GPoly requirements: Difference between revisions
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* Ability to import source data from other formats (shapefile, autocad, ...). | * Ability to import source data from other formats (shapefile, autocad, ...). | ||
* Ability to deal with different projections in data and reproject automatically so that it ends up at the right location in the FS world. | * Ability to deal with different projections in data and reproject automatically so that it ends up at the right location in the FS world. | ||
* Creating of light pool polygons using transparent textures and conditional display. | |||
Revision as of 13:09, 28 September 2009
| This page is a work-in-progress. Generic message - Please note some detail may possibly be missing or incorrect. |
This Wiki page gives an overview of the issues when working with ground polygons and the requirements and functionality that a tool to assist with making them should have. As such it is a summary of the discussion in the gPoly forum.
Issues
This is a list of the problems when designing ground polygons (with GMax):
- Requirement to use FS2002 gamepack, which not all developers have access to nowadays
- Need to tweak intermediate ASM source files to get properly working ground polygons
- Autogen exclusion caused by the polygons
- Having night textures on the ground polygons gives trouble in DX10 mode of FSX
Functionalities
This is a list of the possible functionalities that gPoly could get:
- Ability to read ground polygons from FS2004/FSX MDL files. gPoly will then create FS2002 style output automatically.
- Automatically clip polygons to prevent trouble with FSX earth curvation.
- Import ASM file and do the tweaking with a few mouse clicks
- Ability to easily draw polygons in a GUI (no need for GMax), for example if you just want to place some ground markings (text) at wa certain location.
- Ability to import source data from other formats (shapefile, autocad, ...).
- Ability to deal with different projections in data and reproject automatically so that it ends up at the right location in the FS world.
- Creating of light pool polygons using transparent textures and conditional display.