Hangar > MS Flight Simulator X/Prepar3D/FSX: SE/DTG Flight School oraz starsze

FSX - scenerie, dodatki, obiekty.

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


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

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


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


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
# 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

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

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

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

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
# #local proxy (example for TOR net)
# #external proxy example
#direct #you may enter the same Proxies more than one time in this list.
# #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---


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


--- 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?

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 :/ 

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


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