• 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.

How to get FSX terrain from BGL file into Blender tutorial

Hi Steve:

I only had time to view about 1/2 of your fascinating vido posted above, but I must say this is an interesting "worked example", with some very innovative methods used to work around the limitations of TMFViewer to view data. :scratchch


Since IIUC, your goal is to achieve a more accurate way of inspecting how a 3D model of a "terrain object" fits into the surrounding ground surface (which is created by the FS terrain mesh as interpreted and rendered by FS at run time, and subject to interactions of multiple terrain mesh, water, or land surface flatten files etc.), a few considerations merit mentioning:

* TMFViewer only reports geographic coordinates as 6-decimal place floating point numbers in the bottom status bar text area, so the data captured via OCR from the status bar display is limited as to its usefulness for purposes of only low-resolution scenarios.


Although the FS SDK documentation has various (IMHO, inappropriately low-precision) examples using ex: "decimal" Geographic Lat-Lon coordinates which have only 6-to-8 decimal place floating point numbers, in my experience, this is rarely sufficient to achieve the accuracy required in some aspects of scenery development.

IMHO, use of 13-decimal place Geographic Lat-Lon coordinates is the bare minimum necessary in some FS development situations to achieve even "reasonably accurate" precision with very high resolution GIS data interpretation / rendering ...such as when working with terrain mesh.


FYI:

*FS itself sometimes represents Geographic Lat-Lon coordinates in saved *.FLT files with 14-to-16-decimal place numbers

* Examination of KML files used by Google Maps and/or Google Earth represent Geographic Lat-Lon coordinates by use of 16-decimal place numbers

* Examination of geo-referencing data files accompanying downloaded tiles of aerial imagery from Google Maps represent Geographic Lat-Lon coordinates by use of 16-decimal place numbers, (which, IIUC, reproduces the precision Google uses for "placement" data in their online 3D spheroid world model of the globe)


However, 3D modeling may also compel use of very small units of measure in some scenarios.

Thus, I would speculate that you may wish to consider this, as IIUC, you have a goal of creating a very high resolution 3D model of several "terrain landmarks" in Yosemite for your project.


IIUC, you want a more accurate 3D model of selected portions of the FS ground surface as a "interpretation" of the FS terrain mesh surface rendered at run time.

There is a more accurate way to read and log the ground elevation beneath one's user aircraft position in FS at run time, as I mentioned here:

http://forum.avsim.net/topic/340961-reverse-engineer-mesh-into-3d-format/


Possibly when you resume your project we may discuss this further in the event that you might wish to program a new utility (freeware to be shared with the FS development community) ...which is able to more accurately capture terrain surface elevation data from FS with greater precision, and in a format matching that of the FS Quad Matrix Grid for terrain mesh at various uer-specified LODs, . ;)


PS: Perhaps this caveat might merit mentioning again, to pro-actively dissuade would-be posters of EULA / copyright objection "nonsense":

"...one must note that terrain surface elevations logged by such a process would only be as interpreted and rendered by FS at run time, and subject to interactions of multiple terrain mesh, water, or land surface flatten files etc., and should not be construed as capable of precisely reproducing original source data used to create terrain mesh files."
Nerd.gif


GaryGB
 
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