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Edge Detection

Another approach

Hi guys,

this is almost OT to this thread, but I nevertheless think it fits because the whole thing is about the tedious job of doing the same job several times.
I have found something in SBX that helps immensly with the task.

I quote from my post in the ptsim forum:

[...]

Well, when I did so I found a revolutionary (for my work ) approach to coastline design that literally saves me half the time, by completly omitting the task of retracing a coast for the second time to build the shoreline. And the best thing is I stay in SBX and don't need another application. For the record, here's what I do to create a coastline now:


1. Trace the coastline by creating a water polygon

2. Change view. Deselect the everything except polygons.

3. Go into polygon mode and mark the formerly created one, right click and select "make line"

4. Go into line mode.

5. Change view. Select line view and deselect polygon view.

6. Now you see the newly created line. Mark all vertices that are not needed (from the old polygon) and delete them, so that only the coastline remains.

7. Mark the new coastline and change the properties according to your needs.

8. DONE! I love it!

Now you have an exact coastline, 1:1 to the water poly of the first step. No errors or discrepancies.
I never thought about using "make line" for this because it suggests that it makes a line out of your polygon and heck, no, I don't want to do that. I think that option should read "copy to line", because this is what it does.

[...]

I forgot to add that on some coastlines you have to add an water exclusion poly, but that is a fine point.

I agree in the meanwhile with rhumbaflappy, that there is no better method than tracing by hand, and I am happy with that when I get exact results, but I don't want to do it twice (or more...). With above method you only have to do it once and it is error free!


Cheers,
Mark
 
Mark .......... Here is a screen shot of the folder for the polys and lines I used in GE. This works very well as you save the folder and compile in FSX_XML.

Joe W
 

Attachments

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Hi guys,

this is almost OT to this thread, but I nevertheless think it fits because the whole thing is about the tedious job of doing the same job several times.
I have found something in SBX that helps immensly with the task.

Mark

Hello Mark,

I saw your post on my forum and my answer is yes. On others words, once you have a polygon that stands for a water body or for an island or ... and if you need a line out of it there is not need to make it again manually. Just use the functions that you describe.

Best Regards, Luis
 
Heads Up ! :alert:

There's an apparent workaround for FSX scenery projects to be made with 'new' versions of Google Earth (aka "GE") KML when subsequently processed via FSX-KML or RingPiece etc. to generate SHP or SBX output files.


FYI: FSX-KML or RingPiece etc. expect KML data in the 'original' GE KML format; certain changes have been made in the 'new' GE KML format.


The solution may be pre-processing one's "NEW" GE KML format output data via "PreFsxKml", a utility graciously provided by author 'Angelus1971':


Discussion here: http://www.fsdeveloper.com/forum/showthread.php?t=33180&highlight=Google+Earth


Download here: http://www.fsdeveloper.com/forum/downloads.php?do=file&id=96


NOTE: When PreFSXKML opens the FSX-KML GUI, click File > Save so one's pre-processed KML file updates to GE's new format.


BTW: The current project "pre-processed" KML and compiled SHP files are in: [FSX-KML install path]\Output\ folder. ;)


Hope this helps ! :)

GaryGB
 
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