radiuos. Don't think it's something related to flatten, since i've used same value on every file

thanks
alex
 
Last edited:
Hi Alex!
The first thing You mention is weird, although I have noticed, that textures may come a little bit lighter when You are getting close to the object. What type of textures do You use, DXT1, DXT3, 8bit bitmaps?
About dissappearing I think it is again v2 issue. I suspect You have made complete bitmap ground as a heap of polygons with textures on it adn everything put into library, then use it as API in Airport for Windows/FSSC? If so, then raise Your v2 value in the API. v2 value is found in RefPoint() instruction in SCASM code as the last parameter, I think %14. v2 value should have value (max radius of object)*(square root of 2) or approx 40% more than the radius of the object so You won't have dissappearing issue.
Also, please tell us which gamepack do You use, for which FS it shall be used and do You use API techniques or XML.

Best regards,
 
I think Goran is correct about the v2.

About the lighting problem. We also have similar problems in the NL2000 scenery, especially when flying with a lower visibility range. The different polygons are then blended differently.
I think this is because the polygons used are seen as 3D objects by the scenery engine and one lighting condition is set for the entire polygon. Because the ground polygons are rather big this assumption is not correct and that can give strange lighting at the edges.
I don't know if your problem is similar, but to me the only option to solve it seems to use mesh polygons, as these are displayed correctly by the scenery engine. The other code is just not meant to place big ground polygons with.
 
Ok, we've done it with Gmax as a flat panel, and direct exported as bgl with fs2002 gamepack. So about disappearing issue , here is a shot
-2004-oct-21-007.jpg

I can send you the gmax file if you need, thanks
alex
 
Hi Alex,

For this dissapearing problem. Are you sure the area is flattened correctly and that you have applied the changes to make it a ground polygon instead of a 3D object?
 
Yes, flatten is ok, everywhere the same value.
It's another strange bug, because if i load my fs with a flight from my airport, i can taxi around everywhere without any kind of problem. If i start from another airport, and end my trip at Fiumicino, i got this bug! If i make some circuits around my aiport ( starting and landing from same airport), it's all ok!
Another mystery!!!
alex
 
Hi Alex,
have You considered to divide ground scenery from objects? Maybe is some other macro making trouble. I got such problems now and then when building my scenery and when I erased the problematic API, it was also a part of the solution. The next part is of course finding the error :D

Best regards,
 
hello
I have only been into scenery design for a year so I please do not take what I say as certain, but, all this sounds very familiar to the questions I asked earlier this week on making gmax trees act like autogen

Firstly, I think that increasing the size of the objects bounding box by editing in asm. has a similar (if not identical) effect as increasing the V2 value in API /scasm.I don't think you can just use any figure though and you must scale up the figures of the original bounding box.A downside to this is that autogen etc will be removed for the larger area.

Secondly, can I ask Arno.......are you saying that if I were to make my trees from mesh polygons ( is this possible) I would get the lighting effect I am seeking?

Vincent
 
Gorchi said:
Hi Alex,
have You considered to divide ground scenery from objects? Maybe is some other macro making trouble. I got such problems now and then when building my scenery and when I erased the problematic API, it was also a part of the solution. The next part is of course finding the error :D

Best regards,

Don't think it's needed, cause we've only the flat panel for the ground base in that bgl.
alex
 
vincent said:
Secondly, can I ask Arno.......are you saying that if I were to make my trees from mesh polygons ( is this possible) I would get the lighting effect I am seeking?

No, mesh polygons only lay on the ground (VTP polygons for example), you can not make a tree from them.

And obviously a tree is not a flat ground object, so it should be lighthed as 3D objects are.
 
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