FS2004 Identifying default land class data

#1
How do I do this?

According to LWMViewer, the land class data in the region I'm interested in is found in "de060n45.bgl". Unfortunately, I don't see a way of using LWMViewer to identify which specific land class texture is being used. How do I read this data? Any useful programs out there that will look at the default land class?

Many thanks,
 
#4
All I'm trying to do is create land class with SBuilder, but I need to know what the default land class is so I can blend my own work into the surrounding area more effectively. It looks like LWMViewer2 could be the way to go, but I have no idea what to do with or where to place the two required additional files:

vcredist_x86.exe
d3dx9_27.dll

There are no installation instructions.

Any ideas?

Many thanks...
 
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#5
Hi Dan:

Jim Keir mentioned and made available these components that LWMViewer2 uses, so folks that wish to, can keep installs of Windows and other optional programming resources to a minimal footprint size (...back then bigger hard drives were still relatively expensive). ;)


On my Windows XP Pro SP2 system, d3dx9_27.dll resides in Windows\System32 folder, and probably is also installed as a part of the DirectX end-user redistributable package that we all have installed by FS and/or other software; we should periodically update that package for ongoing improvements in our FS system performance. :idea:


Rather than merely dropping d3dx9_27.dll into its destination folder, I'd suggest installing the latest DirectX runtimes which should include the newest available version of that DLL as well as retro-compatible files:


DirectX End-User Runtimes (June 2010)

http://www.microsoft.com/downloads/...FamilyID=3b170b25-abab-4bc3-ae91-50ceb6d8fa8d



vcredist_x86.exe is the package name for the 32-bit platform (non-Windows64) executable installer of Microsoft Visual C++ 8 Runtime components, which IIUC, Jim Keir utilizes in his LWMViewer.

Many of us already have this installed on our systems, and can verify this in the Windows "Add or Remove Programs" applet of Control Panel.


There have been a few updates for these Visual C++ components many applications use (and many FS add-ons are required to use for interaction with FS); I'd first try installing these newer retro-compatible files rather than the older one from Jim's website.

See:

Microsoft Visual C++ 2005 SP1 Redistributable Package (x86)

http://www.microsoft.com/downloads/en/details.aspx?FamilyID=200B2FD9-AE1A-4A14-984D-389C36F85647

NOTE: IIUC, this is a comprehensive base and updated Microsoft Visual C++ 2005 SP1 Redistributable Package (x86) of components; the prior base Visual C++ 2005 is not also required as a "separate" install.

BTW: If you use a 64-bit version of windows, you might need to install this version:

Microsoft Visual C++ 2005 SP1 Redistributable Package (x64)

http://www.microsoft.com/downloads/en/details.aspx?FamilyID=EB4EBE2D-33C0-4A47-9DD4-B9A6D7BD44DA



BTW: Depending on which version of Windows you run, you may need to update the Windows Installer as well, to allow installation of newer *.EXE and *.MSI installer packages distributed by Microsoft.

http://www.microsoft.com/downloads/...indows+Installer&displaylang=en&stype=s_basic


Once all that is done, install LWMViewer2, and read "LWMViewer 2.pdf" (...which will end up in the folder you create when you un-ZIP the "LWMViewer2.zip" you download from):


LWMViewer2 download page

http://www.jimkeir.co.uk/FlightSim/LWMViewer2.html


1.) After starting FS2004 or FSX, position the aircraft in your area of interest.

2.) Run LWMViewer2 (it will do some initial indexing and reading of FS files).

3.) When LWMViewer2 GUI finally loads up, click on the pull-down menu:

FS2004 > Follow and then also on FS2004 > Center On Plane.


4.) Next, see the pointers I posted here:

http://www.fsdeveloper.com/forum/showthread.php?t=21505&highlight=LWMViewer2

Instead of looking for "Photo :" as discussed in that thread, look for "LClass :" in JimKeir's LWMViewer2 (centered on plane) - "Information" window.


PS: Be sure to make a ZIP file backup of [FS install path]\Scenery\BASE\Scenery\worldlc.bgl before tinkering ! :rolleyes:


Hope that gets you started ! :)

GaryGB
 
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#7
Hi Dick:

So, IIUC, you'd suggest TMFViewer as a perhaps simpler alternative, knowing he plans to try and "create" a local substitute land class BGL inside SBuilder for FS9 rather than simply doing an "edit" of the default land class type for his area of interest in a COPY of worldlc.bgl ? :confused:

<Oops... see "[EDITED_AGAIN]" below >


[EDITED]
If I follow correctly, opening the FS9 "worldlc.bgl" in FS2004 SDK TMFViewer one could find the desired land class ID on the bottom status bar next to "Value:" as a string containing the pertinent:

[1,2, or 3 digit number] ONLY.


Opening the FS9 (or FSX) "worldlc.bgl" in FSX SDK TMFViewer one could find the desired land class ID on the bottom status bar next to "Value:" as a string containing the pertinent:

[1,2, or 3 digit number] FOLLOWED BY (text description of land class type)
[END_EDIT]


Thanks for your further clarification of this alternative info source for the default land class type in a specified region. :)

[EDITED_AGAIN]
Ah, I see now from reading Jim's "LWMViewer 2.pdf file in the section on "Using the Class Editor" that one can't "edit" the default worldlc.bgl :eek:

The LWMViewer2 right-click context menu offers "Edit Landclass", which I took literally... not yet having used this function (nor having "RTFM-ed"). :eek:

"The appearance of the landscape in FS is determined by class data – landclass and
waterclass. They both work the same way, defining what kind of surface the terrain
has in 1Km squares.

Although you can’t modify the existing class data you can create new data to be
applied on top
. After creating a new class file you can just paint on the main display
and see the results immediately. When you’re done, save the area to disk and use the
standard Microsoft tools to compile the RAW data into a BGL.

Creating a new class area

Once you’re looking at the area you want to edit, you need to create an area of
class data to be edited.

Either:

- Point at the place you want to start editing, right-click and select ‘Edit
Landclass’ or ‘Edit Waterclass’ from the context menu, or

- Bring up the class editing palette (F4 or WindowsLandclass Editor),
select the class type from the combo-box and click ‘Create’.

This will create a new area directly under the camera.

Either way, a new entry should appear in the landclass editing palette; the small
icon to the left of the name will be green for landclass and blue for waterclass.

If you edit past the edges of your new area, you will be asked if you want to create an
additional file.

You can also load previously created class data as long as you have the RAW data.

Click ‘Load’ on the class editing palette and choose a .inf file or an .ezl file that
describes the RAW data.
" :wizard:


A review of the FS2004 SDK "Creating Terrain.doc" does not disclose that info; is it found in a different FS2004 SDK doc "elsewhere" ? :rolleyes:
[END_EDIT_AGAIN]


GaryGB
 
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#8
Hi Dan:


While trying to find some more info about all this, I found an interesting and somewhat pertinent thread at AVSIM: :idea:

http://forums1.avsim.net/topic/63596-re-common-airport-backround/


PS: Other land class utilities / tutorials I see referred to often, especially in regards to FS2004:


Russel Dirks utility: "EZ-LandClass"

http://www.dirks-software.ca/

BTW: Also download this Module by Russel which EZ-LandClass requires for use in FS2004:

Russel Dirks utility: "FSConnect"

http://www.dirks-software.ca/


Jon Masterson tutorial: "Modify Landclass and Add Roads with SBuilder"

http://library.avsim.net/esearch.php?CatID=fs2004sd&DLID=77822


Luis Feliz-Tirado tutorial: "Simple Instructions for Modifying Land Class"

http://library.avsim.net/esearch.php?CatID=fs2004sd&DLID=60908


James N Bertelson utility: "PolyB" and "PolyView"

http://library.avsim.net/search.php?SearchTerm=PolyB&CatID=root&Go=Search


NOTE: In Sbuilder for FS9 ("SB9") via pulldown menu: Help > Search > "land class" > {search hit}= "Land and Water Class Scenery", it states:

"Work with PolyView

You can use a programme called PolyView, available at the AVSIM file library, as a land class catalogue. You can easily examine 3 different pictures of each land class with PolyView and chose one for placing in your map. You can copy into the clipboard (while in PolyView) the index of the chosen land class. Then, when in SBuilder, you can paste from the clipboard the chosen index. To set PolyView to work with SBuilder, please see the INI file"
.

(...PolyView is also accessible via SBuilder for FS9 GUI if installed, and "SBuilder.ini" file located in the SB9 root folder is set up for this use)

In the PTSIM Forum I found a thread titled "SBuilder Updates - before 2.05" which says:

"- added: Compatibility with PolyView

To use this
(PolyView) facility add a line to SBuilder.ini to specify the folder where PolyView.exe is installed, like this ('example' path):

[Main]
PolyViewPath=C:\FS\polyb
"<--other PTSIM Forum threads state one can install PolyView anywhere, just put one's own install path here

http://www.ptsim.com/forum/viewtopic.php?f=18&t=133&hilit=PolyView



Hope this may be of further help for your work in the FS2004 ("FS9") environment ! :)

GaryGB
 
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#10
PolyB and PolyView worked well in FS9. Also I think Holger Sandmann did a bunch of screenshots of how different landclass looked in the sim. I only use Sbuilder / SBuilderX for landclass, In FSX it has the feature of adding multiple tiles at once, good for bigger areas. Also in Sbuilder it has the capability to use a colored map as source data, and you specify what landclass value to use for each color. That can help if you have access to land cover maps from the web for your area.

scott s.
.
 
#11
Hi All:

Here's a couple of links to info about Holger's FSX landclass table and visual catalog, spreadsheet etc.:

http://www.fsdeveloper.com/forum/showthread.php?t=11223

http://forums.simflight.com/viewtopic.php?t=57245

Hope this helps for future reference... many thanks to Holger for sharing this ! :)


[EDITED]
PS: Oops... I almost forgot to mention the work done by Arnaud Clere regarding land class texture changes associated with terrain slope angle, and his reference spreadsheet (many thanks too, Arnaud !): :p

http://www.fsdeveloper.com/forum/showthread.php?t=18819


http://www.fsdeveloper.com/forum/showthread.php?t=3404


NOTE: There is also an important a caveat by Holger regarding the necessity to switch copies of lclookup.bgl for a custom file which must be used when displaying certain custom land class implementations in FS (ex: OrbX FTX sceneries): :rolleyes:

http://www.sim-outhouse.com/sohforums/showthread.php?t=29447&pagenumber=&p=333648

[END_EDIT]

GaryGB
 
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