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Terrain visibility

Messages
43
Country
netherlands
Hi,
I have a problem that's irritating me for over a week. I want to edit the FSx terrain by using SRTM files obtained from: http://dds.cr.usgs.gov/srtm/version2_1/ and http://dwtkns.com/srtm/. A problem occured after I slew my aircraft to the lat/lon coördinates to where my adjustment was made. The terrain isn't showing up in the way it's supposed to be. No mountains were visible. The following steps were made:
With the aid of Global Mapper I was able to save the elevation tiles, which I downloaded from the sites mentioned above, to a 24 bit RGB file. The configure settings were set to the Geographic lat/lon, WGS84, meters. The *.Inf file has eventually let to a BGL file, which I pasted into the ..\addon scenery\scenery file.
The BGL file can be opened by TMFViewer with a Level Of Detail 1 - 9. (My aircraft isn't designed for its high altitude) With some help I'm able to conclude that the terrain isn't showing up because of the higher FSx scenery resolution. Is there a way to fix this or is there something else I'm doing wrong?
I hope that someone could provide me with the answer.
Marcel

BTW I also downloaded the data directly from Global Mapper. Unfortunately, this didn't help either. Althought it didn't solve my problem, the Level Of Detail is increased to LOD 10.
 
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Hi Marcel:

In theory, you should be able to make a replacement terrain mesh for your area of interest that will display with a higher priority than the default FSX terrain mesh by instructing FSX SDK Resample to output additional higher LODs in the custom *.BGL file for your project ...beyond those of the original LOD-1-9.

However that may or may not produce a satisfactory result depending on a number of factors, so we need to know more about your project. :scratchch


Would you be willing to post into this thread, your *.INF file used with FSX SDK Resample to compile the output terrain mesh *.BGL ?

NOTE: The [<>] "Code" icon on the tool bar in the "Reply to Thread" editor might help format longer paths and parameters when posting source code for complex *.INF files


Also, how large (MB or GB) is your initial LOD-1-9 terrain mesh *.BGL output by FSX SDK Resample ?

GaryGB
 
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Hi,
The size of the BGL file is 43.3MB. Flying over the terrain causes FSx to load terrain more often then before, so it seems that the terrain is there. Only not visible.
Thanks for your help. Attached is the INF file which used for the resample.exe.

Finally, there is some progress. I can see the 'atlas shades' layer of Global Mapper. Still not the resut that I had in mind but it's a little step. The textures are gone and the transition to the rest of the FSx world isn't that smooth. Can this be solved?

Marcel
 

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Hi Marcel:

The FSX SDK Resample workflow using properly structured GeoTIFF files for aerial imagery or terrain mesh does not require explicit parameters for ulxMap, ulxMap, xDim and yDim in the *.INF file, as IIUC, Resample reads the Geographic coordinates from the GeoTIFF file itself and assigns the target world coordinates for the FSX Quad Matrix Grid automatically.

Although some FS developers may opt to "store" the optional ulxMap and ulyMap parameters inside the *.INF file as a visible / searchable text 'reference' for the coverage area of a particular data set, it is not 'required' for using GeoTIFFs.

Also, using the "TIFF" parameter rather than the "GeoTIFF" parameter may have an impact on the resulting BGL type, and of course does require explicit parameters for ulxMap and ulxMap as well as for xDim and yDim in the *.INF file.

The example "Test1.txt" attached above:

* Places aerial imagery and not terrain mesh in the Atlantic Ocean 335 Kilometers NW of Casablanca (Morocco) airport ! :eek:



You may wish to look at these example *.INFs for use with making terrain mesh from a GeoTIFF:

http://www.fsdeveloper.com/forum/threads/geotiff-mesh.4339/


The FSX Terrain SDK discusses use of GeoTIFFs here:

http://msdn.microsoft.com/en-us/library/cc707102.aspx


Unless you placed the output *. BGL in the Atlantic Ocean 335 Kilometers NW of Casablanca (Morocco) airport purposely for reasons of testing ;), if you are using a properly structured GeoTIFF containing elevation values, you may instead wish to:

* Remove- or "Comment out"- the ulxMap, ulyMap parameters inside your *.INF file, and allow Resample to directly read the Geographic coordinates from the GeoTIFF file itself, then test the new output *.BGL file.


NOTE: IIRC, a semi-colon ( ; ) followed by a space at the beginning of a line will work in *.INF files to "Comment out" unwanted lines.

You may wish to consider trying this *.INF:

Code:
[Source]
Type=GEOTIFF
Layer=Elevation
SourceDir="."
SourceFile="Test1.tif"
PixelIsPoint=0
; ulxMap=-10.897529793481
; ulyMap=34.4951757846634
; xDim=0.00029296875
; yDim=0.00029296875
[Destination]
DestDir="."
DestBaseFileName="Test1"
LOD=Auto

If you post a link to download the new output *.BGL file from a free, publicly-accessible file storage website (ex: dropbox, mediafire, skydrive etc)., we can load the file in TMFViewer or FSX to see what else might be helpful for your project.

If for some valid reason you need to keep the actual project location confidential at this time, you can send me a PM with the download link, and I will take a look at the BGL. :)

Some options for file sharing can be found here:

http://www.fsdeveloper.com/forum/threads/file-sharing-options.232721/

GaryGB
 
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Hi Marcel.

The elevations for FSX are generally equal or superior to SRTM. What appears wrong with the terrain... a lat-long coordinate would also help.

Dick
 
Hi Dick:

Thanks for pointing that out. :)


FYI: I had explained few such things as you allude to above, prior to this post via a PM with Marcel (before I encouraged him to open a thread in the public forums ...so all can participate and learn from the discussion):

* Is the FSX SDK 'Resample' output elevation BGL at LOD 1-9 of sufficient precision / resolution for your preferences ?

...FYI: FSX can display up to LOD-15 (...and higher), and most < SRTM > elevation data (such as is used in Google Earth / Maps) is only 90 Meter (between LOD-8 and LOD-9)


* At what aircraft altitude AGL are you inspecting the custom terrain mesh coverage area ?

If your custom elevation terrain mesh BGL is only max LOD-9, when the default FS terrain mesh for your project area is itself internally higher than LOD-9 (ex: ACES used LOD-10 source data for USA), it will be displayed with a higher priority instead of your custom terrain mesh.

If your custom terrain mesh is definitely higher resolution (aka has a larger LOD-#) than the FS default terain mesh, then if you want to see it, you must be within a certain physical distance from the ground, otherwise you will see the lower LODs of that custom terrain mesh BGL (...or that of the default FS terrain mesh itself).


Indeed, it might be helpful for the OP to identify what it is he would like to achieve in his project:

* Blend a 'central' airport flatten into the surrounding terrain

or...

* Enhance the general appearance of the terrain in the landscape of FSX for a particular area


If the project goal is blending a 'central' airport flatten into the surrounding terrain, IMHO, this might actually be better achieved using "sloped flattens", which are constructed differently than as discussed thus far in this thread, and which involves compiling source data via FSX SDK SHP2VEC ...rather than via FSX SDK Resample. :idea:

GaryGB
 
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Thank you for your help. I want to edit altitudes and flatten terrain. Added are some links to give an impression of my goal. The goal is to make a shaft into the ground wherein the aircraft is suppost to float. If you have any ideas how to create one, I am happy to hear it. Mayby Photoshop the shaft and convert the BMP to BGL? But then the heights are no longer visible.
I ran the INF file as adviced in FSx and it worked. Disable the ulxMap, ulyMap and layer changed the terrain from flat to elevated!!
The Marocco terrain was purposely chosen to try thing out. If it is all working out, I will edit the specific terrain.Thanks again for your help and I will keep you updated.
Marcel
 
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Like I said, the terrain is working great now. But I do have a little question about Global Mapper. It is possible to flatten terrain to a specific altitude and I know how to do it. The only thing I don't know is how to export it all to a GeoTIFF file. Everytime I open the terrain in TMFViewer there is no elevation details.. Can this be solved?
Thanks in advance.
Marcel
 
Like I said, the terrain is working great now.

Congratulations ! :)

But I do have a little question about Global Mapper. It is possible to flatten terrain to a specific altitude and I know how to do it. The only thing I don't know is how to export it all to a GeoTIFF file. Everytime I open the terrain in TMFViewer there is no elevation details.. Can this be solved?
Thanks in advance.
Marcel

Regarding a workflow to create flattens in Global Mapper and getting a precise flatten in a FSX SDK resample BGL:

[EDITED]

First, I sent you (2) PMs to clarify something we previously discussed in relation to use of Global Mapper with the FS SDK.

[END_EDIT]


FYI: To the extent I have tested this thus far, it appears difficult to achieve precise and consistent flattens at an assigned elevation with terrain mesh output by resample, because it's internal "resampling algorithm" may implement interpolation, and thus appears to be biased by neighboring elevations of other nearby data points.

Although one might be able to achieve consistently flat areas within the central portion of a large flat area data set, as the data points approach other data points nearby at the periphery which have higher or lower altitude values, this begins to bias the precision of the data used for the flatten, and the resulting flatten elevation output to a terrain mesh BGL may begin to vary.

Additionally, and perhaps more importantly, when such discrete "terrain mesh flattens" built into a resample mesh BGL file are rendered in FS at run time, the FS terrain surface creation engine itself may also implement a form of "interpolation" when matching edges of terrain mesh tiles, and may begin to bias the elevations of what was originally intended to be a flatten at an assigned elevation, again leading to inconsistent results where terrain may begin to raise or lower ...in order to meet up with nearby elevations of surrounding ground areas when triangulating a continuous "ground surface" on which to drape terrain textures.


IMHO it is better to implement terrain flattens via the FSX SDK using the CVX vector type flatten BGL output by SHP2VEC so that within the area defined by a custom polygon, one will have a consistent flatten at an assigned elevation when the terrain is rendered at run time by the FS rendering engine.

NOTE: Even CVX vector type flatten BGLs output by SHP2VEC are subject to some of the same issues of render precision and aliasing issues like terrain mesh, because they too are implemented via the FS Quad Matrix Grid system.

http://www.fsdeveloper.com/forum/threads/flattens.425495/page-2



If I understand correctly from what you have posted thus far:

It appears that you are concerned about being able to create a "trough-shaped" ramp-type scenery object supported on vertical columns, over which either AI / Multi-Player or user piloted "wing in ground effect" aircraft will move at a pre-determined elevation above the surface of the ramp object.

I can see some point in attempting to eliminate extremes of elevation in high-detail terrain areas which might interrupt the course of a relatively flat surface ramp as it travels over the ground; but this is likely to be a problem only when crossing ravines / valleys / mountain peaks etc..

However, IMO, it would be impractical to attempt to make the "trough-shaped" ramp-type scenery object out of very small flattens of extruded FS terrain surface in areas where it is not supported on vertical columns, as this would incur 2 problems:

* Use of very high LOD terrain settings to increase FS Quad Matrix Grid quad 'vertex resolution' incurs a performance hit on the FS rendering engine

* Extruded terrain objects rendered at even very high-LOD terrain mesh settings in FS are always aliased to a grid, and will appear "jagged" along all edges which are created

Thus to achieve precision shaped objects that do not have "jagged edges", one must create 3-D objects, rather than attempting to extrude (aka "Push-Pull") the terrain in FS.


Again, if I understand correctly what you are trying to achieve, it may be easier to implement such types of "trough-shaped" ramp-type scenery objects over the surface of the terrain in FS by creating and XML-placing either "extruded" 3-D scenery objects, or MDL-based individual or scenery library packaged 3-D scenery objects via FSX SDK BGLComp.

Generally speaking, the latter type of 3-D scenery objects, when modeled as very large one-piece objects, must be broken into separate "pieces" or sub-objects ...every 100 Meters or so in order to align with the surface of the FSX "curved Earth world model" for terrain surfaces; this can be achieved automatically using Arno's ModelConverterX.

If one were to 3-D model individual components for "trough-shaped" ramp-type scenery objects supported on vertical columns and place them along vector lines, one might have to individually adjust all the types being placed and their individual elevations ...so that the edges would meet correctly to create a continuous support surface.

Such individual adjustments might be very time consuming to implement if one were to create such scenery objects over very large expanses of FS scenery, so it might be preferable instead to implement use of extruded scenery objects.

To ensure that such extruded objects follow the general "lay of the land", you might find it helpful to use a rather uniquely-capable FS scenery utility: FenceBuilder Pro by Don Grovestine (aka "gadgets" here at FSDeveloper forums).

If you look at the examples using extruded fence objects, you may find that FenceBuilder Pro might assist in reducing the work required when placing custom extruded ramp-type objects which follow the local terrain surface of the FS world.

Of particular note is the fact that when custom extrusion objects are set up correctly in FenceBuilder Pro, edges of such "extruded" 3-D objects can meet each other precisely on the vertical or "Z" axis of the flight Sim world in addition to being aligned parallel to the surface of the local terrain; this can dramatically reduce the amount of manual work required to align adjacent 3-D scenery objects precisely with each other.

http://stuff4fs.com/newpage.asp?Folder=FBP

http://www.fsdeveloper.com/forum/resources/fencebuilder.98/

http://secure.simmarket.com/fsaddon-fencebuilder-pro.phtml

http://silvercloud-store.com/index.php?dispatch=products.view&product_id=29783

http://silvercloud-store.com/index.php?dispatch=products.view&product_id=29780


CAVEAT: AFAIK, in order for AI / Multi-Player or user piloted "wing in ground effect" aircraft to treat the surface of any 3-D object as a local "ground" surface and recognize its individual surface elevation relative to the underlying FS terrain without 'falling through to the ground', such 3-D objects must have a 'hardened, concrete-type' attribute assigned to them within a FS MDL file.

Alternatively, an invisible surface consisting of a ex: "invisible" flat plane 3-D object MDL must be overlaid above "extruded" objects placed along the vector lines used to place the extruded objects themselves ...in order for AI / Multi-Player or user piloted "wing in ground effect" aircraft to treat the surface of any 3-D object as a local "ground" surface and recognize its individual surface elevation relative to the underlying FS terrain without 'falling through to the ground'

BTW: Such "hardened, concrete-type" surfaces (whether visible or not) are referred to as an attached "Platform" in FS.

You may wish to research the issues related to enabling highway / ground vehicle / AI traffic and/or Multi-Player or user piloted aircraft to travel over raised taxiway or highway bridges discussed in various threads here at FSDeveloper.

I hope these ideas might prove helpful as you consider your options with your project. :idea:

GaryGB
 
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Thank you so much! At first I tryed to make a 3D object in FSx but FSx doesn't recognise the object as a hardened object. I will sertainly try to create a object with the hardened surface like you reconmended above.
I will keep you updated!
Marcel
 
Hi Marcel:

Arno's excellent ModelConverterX (aka "MCX") has a "Auto Platform" tool for adding a "Platform" via the "Attached Object Editor"

http://www.fsdeveloper.com/wiki/index.php?title=ModelConverterX#Attached_object_editor


In theory, one might create a flat planar "ramp" object for use as a "bottom" to a separate extruded "ramp" object.

One could give that flat planar "ramp" object "bottom" a unique material name, then attach to it, a "Platform" with a hardened "Concrete" attribute.


When the MCX > Attached object editor > Auto Platform dialog has "Only with Material" checked, and one assigns the unique material name of the flat "ramp" object's bottom texture from the pick list of that model imported into MCX, only the specified 'bottom' portion of the overall ramp object will render in FS at run time with the "hardened concrete platform" attribute (...the remainder of the model would display normally without hardening).


Hope this option works out for you. :)

GaryGB
 
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Thanks for the advice you have given me. I'm trying it out right now and hopefully it will work out.
I will keep you updated!
Marcel
 
Now I have a question about Fence Builder beta 5. After slewing the Aircraft in FSx to its starting and Baseline end position, I was able to create an output XML file. This file contains several lat/lon positions and altitudes. Running through the BGLComp.exe a BGL file appeared and copy/pasted it inside the ..Addon Scenery\scenery file. But no fence..
There are also no object found in the file according to MCx.
I read the manual, which was included in the FenceBuilder folder, but it's vague. Although I don't understand the program completely, I believe that it's usefull for my project. Is there mayby a tutorial available?

Marcel

BTW The attached object editor worked! The surface of the object is now solid. Thanks for that. Also, I just find the thread from jyardogg mentioning how to use Fence Builder so I will check that for solutions.
 
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Hi Marcel:

The idea with using FenceBuilder Pro is to place "extruded" 3-D objects (these have no internal MDL file, thus MCX will regard it as an "empty" object".

Based on what limited info can be found in the FSX SDK documentation on ExtrusionBridge objects:

http://msdn.microsoft.com/en-us/library/cc526978.aspx#ExtrusionBridge


...I assumed there would be a need to create a thin, flat planar 'ramp' object for use only as a 'bottom' in addition to- and separate from- the extruded 'ramp" object' itself.

In other words, the 3-D ramp object as an extruded entity (thus having no internal MDL), would also have associated with it, an additional separate 3-D scenery object laid over it, and that object would be a more commonly used type which does have an internal MDL.

That separate flat planar 3-D scenery object was to be placed on top of (...and in top-down view, geographically aligned with) the extruded ramp object; that flat planar 3-D object would be a more commonly used type (which does have an internal MDL) is the one which would be given a unique texture name for the "bottom" so it can be "hardened" with an attached 'platform'.

So you would therefore have 2 objects for each section of your rampway:

* The ramp itself (an extruded object without a MDL)

* The flat planar 3-D scenery object (which does have an internal MDL) ...that provides a separate hardened "bottom" surface for the ramp


I assume FenceBuilder Pro would also be used to place the latter MDL-based hardened "bottom" surface for the ramp 3-D objects in alignment above the (underlying) extruded ramp object itself


HOWEVER...

Having just now seen in the SDK documentation, a optional parameter "suppressPlatform" associated with Extrusion Bridges, this has raised a question about whether such objects may already be "pre-hardened" for support of not only 'highway traffic" object, but also for AI / Multi-player / LivingWorld / user-piloted aircraft / SimObjects:

http://msdn.microsoft.com/en-us/library/cc526978.aspx#ExtrusionBridge


IIUC, based on info posted by Jim Robinson, there may not be a need to create an additional hardened object to provide a "platform" separate from the extruded ramp object itself: :idea:

http://www.flightsim.com/vbfs/showt...otoreal-scenery-for-FSX&p=1742910#post1742910


If indeed the ExtrusionBridge objects are pre-hardened, then one may only need to create proper 'custom' ExtrusionBridge object segments to be placed via FenceBuilder Pro (...without the need to create a separate bottom surface object).


Hope this helps with the 'discovery process' in this less well documented aspect of the FSX SDK. :)

GaryGB
 
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Thanks, I think I'm starting to understand the use of FenceBuilder now.:)
In my experience all the scenery placed objects are not solid, so with the help of the "auto platform" option is became a hardened surface.
I'll take a look at the ExtrusionBridges you recommended. And keep you updated on further progress.

Marcel

With some Google I found out that you can create an ExtrusionBridge with the aid of Google Earth. I drew a path through the landscape and saved it as a KML file. FSX KML provided me a XML file of the ExtrusionBridge. This XML file was drag/dropped into the BGLCompiler. Unfortunately there is nothing visible. Attached are the KML file and the XML file, which was created by FSX KML.

BTW: I had to make the KML file in an older version, otherwise it didn't work in FSX KML.
 

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Update: The extrusionBridge did show up after a while. It appeared after unchecking the other scenery which was active at the same location. The active scenery was the elevation BGL file. Did the bridge disappear into the terrain or is FSx not able to run both sceneries at the same time? - Solved

I'm encountering a problem. The road eventually showed up, with the addon scenery checked, as I set the altitude to 'above the ground' but I don't get my Scenery Object layed over the ExtrusionBridge. At first I tried to overwrite the ExtrusionProfile GUID by the GUID provided by the Scenery Object, with no luck. Do I need to change the Autogen Configuration Editor or is there an other way to get the ramp at its place?

Marcel
 
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Hi Marcel:

One initial note is that your "IslandSceneryxml.txt" attached immediately above shows:

<ExtrusionBridge
instanceId="{00000000-0000-0000-0000-000000000001}"
probability="0.5"
suppressPlatform="TRUE" <-- SET THIS TO "FALSE"
imageComplexity="NORMAL"
roadWidth="10"
extrusionProfile="{DEE07112-C3E3-44E2-B68B-1311E8952444}"
materialSet="{7ED5603A-D17A-4246-BC3D-BAADEA6909FA}"
>

Setting suppressPlatform="TRUE" may have resulted in the object being placed on the ground rather than on the top of the extruded object. :scratchch



I'm not certain one can achieve the precision required for placement of a multi-segment rampway required to support a SimObject terrain using "Wing-in-Ground Effect" ...over a large area of terrain by use of "Autogen" xml which AFAIK only uses 2 decimal places of precision to define offsets from FS QMID Grid vertex coordinates for for placement of objects on terrain. :alert:

IIRC, BGLCompiler (aka "BGLComp") xml may use many more than 2 decimal places of precision to define offsets from FS QMID Grid vertex coordinates for placement of objects on terrain.


Thus, IMHO the greater precision required for placement of a multi-segment rampway might best be achieved by use of FenceBuilder Pro, as it allows one to control the inter-object placement distance in discrete units of measurement.


BTW: If one wishes to place custom-modeled solid 3-D "scenery library objects" (which do have an internal MDL) in straight line segments so that their edges meet precisely, this can also be done using FenceBuilder Pro.

Curves in ramp-ways might be implemented over a larger expanse of ground, so that individual segments can be placed by a series of short 'straight' lines rather than true curves, thus allowing the straight-line placement precision of FenceBuilder Pro to still be used. ;)



Until I have some time available to further look into the workflow you appear to be using, you may wish to review this detailed tutorial:
"Illustrated Guide to Extrusion Bridges" by Luis Feliz-Tirado. :idea:


FYI: Other excellent guides to scenery building by Luis Feliz-Tirado are here:

http://library.avsim.net/search.php?CatID=root&SearchTerm=luis feliz-tirado&Sort=Added&ScanMode=1&Go=Change View

Hope this helps ! :)

GaryGB
 
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Thanks for the reply.
I'll take a look at the tutorial. FenceBuilder is still an issue in which I need to put more time to understand. Furthermore, I will edit the xml file as adviced.

EDIT

The surface hardened by changing the SuppressPlatform from TRUE to FALSE! Too bad that I don't get my MDL consisting design layed over it.. Thanks for getting this little problem solved!:)

End EDIT

Designing the scenery is harder then I thought, awesome challenge though ;)

Marcel
 
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Hi Marcel:

If one wishes to place custom-modeled 3-D "scenery library objects" (which do have an internal MDL) using BGLComp xml methods, by default these are placed on the ground at "0" Meters / Feet Above Ground Level (aka "AGL" ... and NOT MSL !) unless one specifies an "offset" for the altitude / elevation of the object on the "Z-axis" or vertical axis of the FS 3-D world.

NOTE: In the actual BGLComp xml code, a default setting of "AltitudeIsAGL=True" applies until one manually changes it to "AltitudeIsAGL=False".

Thus, all altitude / elevation changes for placement of a MDL-based object on the vertical axis (aka "Z-axis" ) of the FS 3-D world will be relative to the local ground surface as specified by the terrain mesh (...and/or as modified by flat or sloped terrain "flattens", which can over-ride the terrain mesh itself).


If you have a consistent elevation above the ground which is used for the surface of your MDL-based custom-modeled solid 3-D "scenery library objects" from which the ramp-way is to be constructed, you can specify that they be placed at a particular elevation offset above the ground; this can be done within the XML source code for BGLComp xml placement methods.


AFAIK, all FS utilities for BGLComp xml placement methods have a field in which one can specify the altitude / elevation AGL that objects are to be placed at ...when rendered at run time in the FS 3-D world.

FYI: These placement control options are illustrated on pages 17+18 in the FenceBuilder Pro "Quick-Start Manual" at:

http://online.simmarket.com/fsaddon/FenceBuilderQuick-StartManual.pdf


BTW: The above placement method will not regard the altitude of a "Platform" as the local ground surface in the FS 3-D world for static 3-D "scenery library objects" from which the ramp-way may be constructed.

However, dynamic SimObjects (ex: FS AI / Multi-Player / Highway Traffic / Airport Ground Vehicles / Living World or user piloted "wing in ground effect" aircraft) which 'travel' over such "hardened concrete attribute Platforms" (WHEN PROPERLY CONSTRUCTED / PLACED) ...are likely to not fall through, thereby proving such types of SimObjects can and do regard the platform surface as the "local ground surface" ...when rendered at run time in the FS 3-D world. :pushpin:


Hope this helps explain the options for FS object placement processes for static and dynamic SimObjects a bit more clearly. :)

GaryGB
 
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Thanks for putting so much effort into this project! It really does help a lot! I'll check the BGLComp xml altitude. Many times the altitude is set as '0', therefore this may be a good place to start looking for errors. Like for example the AltitudeIsAGL. Thanks, I'll keep you updated.

Marcel
 
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