Is it possible ...

#1
... to display GP objects depending upon the setting of Scenery Complexity?

I currently have over 130 objects and will probably quadruple this before the project is finished.
 

scruffyduck

Administrator
Staff member
FSDevConf team
Resource contributor
#2
Is there a scenery complexity value for these objects? It would be quite easy to arrange to show them by layer. To do it in ADE I would need some property that I could use. Since ADE does not provide the editor for GP objects it would either need to be something that is already stored by ADE or something that Don could add.
 

gadgets

Resource contributor
#4
FS8 MakeMDL assigns a scenery complexity value assigned to GPs, but on a per-file bases, not individual lines/polys - which is what I suspect you are asking. So , the simple answer to your question, George, is "No".

Presumably, it would be possible to extend this to individual polys. But, that's not something I'm interested in doing at this stage, since it would mean "surgery" to the editor, compiler and most of the base data definitions. The risk of destabilization is too great only two weeks before planned release and there'd not be sufficient time to test it thoroughly.

Better it be a "phase 2" candidate, along with better color control, Bezier lines, etc.

Don
 
#5
Better it be a "phase 2" candidate, along with better color control, Bezier lines, etc.
I don't know why you are requesting Bezier curves, the crew who mark the lines at an airport won't have such a facility. They will be restricted to string and pegs.

Check out the Echo 1 / Echo 3 / NORTH junction at Palma de Mallorca airport in Bing. You will see that it can be created using only circular helpers:

 

gadgets

Resource contributor
#6
You will see that it can be created using only circular helpers:
That's helpers, PLURAL. and multiple GP objects and the need to exactly match line ends.

With a Bezier function, a line can have multiple curves. - so, a single "helper", a single GP object and no need for end-matching.

Since (as you say) the same end result can be accomplished with helpers and multiple objects, when Jon asked me what additional functionality was essential for the initial general, I agreed that the Bezier function could be deferred.

I don't know why you are requesting Bezier curves
If you look back in the forum, George, I provided a good example with apron markings.

I expected you, of all people, to appreciate ease of use.

Don
 

gadgets

Resource contributor
#8
But how did the original crew create the markings?
Doesn't matter, George. I'm not using a paintbrush.

I've already acknowledged it can be done your way. And, when Jon implements the Bezier function, you can leave it to others. Personally, it'll save me some time.

Don
 
#9
FS8 MakeMDL assigns a scenery complexity value assigned to GPs, but on a per-file bases, not individual lines/polys - which is what I suspect you are asking. So , the simple answer to your question, George, is "No".

Presumably, it would be possible to extend this to individual polys. But, that's not something I'm interested in doing at this stage, since it would mean "surgery" to the editor, compiler and most of the base data definitions. The risk of destabilization is too great only two weeks before planned release and there'd not be sufficient time to test it thoroughly.

Better it be a "phase 2" candidate, along with better color control, Bezier lines, etc.

Don
Hi Don,

is it possible in "phase 2" that you create a new option to assign the visibility value to individual objects or (if not possible) to transform a line into a polygon. I explain why such an option is useful : I decide to limit lines visibility to 500m (to limit the fps impact), but I have made the runway edges and some runway markings with lines. When approaching the runway at landing, these lines "pop up" which is not an eye candy effect.

Regards
 

gadgets

Resource contributor
#10
Jacques, it would be possible to assign visibility on an individual basis, but it would have a major impact on FPS. So, I don't think it would be practical. On the other hand, assigning visibility per layer would have no FPS impact since each layer is "packaged" individually anyway.

It's not clear why converting lines to polys would be helpful.

Have you tried adjusting the line visibility to a larger number? I appreciate it may make your model slightly less efficient overall - but perhaps there's a satisfactory solution in a larger number.

Don
 
#11
Hi,

Been reading every entry but found no need to add some comment myself, except this one time and only to say as I have said a couple of times before that I agree with Don 110% with respect to the Bézier curve implementation.

Roby
 
#12
On the other hand, assigning visibility per layer would have no FPS impact since each layer is "packaged" individually anyway.
Don
assigning visibility per layer is not yet available, isn't it? It would be a valuable feature.

It's not clear why converting lines to polys would be helpful.
Don
Because GP offers only 2 visibility values, one for polys and one for lines.

Have you tried adjusting the line visibility to a larger number? I appreciate it may make your model slightly less efficient overall - but perhaps there's a satisfactory solution in a larger number.
Don
I prefer to keep the line visibility as low as possible (500m) to lower the impact on fps.

Regards
 

gadgets

Resource contributor
#13
assigning visibility per layer is not yet available, isn't it? It would be a valuable feature.
No, its not available. Should there be sufficient call for it, we'll consider it for a future release.

I prefer to keep the line visibility as low as possible (500m) to lower the impact on fps.
Yes, I can understand that and agree (in principle). But have you run any tests to ascertain that increasing line visibility to the extent necessary to overcome your current difficulty imposes an intolerable FPS hit?

Don
 
#14
No, its not available. Should there be sufficient call for it, we'll consider it for a future release.
Don
I hope someday you will join us, and the world .... :)

Yes, I can understand that and agree (in principle). But have you run any tests to ascertain that increasing line visibility to the extent necessary to overcome your current difficulty imposes an intolerable FPS hit?
Don
Yes, I have run many tests. You know how many lines I have drawn.
This being said, the lack of such a feature doesn't constitute a blocking point. I'm going to replace the lines concerned with polys.
Thanks for your answers.
 
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