Hi again. Don:
You may have already reviewed this info, but I thought I'd post this initial group of links ...in case it proves useful:
Updated version 1.0.1.4 - Fixed name label of the subsection 0x19 - Magnetic Variation is now in the range [-180 , 180] instead of [0, 360] - PageUp/PageDn, End , Home, ArrowDn, ArrowUp are now operational in the right pane, provided that the mouse in positionned in that panel. (Thanks to...
www.fsdeveloper.com
Has anyone been able to calculate this? Generating a 3D polygon isnt too hard in terms of workflow (simply drape the polygon over a DTM in ArcGIS/3D Analyst) although it might be difficult to do for a whole country (i.e. ArcGIS/3D Analyst isnt the most stable of programs with large datasets...
www.fsdeveloper.com
Hi, maybe it is my fault, but I am not sure whether I understand the MS documentation about SlopeX and SlopY in Water Polys. The "Terrain and Scenery.html" says that this is meters per degree Latitude/Longitude ... but in which direction? Does a positive value mean, that a river is flowing from...
www.fsdeveloper.com
My airports got a lot of sloped flattens, but now a couple have stopped working. I've uploaded the files. It's for KBNA, and this (ZBNA) is a higher priority than my actual airport. If you generate this and look at the area just to the north of the apron and by the road and taxiway, the slope...
www.fsdeveloper.com
https://www.avsim.com/forums/topic/81298-excluding-autogen-with-shp2vec/
[
This is a reply by Doug Matthews to a quoted post by Luis Feliz-Tirado in the 'early days' of sorting out FSX' RTM SDK.]
"
DougMatthews
Posted November 16, 2006
Luis:
The texture flag in the xml defines the attribute block - it is not the texture itself, but just tells shp2vec to expect a texture definition, I imagine. The developers would have to be the ones to give a technical explanation of this. I wouldn't>dare for fear of being shouted at.
Doug: Yup. Note that "texture definition" is a loose term.
Luis: The slopex and slopey in the dbf confused me a lot at first. They are not the same as the elevation of the shape in the shapefile. Shapefile elevation is a z-coordinate that is contained within the shapefile itself.
The slopex and slopey fields in the dbf tell shp2vec how to>apply a slope - the values should be vertical slope in meters per degree, and have fun figuring that out. I prefer to use>the mesh-clinging water, myself.
Doug: The slope values are not used by Shp2Vec itself. It is just pre-computed data (to save time at runtime) that Shp2Vec passes through to the game.
-Doug"
https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=141643
Terrain Design
File Description:
Terrain Design for Flight Simulator X
This simple illustrated document explains the basic concepts in Flight Simulator X terrain, and how to change them using SBuilder for FS X. Make new water bodies, roads, vehicle traffic, airport flattens, remove autogen, add more detail - anybody can do it easily and quickly.
My most sincere apologies - I am unable, for lack of free time, to offer support of any kind. For questions or problems, please post in the Avsim scenery design forum.
Filename: terrain_design_for_flight_simulator_x.zip
License: Freeware
Added: 14th December 2009, 13:29:15
Downloads: 16648
Author: Luis Feliz-Tirado
Size: 3991kb
"-
HPX - Hydro Polygons (water)
UUID | GUID | SlopeX | SlopeY |
{00000001-0000-0000-0000-000000000000} | {2D103429-89EB-4CB3-A61E-E188E79C77E7} | 0 | 0 |
{00000002-0000-0000-0000-000000000000} | {BCD5C182-9C8B-4C57-97BD-272CF492CBFF} | 0 | 0 |
{00000003-0000-0000-0000-000000000000} | {BCD5C182-9C8B-4C57-97BD-272CF492CBFF} | 0 | 0 |
This table illustrates an interesting feature of FS X water. It can have a slope defined for it. You should please note that the slope of the water polygon is not the same as its height. The height value is part of the shapefile itself - water, for lakes or the ocean, can have a uniform height defined there. In that case, the database file can indicate a slope of 0. However, in the case of rivers, a slope for the polygon can be indicated here, and should be understood as follows:
SlopeX = Slope in vertical meters per degree of longitude
SlopeY = Slope in vertical meters per degree of latitude
This can become excessively complex and lead to the creation of many small Hydro Polygons with varying slope values (as can be seen in the default rivers.) You will perhaps prefer to use mesh-clinging water (GUID = {5835459A-4B8B-41F2-ADC1-DEE721573B28}) for your rivers instead. "
https://www.avsim.com/forums/topic/81298-excluding-autogen-with-shp2vec/
[
This is a reply by Doug Matthews to a quoted post by Luis Vieira De Sa' in the 'early days' of sorting out FSX' RTM SDK.]
"
DougMatthews
Posted November 17, 2006
Luis Sa':
Hello Doug,
In FS9 we could make slopped flattens using LWM3 polygon>types. In the past I had a tool to set the altitude of all>points of a polygon so that the points were in the same 3D plane. That was sufficient for getting sloped surfaces in FS9.
Shall I set the altitude of the points plus these SlopeX and SlopeY ?
In other words, will we be able to make sloped surfaces in FSX?
Kind Regards,
Luis
Doug: Yes, you will be able to make sloped water surfaces in FSX. The points of the polygon should be in the same 3D plane. The slopeX and slopeY are the pre-computed (to save runtime) normal to that plane.
They are used in extrapolating the plane of the water surface onto the terrain grid.
-Doug"
https://www.fsdeveloper.com/forum/threads/slope-parameter-in-water-polys.3383/post-21657
"We compute those slopes within our water sloping code. We have broken the water polygons up into sloped triangles and dissolved adjacent triangles with very similar slopes into the shapes you can see examining the default CVX BGL files in TmfViewer. We determine the unit normal of those result polygons and convert to be meters per degree.
The first part (breaking the source polygon up) may be difficult to do with off-the-shelf application.
I recommend trying two things:
1) If you have achieved 3D polygonal water already, try just setting slope x and y to 0. See how it looks. These values are used for extrapolating flattening to nearest mesh points. At reasonable terrain setting it may turn out to be acceptable.
2) If you have NOT achieved 3D polygonal water already, try using the texture Dick pointed out in this thread to drape your water on the terrain. See how it looks.
-Doug"
Hope this helps.
GaryGB