• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Beta Testers

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unitedstates
Good Morning,

We're looking for beta testers for a new low-cost terrain building product and scene design tool [ for GIS, simulation, entertainment. ] Is this the right place to ask? I can supply details to anyone who is interested.

If there is a better place for this message, please let me know.

Sincerely,

Mike
 
Hi Mike,

This looks like the correct forum for this post.

Sounds like an interesting tool, but to me it is not clear if your tool is for FsX or more wide as you also mention GIS and simulation. I would be interested to hear some more details.
 
Details

Thanks for the message Arno. I've had your blog in my news reader for quite a while. [ But I cannot quite remember where I came across it in the first place. Probably from a Microsoft Flight Simulator site. ]

Scenome is a general modeling platform with extensions for terrain generation. These features include the ability to generate accurate, geographically textured terrain models. When I say that Scenome is a general modeling platform, I mean that terrain specific features are just extensions to the platform. In some sense Scenome has output comparable to MultiGen or Terrex, but the modeling is a lot more general and modern. The mesh quality is a bit higher because we use some very high end simplification techniques. [ For example, Scenome uses a mesh construction history to implement all modeling. Scenome also uses a pageable, completely node-based scene graph, so you can designed truly enormous geographic-area, multi-gigabyte databases on a laptop. Etc.]

To make Scenome specific for FSX, we need to implement an exporter to the correct terrain format. At present, Scenome would only export fully textured terrain models since that is what is has been designed to build in this release. Although Scenome has support for object placement and a lot of modeling features are already built [trimming, beveling, extrusion], we are focused on terrain generation. Later, we'll release support for additional modeling to create runways, roads, aprons, what have you.. [ And those models will be parametrically cut in to the terrain. ] Workflow and modeling-wise, Scenome isn't designed for any specific format: right now Scenome exports OpenSceneGraph. We can add FSX export with relative ease.

Scenome has been designed to make terrain generation, and scene building, as easy and fast as is practically possible on consumer-level hardware. While it doesn't solve some of the hard problems, such as acquiring elevation and texture imagery, it does solve a lot of the other hard problems such as projection, texture generation, generating levels-of-detail automatically, and so forth. It also provides incredibly interactive, visual workflow and numerous conveniences related to those features. You can see your terrain at all times. You can tweak the resolution, simplification, etc., very easily. If you want to generate a small area test, you can do so almost instantly. Texture generation is automatic, assuming you have imagery. We've watched these forums for a while, checking on workflow, problems, and so forth, as part of our development process. A while back your blog contained a post about map projection difficulties. We took that type of problem into account when designing some of our features.

I am here looking for information on formats, data import/export requirements, and of course, looking for beta testers.

Feel free to take a look at our web site: http://www.scenomics.com/ and also check out the online help, which may give you a better idea about how it works than what I can explain here! The Exercises section in particular. I am of course happy to answer any questions.
 
Hi Mike,

Thanks for the information, I'll certainly take a look at your website.

As you might have read on my blog, I do work with tools like MultiGen Creator and Terrex TerraVista at work when generating visual databases for (real) flight simulators. So I do understand the kind of terrain generation you mention.

I think it would be interesting to see some of the techniques used often in that world, being used for FS as well. But of course there are also some differences. For example in FsX you don't have to design the LOD models yourself, the terrain engine takes care of that for you. So the workflow is more like getting all the data in the correct format and then converting it to BGL file.

If I have some more questions after reading the website you mentioned, I'll let you know.
 
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