Hangar > MS Flight Simulator X oraz starsze

FSX - scenerie, dodatki, obiekty.

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SAI-TEK:

--- Cytat: empeck w Listopad 18, 2010, 11:28:11 ---Spróbuj tego:

http://www.fsopen.co.uk/software/openclouds/

Ten program nie pozwala na tworzenie swoich warunków pogodowych, jest tylko do pogody online, ale w tym co robi jest naprawdę niezły.

W odróżnieniu od REX, czy FEX tutaj nie ma dodatkowych textur, to jest tylko engine pogodowy online.

--- Koniec cytatu ---

No właśnie namierzyłem też takie coś HDE http://simviation.com/1/search?submit=1&keywords=cloud&x=0&y=0
w połączeniu z tym co Empeck dałeś będzie się to sprawowało czy  mi się posypie XD

Minamir:
HDEv2 sam używam, są to wyłącznie tekstury więc nie widzę powodów żeby cokolwiek się sypało lub powodowało konflikty.

Frey:
Witam,

Jak chce ktoś fotoscenerią zapełnić sobie całe wolne miejsce na dysku to polecam robota do tworzenia fotoscenerii. Omówienie znajduje się tutaj: http://www.fspassengers.com/forum/read.php?f=9&i=6835&t=6835
Ponieważ nie wszystko jest na google maps, więc jakby ktoś umiał podać odpowiednią ścieżkę dostępu do zumi.pl, tak aby to działało to będę zobowiązany.

Aby zrobić prostą fotoscenerię wystarczy:
1) wpisać współrzędne i określić powierzcnię i dać "display"
2) określić poziom powiększenia od 1 do 5
3) "start"
4) sceneria zostanie skompilowana do bgl + bmp w danym katalogu

uwaga!

1) potrzeba mieć zainstalowany Net2 framework
2) potrzeba dodać odpowiednie pliki z FS SDK  i zamienić nazwę (opisane w readme)
3) potrzeba podmienić zawartość pliku  FSEarthTiles.ini

u mnie działa taka konfiguracja:



# FS Earth Tiles Pre Version V0.9 HB-100, Mar 2008
#
# ****.*** you need to replace this with a service base address.
# %s In the URL %s is the placeholder for the later on service access filled in Tile code
#
# hint: Check Tile Proxy Project forums to figure out working service configurations
#
#
#-------------------------------------------------
# WARNING!
#
# Earth Services have copyright on their material! That means you may not distribute sceneries you create that includes such material!
# You are also not really allowed to download such material and use it in FS or elsewhere without the permission of the services.
#
# Also note that some services will not like you accessing their informations in this for them uncontrolled way
# and temporary block and ban you.
#
#-------------------------------------------------


#--- Services Configuration --- # you can add up to 9 Services entries

[Service1]
ServiceCodeing = qrts
ServiceUrl = http://kh0.google.com/kh?t=t%s&n=404&v=1000 #you need to replace the * with a service base url
#Referer = http://kh0.google.com #optional,you can try with and without this to establish a connection
#UserAgent = Mozilla/4.0 #optional, alternatives: MSIE 7.0; Windows NT 6.0; or any fictional name
ServerVariations = kh0,kh1,kh2,kh3 #Server variations that all have to contain the same Tiles

[Service2]
ServiceCodeing = 0123
ServiceUrl = http://a1.ortho.tiles.virtualearth.net/tiles/a%s.jpeg?g=104 #you need to replace the * with a service base url
#Referer = http://a1.ortho.tiles.virtualearth.net #optional (old version g=52)
#UserAgent = Mozilla/4.0 #optional
ServerVariations = a0,a1,a2,a3 #Server variations that all have to contain the same Tiles


[Service3]
ServiceCodeing = xyz
ServiceUrl = http://us.maps3.yimg.com/aerial.maps.yimg.com/img?%s&v=1.7&t=a # You need to replace both groups of ****.***
#Referer = http://us.maps3.yimg.com # (old version v=1.5)
#UserAgent = Mozilla/4.0


[Service4]
ServiceCodeing = qrts
ServiceUrl = http://kh0.******.***/kh?t=t%s&n=404&v=24 #you need to replace the * with a service base url
ServerVariations = kh0,kh1,kh2,kh3 #Server variations that all have to contain the same Tiles (old version v=20)



[ProxyList] #if you want to use proxies (web/http) add them here
direct #use the word "direct" in the List to mark a connection without Proxy
#127.0.0.1:8118 #local proxy (example for TOR net)
#130.149.49.26:3124 #external proxy example
#direct #you may enter the same Proxies more than one time in this list.
#132.239.17.224:68664 #The Program starts with the First Proxy in the List and whenever a TimeOut happen
#or N Tiles passed it changes to the next



#---FS Earth Tiles Start up default values---

[FSEarthTiles]

WorkingFolder = c:\FSEarth\work #working space folder.
SceneryFolder = c:\FSEarth\FSEarthTiles #scenry folder. Note it stores the files in the texture and scenery Sub-folder (also creates any missing folders)

DownloadResolution = 0 #-4...8
StartWithService = Service3
SelectedSceneryCompiler = FSX #choose: FSX or FS2004
AreaSnap = LOD13 #Off/LOD13/LatLong/Tiles/Pixel, IMPORTANT: Select LOD13 for FS2004 to avoid water borders!
CreateAreaMaskBmp = Yes #if Yes Area Mask Bitmap will be created that are used for Blend and Water and Seasons. (note FS2004 does not know blend)
CompileScenery = Yes #Yes = Compile the Scenery, No = Download the Area only.
AutoReferenceMode = 1 # 1..4 only active if AreaSnap is not off
# 1 = match exact Area Dimensions, 2 = allow to go one large, 3 = maximum freedom in going larger (largest areas simular to Area Snap Off), 4 = divide into single units

Zoom = 4 # -4...18

AreaDefinitionMode = 1Point #1Point / 2Points
AreaSizeX = 1 #[nm] Usage of this value depends on your AreaDefinitionMode setting (used on 1Point)
AreaSizeY = 0.6 #[nm] Use point for broken numbers here such as 1.5 or 0.75 no matter what language setting you use
CenterLatitude = 48deg 10min 12sec north #Usage of this value depends on your AreaDefinitionMode setting (used on 1Point)
CenterLongitude = 17deg 12min 45sec east
NorthWestCornerLatitude = 44deg 25min 00sec north #Usage of this value depends on your AreaDefinitionMode setting (used on 2Points)
NorthWestCornerLongitude = 8deg 51min 00sec east
SouthEastLatitude = 44deg 25min 00sec north #Usage of this value depends on your AreaDefinitionMode setting (used on 2Points)
SouthEastLongitude = 8deg 51min 00sec east


#-- Additional Settings --
TextureUndistortion = PerfectHighQualityFSPreResampling # choose: Off/Good/Perfect/PerfectHighQualityFSPreResampling. It corrects the texture to ensure accuracy on large areas and in best mode it heavy improves FSCompiler result but costs a lot memory
# Off -> Not recommended (inaccurate on large areas)
# Good -> Fast with Good Quality, small Memory usage
# Perfect -> Remarkable slower but perfect accuracy, small Memory usage
# PerfectHighQualityFSPreResampling -> Increase of Texture Quality through Pre-Resampling (Doing FS's job, just with much more quality result). Heavy Memory usage (6 times more). As slows as Undistortion Perfect.

FSPreResampleingAllowShrinkTexture = Yes # Yes = Shrink the Texture on resampling instead enlarging. That generates one LOD Level less. Saves HD and memory space. Sharper but less Antialiasing effect. (only aktive if TextureUndistortion = PerfectHighQualityFSPreResampling)
FSPreResampleingShrinkTextureThresholdResolutionLevel = 3 # Textures with selected Resolution Level less or equal this values becomes shrink instead enlarged. Usefull if HD space is limited to get the maximum quality for the highest LOD.
# Example. The Default value 3 means: Dl Res 3 was earlier converted to one LOD up: LOD14, and with this it will be shrinked/converted in LOD13 (which match more with the table on the GUI). Dl Res 4 will still be converted upward to LOD13 (only active if FSPreResampleingAllowShrinkTexture = Yes)

Brightness = -6.0 #[percent] Texture Color Enhancement. Brighness is best set to BrighnessValue = - 0.5 * ContrastValue;
Contrast = +12.0 #[percent] Texture Color Enhancement.

DownloadFailTimeOut = 3600 #Time out in seconds. If connection breaks and the tile flow stops this is the time after which the download attempts stops. If there is a ProxyList and a good Proxy left it changes the Proxy. If not it Aborts the Process.
MaxDownloadSpeed = 200 #Max download Speed in Tile per Seconds [Tile/Sec]. You can enter broken values like 0.1 or 0,1 (country psecific), 1 Tile is about 12kByte in transfear. 20 Tile/Sec is max (Internal hardcoded speed limit for fairness reason)

MaxMemoryUsageFactor = 1.0 #Factor of Maximum of Memory Usage of detected allocable texture memory. (there is already a 5% marging).
WebBrowserRecoverTimer = 15 #[sec] If the WebBrowser Tile flow stops due not accessible pages or redirected or user interruptuions etc the flow is auto restarted after this time


#--- Yes/No Switches --
UseCSharpScripts = Yes #If yes then the Scripts will be loaded and usesd.
KeepAreaInfFile = Yes #if Yes then this keeps the Area.inf File (used for FS scenery compilation with resample.exe with no Water or Season Masks)
KeepAreaMaskInfFile = Yes #if Yes then this keeps the AreaMask.inf File (used for FS scenery compilation with resample.exe with Water and/or Season Masks)
KeepAreaEarthInfoFile = Yes #if Yes then this keeps the AreaEarthInfo.txt File (used for Water and Season creation with FSEarthMasks)
KeepSourceBitmap = Yes #if Yes then this keeps the Area.bmp File (This is the original downloaded and assembled Area.bmp and is required for FSEarthMasks and scenery compilation with Area.inf)
KeepSummerBitmap = Yes #if Yes then this keeps the AreaSummer.bmp File (used in AreaMask.inf for scenery compilation with Water/Season Masks. Can be recreated through FSEarthMasks)
KeepMaskBitmap = Yes #if Yes then this keeps the AreaMask.bmp File (used in AreaMask.inf for scenery compilation with Water/Season Masks. Can be recreated through FSEarthMasks)
KeepSeasonsBitmaps = Yes #if Yes then this keeps the Various Season Bitmaps Files (used in AreaMask.inf for scenery compilation with Water/Season Masks. Can be recreated through FSEarthMasks)
FS2004KeepTGAs = Yes #choose: Yes or No (you will find them in the \yourscenery\texture\TgaSourceFiles folder)
UseInformativeAreaNames = Yes #No -> Area.bmp, Yes -> Area_Lp2_SnapLatLong_N042470000_N042400000_E010050000_E010170000.bmp
ShuffleTilesForDownload = Yes #if you want the Tiles to be shuffeled downloaded instead in plain order
ShuffleAreasForDownload = No #if you want the Areas to be shuffeled downloaded instead in plain order
AutoStartDownload = No #Automatical starts the download on application start
AutoExitApplication = No #Automatical exits the application after the work is done
OpenWebBrowsersOnStart = Yes #Yes = Right open the WebBrowser Engine on Start of the Application.
ShowDisplaySelector = Yes #Yes = shows the Display mode selector with the 2 modes Free/Tile. Usually of no use except for study/debug.
SuppressPitchBlackPixels = No #Yes = All absolut black Pixels color(0,0,0) will be transformed into color(0x01,0x01,0x01) pixels.
CompileWithAreaMask = Yes #Yes = Compiles the Scenery by useing AreaMasks (AreaFS..MasksInfo.inf) . Should best stay on yes. (only active when CreateAreaMaskBmp = Yes)


#--- FS compiler ---
UseLODLimits = Yes #Set to Yes to aktivate FSET's minimum destination LOD creation logic. (effects FSX only)
MinimumDestinationLOD = 13 #Generates at least LOD's up to this LVL to avoid FS default scenery comeing through. Only active when UseLODLimits = Yes
CompressionQuality = 100 #FS default is 100%. Some like 80 better to generate smaller bgl's on cost of teh quality.


#--- FS Compilers ---
FSXSceneryCompiler = resampleFSXSP2.exe
FS2004SceneryCompiler = resampleFS2004.exe
FS2004SceneryImageTool = imagetoolFS2004.exe #if missing the FS2004 compilation stops with the .tga's (no complete FS2004 executable scenery!)


#--- FS Earth Masks ---
FSEarthMasksTool = FSEarthMasks.exe


#--- Earth Masks Config ---
CreateWaterMaskBitmap = Yes # yes = create Water/Blend Mask. (An Area Vectors file (.Kml or .svg) is required for this!)
# The following Masks can be aktivated but Seasons are not yet fully coded in V0.8. Created Bitmaps will not be feed to the FSCompiler.

CreateSummerBitmap = No # yes = create Summer Texture * Important! -> *, A summer Texture is required when you want to work with FSEM's Color Adaption for Water Regions.

CreateNightBitmap = No # yes = create Night Texture
CreateSpringBitmap = No # yes = create Spring Texture
CreateAutumnBitmap = No # yes = create Autumn Texture (Thomas M. routines check FSEM Scripts)
CreateWinterBitmap = No # yes = create Winter Texture (Thomas M. routines check FSEM Scripts)
CreateHardWinterBitmap = Yes # yes = create Hard Winter Texture (Thomas M. routines check FSEM Scripts)

BlendBorders = Yes # yes = auto blend Borders (Blend-Transition) of an (Multi-)Area


#--- Third Party Tools ---
UseAreaKMLFile = No #yes = an AreaKML.kml File is expected in the Work Folder used for Water and Blend Vectors. You need to create that File in advance!
UseScalableVectorGraphicsTool = Yes #yes = Starts the SVG Tool for every Downloaded Area (Only if CreateAreaMaskBmp is on)
ScalableVectorGraphicsTool = c:\Program Files\Inkscape\inkscape.exe #Used for Drawing Water and Blend Vectors creating a .SVG File


SAI-TEK:

--- Cytat: empeck w Listopad 18, 2010, 11:28:11 ---.....................

--- Koniec cytatu ---

Dzięki. To jest dokładnie to czego szukałem. Teraz to warto latać z rzeczywistą pogodą  :karpik

A skoro już piszę posta to mam dla Was kolejny "q" mianowicie traffic. Tak wiem jest World of Ai ale krzaczy mi się i nie da się go skutecznie z tego powodu wykorzystywać  w FSX. Znacie jakiś dobry generator ( wiadomo za frii najlepiej) czy już w tym wypadku będe musiał pomedytować :008: nad czymś komercyjnym? A jesli tak to nad czym?

SAI-TEK:
No to mam kolejny dla Waszmościów "quest"

Otóż kawał czasu temu natrafiłem na całkiem fajną ( z babolami) scenerię Zatoki Gdańskiej ale.... ale miała błędy i to poważne. Port na Helu był w 80% na lądzie. Fajnie się latało zwłaszcza że był bardzo dobrze wykonany ruch AI no i miała ta sceneria jeden a w zasadzie dwa bajery wierze wiertnicze o ile pamiętam to chyba Petrobaltic czy jakoś tak. Jakby ktoś z Was ją miał to proszę bardzo udostępnijcie bo mi troche smutno tak latać po pustym Bałtyku

Gdyby nie ten darmowy zestaw okrętów z AI Carrier to by była straszna nuda :/ 

PS.
Super by było jak by ten port na Helu był w poprawnym miejscu ( czyli cały na wodzie)

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