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Don't know why, but it doesn't work

Messages
25
Country
germany
I tryed to crate a photoreal Cell in NW of Rheine using TERRAIN_SDK 2004.

The process end well, but nothing shown in FS. When i experimentet sometimes the compiler creates four bmp files, because the borders overlapped in the neibour cells. But my last 100% accurate settings dont work. I got the values for the corners from sbuilder, and computed the cell x/y dimensions exactly. The result is 1 bmp file, 100% correct. But how i say, nothing to see in FS. It's in cell 399/107 and there in area 23/5. Maybe the coords for the area corners are not 100% correct? Its from Sbuilder copied. How can i find out the exact coords from fs2004 engine? Or should i convert the bmp file bevore the compiler convert the file? I tryed some resulutions, but without sucess. Here my last .inf file:

[Destination]
DestDir = "Scenery"
DestBaseFileName = "Scenery"
BuildSeasons = 0
UseSourceDimensions = 0
NorthLat = 52.3278808
SouthLat = 52.3168946
EastLon = 7.3828124
WestLon = 7.3681641

[Source]
Type = Custom
SourceDir = "."
SourceFile = "399_107_23_5.bmp"
SampleIsCentered = 0
Lat = 52.3278808
Lon = 7.3681641
NumOfCellsPerLine = 1106
NumOfLines = 1358
CellXdimensionDeg = 1.324439421338155515370705244123e-5
CellydimensionDeg = 8.0899852724594992636229749631811e-6

Here an another example. This may work, but the compiler create four bitmaps, and uses the area 24/5, 23/6 and 24/6 too. Because the source bmp ends, there was only Water around. But why "works" the second one, and wenn i made the coords more accurate, nothing happen in FS.

[Destination]
DestDir = "Scenery"
DestBaseFileName = "Rheine"
BuildSeasons = 0
UseSourceDimensions = 1

[Source]
Type = Custom
SourceDir = "."
SourceFile = "399_107_23_5.bmp"
SampleIsCentered = 0
Lat = 52.327833
Lon = 7.368167
NumOfCellsPerLine = 1106
NumOfLines = 1358
CellXdimensionDeg = 1.3260397830018083182640144665461e-5
CellydimensionDeg = 8.1001472754050073637702503681885e-6

Plz Help^^
 

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Hi Karsten,

The coordinates of the mesh borders need to be exactly and yours look rounded off. Have a look at the Terrain SDK as it lists the size of a LOD tile (if I remember correct there was a little error in the SDK as well for the highest LOD, but each time you should just divide the size by 2).

I'll try to find some example code I used here, but at at the moment I can't find it.
 
Good morning Arno,

i did not refer the documentation for creating terrain exactly :scratchch ^^ only the other doc for costum terrain textures.

But, here is the List:

LOD Sample Size Meters Lat Deg Boundaries Lon Deg Boundaries Span Meters
0 39136.2 90 120 10018863
....
13 4.8 0.010986328 0.014648438 1223
...

In my case it should be Lod13, right?

Ok i compare:
My value for lat 0.0109862 / in List 0.010986328 (ok its reounded^^)
My value for lon 0.0146483 / in List 0.014648438 (rounded, too)

And now divide the value by 2 before i divide it with the pixel value of my bmp?

I`ll try it right now and look what happen.

Thx
 
No, that is not what I meant. The value as listed in the SDK is wrong, it is rounded. And when you want to specificy the border exactly (as you want only 1 tile), that is not good enough.

This are the correct values for a LOD13 tile:

0.010986328125 0.0146484375

With these LOD sizes, it should be possible to calculate your border exactly.
 
Ok i understand.

And i had to calculate the border first, right?

Did it mean that my start location (source dimension) is not correct, too?

Lat = 52.327833
Lon = 7.368167

This values i copied from Sbuilder Coord Conversons tool.
 
Hi Karsten,

I expect your start position should be exactly on the border of the LOD tile. So these values don't look accurate enough to me, probably they are rounded as well.
 
Hmm, and how can i got accurate values?

I beleave it is not the problem of exactly values. I beleave it is an bug.
 
Ok, i start again try my demand with sbuilder, Arno explained it me well.

When i start to compile, scasm break with this error:

Error in line 6
-> Area( B 52,32238770 7,37548828 50 )
-> illegal identifier ","
Error in line 10
-> RefPoint( 2 :return 1 52,32238770 7,37548828 E= 19058,6543210 v1=
-> illegal identifier ","
Error in line 16
-> VertexList( 0 -498,4521 -0800,6543210 -611,5540 0.0 1.0 0.
-> invalid operator .. ,4521 -0800,6543210 ..
Scasm compilation status: error(s) 3

And Sbuilder quit while it trys to convert the bitmap.

I have no idea why this crap should cost money, i think its miles away to be a stable "beta". :duck:

Exist there no other, full working and easy to use software to make a simple photoreal scenery ?
 

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SCASM source code can not contain comma's for decimal values, they should be dots. So I think the problem is that you have your Windows set to use the comma as decimal character and not the dot.
 
Ok i changed that ...

But when did it end? Meanwhile i feel i nerve the peoples.
Every step, a new Problem. That can´t be.

What should i say, it doesnt work. The program compile the bgl file but crash trying to create the bitmap.

I beleave i stop trying it and wait, maybe all will be going better when fsx relased. Better, error free sdk with even better documentations, tutorials and samples...
 
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oooooo myy goood :eek:

It works ^^

I put the original bmp in texture folder, but this file is too big. i try to reduce it with dxtbmp.

:stirthepo

:scratchch

:)
 
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