Oh then it's already a small zone, then your problem is somewhere else I'm afraid.
BTW the format is lonmin;lonmax;latmin;latmax, thus 147.15;147.63;-43.13;-42.79 if it's in Tasmania...
Cheers
Antoine
Oh then it's already a small zone, then your problem is somewhere else I'm afraid.
BTW the format is lonmin;lonmax;latmin;latmax, thus 147.15;147.63;-43.13;-42.79 if it's in Tasmania...
Cheers
Antoine
thank you i will give it a try
thank you i will give it a try
Since it's already a small area, I'm not sure this code will do anything for you.
I'd advise checking your steps with a different osm source, or try working with shapefiles your can check in QGIS...
Cheers
Antoine
that seemed to work , at least it built the toc file
just gunna chick it the sim now i will let you know how it goes
thank you
watch in 1080 p HD
Unfortunately this may take longer than I anticipated, I got stuck into other work-related shenanigans and have not had the time to look at this yet for XREF objects. I still need to publish to GitHub as well so it can be open-source so people can contribute if they wish to, though that's pending some refactoring here and there.
Hello Nabeel,
yes integrating XREF objects into your tool will be the next big thing, highly awaited by a lot of scenery hobbyists.
I am very much looking forward to this upgrade.
Cheers,
Thomas
You can quite easily integrate a xref object into the TOC file by this syntax:
<[list_xref][xref_list][]
<[xref][element][1]
<[float32][direction][158]>
<[string8][name][hangar_small_plates_mw_00_18_44]>
<[vector3_float64][position][11.62710210 48.07458283]>
>
<[xref][element][53]
<[string8][name][UH60_usarmy]>
<[vector3_float64][position][11.62743629 48.07429999]>
<[float32][direction][340]>
>
>
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All the preview pictures are here:
Nabeel,
I got sidetracked with other projects for a while but, came back today to add some custom cultivation to one of my favorite local flying areas. It took me a little while to get back in the groove, but once I got going I thought I should drop you a note to tell you how much I appreciate your creative work with this Cultivation Editor.
You may have answered this in one of the previous posts, but are all the buildings that we add coming from some sort of random collection? I added several identical, more or less, buildings using the same criteria and they were all slightly different. Either in number of windows, doors, color, roof material, etc.
The reason for question is that I am seeking a specific colored commercial or industrial building to replicate. The size varies slightly but, the current editor would take care of that.
These are commercial "chicken houses" that is a major industry in the backwoods of Mississippi. These are typically silver or white long rectangles with very little detail and all have gable roofs. We have literally thousands of these in groups of 4, 5, 6 or more throughout the countryside. These are very visible when flying low and slow.
Here is a post that did not receive anything useful for me to proceed along that tract. Maybe you can suggest something for me.
Requesting help with a specific building_textures folder
Regards,
Ray
Yes, that's the behavior of cultivation. Essentially when you create the "same" type of building it will randomly take one of the buildings in your building_textures folder. You can force it to use the same model by editing building_textures\building_textures.txt and ensuring only one entry exists per unique texture type.
I think for more customisation or forcing a specific texture to be used we have to ask IPACS to build this functionality in the configuration files.
OK. Thanks Nabeel. Now, I need to find someone that know how to edit the building textures and txt file for just the one "chicken house texture".
Regards,
Ray
You should be able to do this yourself quite easily with some trial and error, simply make a backup of the .txt file, then in your original txt remove all entries except for 1 (per type), cycle through until you find the desired texture and only use that single entry.
If you send me a PM of the buildings textures folder I can have a look at this after work today for you.
Oh that's neat, I had no idea that was possible. I wish there's a list of all various attributes available and their use cases.
Nabeel, do you think it would be possible to place a custom object with your scenery editor? That is if we have a tmb file for that object that we could select it to be placed in a location instead of a cultivation building? At the moment I need to use model converter X to assign a geolocation to an object which is a little annoying if you have to place multiple instances of a certain model.
Thanks, Fabian
Nabeel, any chance the max number of trees for an area can be increased beyond 2500, or is this limited for a particular reason?
No reason really, you could technically
Nabeel, any chance the max number of trees for an area can be increased beyond 2500, or is this limited for a particular reason?
I can increase it when I do the next update, but for now on Chrome (and other browsers) you should be able to right-click (or CTRL+SHIFT+C as the map overrides the right click) and hit inspect on the slider and change the number from 2500 to anything you want (I've attached a screenshot showing this). That number will persist until you reload the page.
Nabeel, do you think it would be possible to place a custom object with your scenery editor? That is if we have a tmb file for that object that we could select it to be placed in a location instead of a cultivation building? At the moment I need to use model converter X to assign a geolocation to an object which is a little annoying if you have to place multiple instances of a certain model.
Thanks, Fabian
We can place custom objects, but the biggest issue as far as I recall is knowing their dimensions. I can easily allow you to place a "custom object marker" somewhere and you will have to specify its object name (so it uses the correct one), but that's about it. We can't infer its dimensions since these files can't be read. The way xref would work is because I'd know their dimensions in advance and they'd be pulled in from some mapping (similarly an object can work if you provide its exact dimensions). I think you also have the potential issue of different rotation on an object, I haven't really looked too much into it as I've swapped jobs mid Feb and have been generally more busy with the first few weeks.
I'll make an effort to get this up on a github repo next weekend, it's plain javascript "hacked" together with a few libraries anyhow, people should be able to contribute if they wish to! Most of the remaining work with xref has already been done in some form in the current editor.
Display MoreNo reason really, you could technically
I can increase it when I do the next update, but for now on Chrome (and other browsers) you should be able to right-click (or CTRL+SHIFT+C as the map overrides the right click) and hit inspect on the slider and change the number from 2500 to anything you want (I've attached a screenshot showing this). That number will persist until you reload the page.
We can place custom objects, but the biggest issue as far as I recall is knowing their dimensions. I can easily allow you to place a "custom object marker" somewhere and you will have to specify its object name (so it uses the correct one), but that's about it. We can't infer its dimensions since these files can't be read. The way xref would work is because I'd know their dimensions in advance and they'd be pulled in from some mapping (similarly an object can work if you provide its exact dimensions). I think you also have the potential issue of different rotation on an object, I haven't really looked too much into it as I've swapped jobs mid Feb and have been generally more busy with the first few weeks.
I'll make an effort to get this up on a github repo next weekend, it's plain javascript "hacked" together with a few libraries anyhow, people should be able to contribute if they wish to! Most of the remaining work with xref has already been done in some form in the current editor.
Nabeel, a custom object marker would be completely sufficient. You wouldn't need to know the exact dimensions because it would be the job of the guy who creates the custom model to get the dimensions right. Let's say I'm modeling the church in my home town in Blender: I can get the dimensions of the church with the measuring tools in Google Earth, switch Blender to a metric scale and then model the church exactly to scale. In blender I can place the origin of an object anywhere within the model, so for example I'd place it to the front door of the church in blender and then I'd place the custom object marker in your editor to where the front door would be on the satellite image. That should work, shouldn't it? Considering the orientation of the object, the xref objects also have a origin point and the x, y, and z axis pointing to specific directions. That way an object can be oriented correctly by specifying at which angle for example the x axis should be rotated, correct? The exact same thing can be done in blender and I guess in all the other 3D programs as well. The x, y, and z axis go from the origin that you set for your model and that way the orientation could be defined for a custom object just like for an xref object. If all that is possible it would be a huge step forward to customizing our sceneries.
Cheers, Fabian
No reason really, you could technically
I can increase it when I do the next update, but for now on Chrome (and other browsers) you should be able to right-click (or CTRL+SHIFT+C as the map overrides the right click) and hit inspect on the slider and change the number from 2500 to anything you want (I've attached a screenshot showing this). That number will persist until you reload the page.
Thanks for the info; I'll give this a try.
Is it possible to change the build height (floors) of several buildings all at once? I tried to Ctrl-click on several buildings and then right-click to edit them but no luck. Even if I Ctrl-mouse to box-select several buildings, the right-click options are only duplicate or delete - I'm guessing group edit is not possible with the current version, correct?
I don't think it i possible but would be a great feature. I mainly work with trees and I wished to be able to change a larger group of trees at once, e.g. height.