30-08-2008, 01:44 PM
can you give any pointers on how to edit the NightScript.cs file, I'd like to see how the night maps would look if the lights were a little
brighter.
brighter.
FS Earth Tiles v1.0
|
30-08-2008, 01:44 PM
can you give any pointers on how to edit the NightScript.cs file, I'd like to see how the night maps would look if the lights were a little
brighter.
30-08-2008, 05:33 PM
Quote:boojiboy16 wrote: well you need to set UseCSharpScripts = Yes in FSEarthMasks.ini to activate scripts. Then you can program in the script what every you like. It is C# code. It becomes read in when FSEM is started and compiled at runtime. You don't need to do anything more than changes in the Script file. They are active at once. (well with the next FSEM start) Programming is simple. By intention I keept the most simple structure. It's just a pixel color change routine that goes trough every pixel. pixel for pixel. The grid is: That gets the pixel count in X and Y of the texture (bitmap): Int32 vPixelCountInX = iTexture.GetPixelCountInX(); Int32 vPixelCountInY = iTexture.GetPixelCountInY(); Two nested for Loops that count through all pixel (row after row) for (Int32 vY = 0; vY < vPixelCountInY; vY++) { for (Int32 vX = 0; vX < vPixelCountInX; vX++) { That one gets the Red green and Blue Color information of the pixel at vX,vY in the texture: iTexture.GetPixelRGB(vX, vY, ref vRed, ref vGreen, ref vBlue); That one is optional but you can ask if the pixel is a water pixel. Might be you don't want to change the water color... Boolean vIsWater = iTexture.IsWaterOrWaterTransition(vX, vY); That one builds the sumof the Color compnents. vSum = vRed + vGreen + vBlue; From here on you do your color changes depending on the original color values. You can do anything you like. //DO YOUR color changes That one is importand and limit sthe color components to the allowed color component range of 0..255 (in your manipulation you can happen to have higher values.. so you need to cut/limit them before writing them back into the pixel) iTexture.LimitRGBValues(ref vRed, ref vGreen, ref vBlue); that one writes the color information it back to the pixel at position vX,vY iTexture.SetPixelRGB(vX, vY, vRed, vGreen, vBlue); And here are the 2 brakets that mark the end of the 2 for loops } } But before you start writing a new script maybe play with the Night parameters in the FSEarthMasks.ini first. They can be used and are used in the default script to alter the color. This 3 build the Street detection condition (streets = light) NightStreetGreyConditionGreyToleranceValue = 11 NightStreetConditionRGBSumLessEqualThanValue = 510 NightStreetConditionRGBSumLargerThanValue = 0 That means it is a street if difference between each Color component (red, green,blue) is lessthan 11 and the summ of the color components between 0 and 510 includeing 510. (You need to check the script to understand it. ) Now you have 2 cases. 1. It is a street THAN: NightStreetLightDots1DitherProbabily = 0.01 NightStreetLightDots2DitherProbabily = 0.02 NightStreetLightDots3DitherProbabily = 0.05 are the probability for inserting 3 special bright light-pixel (dots) that have this colors: (dot1 full white) ightStreetLightDot1Red = 255 NightStreetLightDot1Green = 255 NightStreetLightDot1Blue = 255 dot2 NightStreetLightDot2Red = 255 NightStreetLightDot2Green = 200 NightStreetLightDot2Blue = 140 dot3 NightStreetLightDot3Red = 255 NightStreetLightDot3Green = 180 NightStreetLightDot3Blue = 80 if non of teh probability got hit..it just changes the street color by adding this values to its components: (so if you want to make the street looks brighter you most porbabily should do changes here) NightStreetRedAddition = 100 NightStreetGreenAddition = 50 NightStreetBlueAddition = -50 2. It is No Street THAN this factor is applayed to all Color components. reducing their intensity to 33% (one third) NightNonStreetLightness = 0.3 hope that helps you somehow. Note that the night map creation result and the seasons in general will depend very much on the services and the region. For one service and region it might produce good result for another bad or non. Also note that the street detection by simple checkiong the color is no real street detection. mountains withrocks that are colored in the same range will be recogniced as street and become lightened in the night. A real street detection is a very difficult thing. You need to detect the shape for example or what is evern better you could use street maps from other source to decide what is a street and what not. hope i could help you.
31-08-2008, 03:15 PM
I think, considering that they just detect pixel colours, the season scripts are very effective.
![]() ![]() Post Edited ( 08-31-08 21:24 )
24-09-2008, 08:32 PM
Quote:fly-a-lot wrote: I don't use FS Earth Masks option right now. I am looking forward to new version! Post Edited ( 09-24-08 21:33 )
24-09-2008, 09:50 PM
Quote:pgkzkepnugs wrote: ERM....... what new version??? V1.0 is the final version my boy. Im informaly informed HB has a lot of other things on his mind right now ![]() If there ever will be an apdate or apgrade depends on HBs time, willingness, support and other proggies wanting to expand on the basics. Just give HB a handshake and a well done for the pionering work on this field ![]()
25-09-2008, 08:39 PM
Quote:Tracker801 wrote: I believe he means fly-a-lot's version. Fly-a-lot wanted to expand FSET, what I welcome, and created this project: -> http://sourceforge.net/projects/fsearthtiles/ I don't know if he is still on it or if it stays by the intention. So maybe don't look too hard forward for a new version. However FSET and FSEM v1.0 is complete in my opinion and does it's job perfect. I used it myself very often now for the WT3 tour and so far I hit not one single problem or bug. That doesn't mean it is faulty free. Every software has it's bugs. I just say I self hit none since FSET v1.0 release and that makes me somewhat happy. ![]() Quote:Im informaly informed HB has a lot of other things on his mind right now How true.. Really a lot things and all at the same time. Quote:If there ever will be an apdate or apgrade Be clear about that. From me there will very unlikely ever come an update on FSET. I closed the project with v1.0 and I have no intention to every pick it up again. Quote:Just give HB a handshake and a well done for the pionering work on this field ![]() ![]()
18-10-2008, 02:00 PM
Hi,i need the service yahoo configuration, my service number 3 (yahoo) dont work. thank you.Saludos.
18-10-2008, 05:21 PM
![]() Read the readme.txt and read the UserDocu.rtf and read the header of the FSET ini file. thank you. p.s. added a note to the first post now. I see that was missing here. Post Edited ( 10-18-08 18:27 )
22-10-2008, 02:25 PM
hello! i have a problem with water mask and Inkscape.I create de two lines,coast and another line...
![]() Them i save as the result... ![]() overwrite when ask me... ![]() and them its that can i see ![]() ![]() What can I do please? i read de userdocu.rtf but i dont found a solution... In the "Work" folder the .bmp image its no there now, i can´t see the preview photo and the "kb" of pictures is very more lower.thank you Sorry my english. ![]()
22-10-2008, 05:21 PM
in the UserDocu.rtf:
When drawn go to 'file' and 'save as'. Important in version 0.45: Delete the .bmp from the file name! Not that clear/good written I know. It means you have to delete the ending ".bmp" form the file name before you press save. Area_LP3_blabla.bmp <- that's a plain texture/bitmap file (your phototexture) and can not hold graphical vectors Area_LP3_blabla.svg <- that's a Inkscape file that holds graphical vectors so before you click save you need to remove the .bmp ending of the suggested file name. Then click save. The ending .svg is attached automatical. (see your checkboxes) if you don't remove the .bmp ending incsacape overwrites your Area_LP3_blabla.bmp texture file. That's not what you want. (can also be he saves it as" .bmp.svg" then but probabily not) so again.The solution is simple: remove the ".bmp" from the suggested file name before you click safe. Post Edited ( 10-22-08 18:24 )
22-10-2008, 05:32 PM
Byway just see you need to rename (the id's) your drawn lines. One with "Coast" the other with "DeepWater" that water generation works!
p.s. And you should use the vector pen. I am not right sure you did because the many bows. Note that bows are not used as bows in FSEarthMasks but only the 3 points (2 vectors) off it that spawns the bow. It will work but it will not create a smooth bow as you maybe want it so you can spare that work. It's really all about vectors only. Post Edited ( 10-22-08 18:44 )
23-10-2008, 01:21 AM
Thank you very, very much.The problem its ok
![]()
23-10-2008, 08:28 AM
Hello HB,
I would like to have a few quick questions also if I may: 1/ Is there any way to bypass the tile downloading part and just do reprocessing after the initial tileset has been downloaded already? I am refering to a situation when I downloaded an area but for example scrwed up the watermask and would like to try a new one. Or decide that I want to create a night mask or a season mask. It would be nice if one could use the original downloaded sources and just restart with the processing part. I canot recall reading about it in the manual 2/ This concerns the size and memory usage estimates on the right side of the gui. I find these estimates to be way above the real usage especially the size of the eventual scenery and the estimated download size. The one that is estimated to be over 1 gb turns out to be 200 something megs only. Also when I want to set the reference area larger - because the autoreference area would only allocate around 600 megs (and I have 2 gb) when I am manually editing the ref area very soon the tile turns red in the view window which I guess is no good. In this case I believe the actual memory usage is bigger than the one indicated. Could you please shed some light on the above? Thank you very much for your kind help, Alex
23-10-2008, 10:57 AM
Me again - the answer could come in handy now as seemingly I screwed up my first ever attempt at a watermask. All I can see is a large
blue rectangle around the island I did and there is no blending wave effects whatsoever. I created the areakml.kml file using the to polylines with the required names (by theway when creating the polylines I kept the mousebutton down and just drew the lines along instead of clicking for straight line sections to save some time). Also the polylines did not get closed but the first and the last dot were really close to each other. FSET worked away, FSEM came up and processed, in mz workfolder I can see the blendmasks still in FSX there is no trace of a transition. Concerning my other question above here is an example>: I did a small 11.67 by 7.8 nm area and the estimated scenery size was shown as 763 Mbyte. It came out to be 169 Mbyte! The required work area size was estimated as 1434 Mb and it came to be 0.98 Gb instead. Thank you all for some assistance here, Alex
23-10-2008, 06:41 PM
Quote:Axelb9 wrote: Sure you can. That's the main reason why there are 2 applications in play: FSEarthTiles and FSEarthMasks. Whereas FSEarthTiles is doing the download and resampling the texture in a FlightSimulator comform rastering the FSEarthMasks does do all the watermask and seasons. There is one file that the two application exchange : AreaEarthInfo.txt you will find in the working folder. You can edit it if you like. 1) Drag the file "AreaEarthInfo_xxxx.txt" on the FSEarthMasks.exe. This generates you a new watermask useing the AreaKML.kml file. 2) Drag the "AreaFSXMasksInfo_xxxx.inf" on the resampleFSXSP2.exe or if you build for FS2004 choose take the ones with FS2004 in the name. For FSX that's all you have to do. Simple- For FS2004. You need to run the image tool then and do rename files and copy them to the library folder.. a lot additional manual work FSET is doing hidden for you usually. So with FS2004 I recomment to download it again. That gives you a lot less work. Quote:Axelb9 wrote: That can be. It's a raw estimate only. A number of factors have to be taken into account to make it correct and the last processing step, FS resample.exe' output size can only be meassured. It will depend on your compression quality for example. the estimate is for compression 100% then it depends a lot on the Resolution. On higher level (lvl 5) you might experience the oposite. It was early in and only half hearted adapted to keep up with the changes i made by me. It had simple little priority. Quote:Axelb9 wrote: well thats good ! so you can create 5 times the scvenery better than the other way ![]() Quote:Axelb9 wrote: if it turns red then you hit the system limit. The memory allocation will fail. IT is the system (windows/.NET) that limits the bitmapsize it way below the possible physical memory. Don't ask me way. FSET tests on startup how much your system/windows is willing to give it by really trying to allocate the memory. Then it takes that evaluated limit as limit with very little or no marging. For the autoreference a safety marging /factor is applayed and the then memory usage factor form the init that is usually 1. (100%) So the auto creates a little bit smaller areas then the maximum possible. And that is good that way else you can run into a problem if your system limits it only a bit further due for exampel youopen the web browser. |
« Next Oldest | Next Newest »
|