Posts by vogel69

    qwerty42 is perfectly right !

    If you want use an area.kml with AFS2 grid system you should choose Area snap: off

    In FSEarthTiles snapping option could be setup in "Area snap" option.

    LatLong: snap the bounding box on "one minute" unit of Lat/long degree.

    LOD 13: LOD correspond to the specific grid system of old Microsoft Fight Simulator, LOD13 is level used for one square of Autogen file (.agn)

    Tiles: I think that it correspond to specific pixel width and height of one tile used by google, Virtual Earth, etc...

    thanks qwerty42 ! thanks Rodeo ! Even if the tool is simple, I have not tested it so much so I hope there is not too much bug in it;)

    I did a quick test on FSearthTile by "drag&drop" the entire file, the result is not really satisfactory because FSearthTile seems to take into account only the bounding box of the set of polygons to define its work area -> a lot of unnecessary areas treated and it creates Tiles without taking into account the individual cutting of each square... pity but there is always the possibility of treating each square individually one after the other...

    Hi,

    As promised, here is a small utility that should help you generate an Aerofly FS 2 grid in .kml format.

    [Blocked Image: http://vogel69.free.fr/AFS2/afs2GridGeneratorv1.jpg]

    How to:

    setup the area of the grid, choose the level of the grid with the slider on the left then click on the "generate" button at the bottom

    Two ways to define the boundaries of the grid:
    1 / you manually enter the boundaries of the area to be generated using the "Textbox".
    2 / to be more accurate, you could drag a file containing a single .kml polygon that will define the area for which the grid will be generated.

    ... you will get a .kml file containing polygons for each box of the grid with some practical information when you click on it on google earth.

    Namely, that by naming your polygons: "Area.kml" and drag and drop it on the window of FSEarthTiles, you will automatically have your working area in FSET updated. ;)

    good use.

    AFS2 Grid Generator v1.0 (see attachement)

    (.Net Framework 4.5 needed)

    Workflow example:

    Step 1: Create your working area as a polygon in GoogleEarth and save it as .kml file

    [Blocked Image: http://vogel69.free.fr/AFS2/afs2grid_step2.jpg]

    Step 2: Drag & Drop your new .kml file on AFS2 Grid Generator:

    [Blocked Image: http://vogel69.free.fr/AFS2/afs2grid_step3.jpg]

    Step 3: Here is the grid in google earth !

    [Blocked Image: http://vogel69.free.fr/AFS2/afs2grid_step4.jpg]

    tips: Some usefull informations are available when you click on a cell

    [Blocked Image: http://vogel69.free.fr/AFS2/afs2grid_step4_detail.jpg]

    Of course with pleasure, i could give you a .kml file for low level and I though to do a small tool to generate a kml grid from bounding box coordinate or boundaries from a simple kml polygon. Could be usefull to generate "area.kml" for FSTiles... just wait a little please, because I don't have access to my PC this week. ;)

    Finally, I was wrong ;) It may be obvious for those accustomed to manipulate Projection systems but it is more appropriate to do the calculations directly on the AFS2's WorldGrid (65536 x 65536) and then use Rodeo/IPACS's code for calculate latitude / longitude of each points of the grid.. thank for the code Rodeo :)

    AFS2 Level 4 worldGrid in GoogleEarth:

    https://tof.cx/image/yrFWe

    AFS2 Level 9 worldGrid over Europe in GoogleEarth:

    https://tof.cx/image/yGLLD

    as I understand, I use that to find the number of cell (C# code)

    Code
    int nb_RowOrCol = (int)Math.Pow(2, Level);

    And that to find the width and height of a Cell (in degre):

    Code
    double Cell_width = 360.0 / nb_RowOrCol;
    *** WRONG *** Not so easy *** double Cell_Heigth = 180.0 / nb_RowOrCol; *** Not so easy ***

    but may be (or surely ;) ) I'm wrong somewhere...cause still have a name discrepancy for "y" when I use code given by our friend Rodeo with lower left corner of each Cell.

    https://tof.cx/image/yKfO0

    Level 5 try of .kml generated

    just to check, assuming your algorithm is for Level 15... wrong ? So if I want to introduce "Level" variable in your code could I write something like this ? (don't worry about C++ syntax please )

    sorry this question had no place at all here... I misunderstood the purpose of this algorithm...

    well with your good advice and help of link upper, I succeed in adding cultivation on my scenery.

    For informations:

    - the "building_textures" was missing I add it and I rewrite my .tsc file with file from AC3D Airport Design Package and Tutorial. As I see, cultivation don't work if there is no object declared in "list_tmsimulator_scenery_object" in ths .tsc file ! So I copy a .tmb file from same source, rename it: "runway_fake.tmb" and update the link in .tsc file.

    Many thanks for your help Paul ! and Rodeo for your Airport design Package ;)

    a quick screenshot... there are only tree at that time :)

    [Blocked Image: https://tof.cx/images/2018/02/02/e79738251bf153ec598e675213104106.md.jpg]

    Hi Gooseno1,

    thank you for your help :)

    So my last tests:

    - first I have tested with "element[0]" for each .toc file declaration in .tsc file => no change (no autogen vegetation / building/etc)

    - I have tested with a new .osm on a smaller area => not best

    about your last question:

    1 - no "building_textures" folder

    2 - no runway.tmb file

    3 - yes: LFLY.tsc

    4 - yes, my .toc files.

    my addon scenery folder look like that:

    -> places/

    -> LFLY/

    -> LFLY.tsc

    -> RA_Zone_Test_N4515_E00430_N4530_E00445.toc

    -> RA_Zone_Test_N4515_E00445_N4530_E00500.toc

    -> RA_Zone_Test_N4530_E00430_N4545_E00445.toc

    ... and all other .toc files

    -> Images/

    -> France/

    -> ... all images files converted with geoconvert from the area


    In game, I can see my airport: LFLY on the map and start from it. I can see aerial photo on the ground. I can't see any autogen on the area :(

    now thinking about create a new .tsc file from scratch, may be there is other mistake in it !?

    many thanks again Gooseno1

    Hi,

    I'm having trouble with use of cultivation file .toc, I don't understand why it don't work in my scenery... someone have an idea where i'm wrong ?

    for information I try to generate cultivation .toc file containing only tree...

    here are some part of my files:

    end of my .tsc file:


    part of my generated with scenproc .toc file:

    here a snapshot in QGIS of tree to convert.... I try to split the toc files area into 0.25*0.25 or 0.15*0.15 or 0.05*0.05 degree.... with no results into AFS2 :( may be too much tree for the ascii toc file?

    http://i66.tinypic.com/dynimu.jpg