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Missing autogen around airport after compile

Here's my ad3 file. Thanks! If you don't mind taking a look at the PAPI near Rwy 21 (northeast side of field), part of it is buried under a polygon. I'm trying to find a solution for that as well.

Todd
 

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I'll see what I can do, Todd.

In the meantime, please everyone, be aware that part of the "story" of autogen suppression by ground polys has yet to be told. Now that I seem to have the 100m partitioning under control, I spent so time tweaking ground polys at my CYYJ. Earlier today, I had no autogen suppression. Now, after only changing some layer numbers, autogen suppression is back. Why??

Looks like I've got some more investigation to do.

Don
 
Todd, your two issues are easy. Your autogen suppression is being caused by the two long lines that run almost the entire length of the taxiways. Break those up and you should have no more difficulty.

As for the PAPI,, the left hand light is under the wide line. Ground poly objects are always displayed on top of airport objects. The PAPI is an airport object just like the runway/taxiway lights that were suppressed a few days ago. The solution is the same - though a little more limited this time, since there is no PAPI effect available. You'll either have to move that line a bit, move the PAPI or use a custom model. (There are instructions in the fsDeveloper Wiki for creating the latter.)

I had hoped your remaining autogen suppression might give me a clue as to what's happened at my CYYJ. But, alas, no. I'm going to have to solve this one the usual (hard) way.

Don
 
You guys have made me paranoid!

Because I suddenly have autogen suppression, I assumed it was due to ground polys and I've spent the last several hours trying to fix it - to no avail.

As a last resort, I completely removed my ground polys and, lo and behold, I still have autogen suppression. Don't know what's causing it yet, but I do not what's not causing it!:o

Don
 
Todd, don't rush to break up those two lines that are causing the autogen suppression.

During the investigation at my own airport yesterday, I realized there is a potential solution for the long line problem. It will be a few hours before I know if it will work.

Don
 
It's Miller Time!

I'm happy to report that it looks like the new scheme is going to work. (I haven't messed at all with the triangulation and partitioning routines. So long as they continue to work, I'm not touching them.)

Basically, everything now gets partitioned at the start - including line backing and poly outlines. For FS9, partitioning is one-half the group size. (That's arbitrary, but it cannot be larger.) For FSX, it's the smaller of 100m and 1/2 group size.

Before, if an object didn't fit into a single group (like a long line or very large poly), the group was expanded to accommodate that object, generating a larger bounding box. Hence the autogen suppression for long lines. Now, with everything being partitioned up front, group size is guaranteed - since no partition will ever exceed specified group size. Autogen suppression will (should) never occur more than .707 (worst case oriented at 45 degrees) of the group size away from the group.

I want to do some more testing before I turn it over to you guys, but things are looking good at the moment.

Don
 
Miller time? I was thinking New Belgium 1554 or Fat Tire, but to each his own I guess. :D

Great news, Don!

Todd
 
Time for you guys to have a go. 0.0.96(p) attached.

In addition to the revised grouping scheme, you'll notice a new button on the editor dialog to allow you to use the layer of the object currently in the editor as the default layer for new objects. This avoids repeatedly having to change ADE's 40 to something else if 40 is not what you want for a series of similar objects.

Note that you can make groups very small. But, in doing so, you will significantly increase the size of the .asm/.bgl files.

As well, since small groups now force more and smaller partitions, you may find you receive triangulation errors which you haven't previously. Triangulation tolerate things that partitioning doesn't. In my own case, I had a slight overlap in the closing of a poly wrapping a hole and, for the first time, the partition fell on the overlapped portion. I expect you'll find such new errors, if any, to be legitimate due to the construction of the object.

Have fun. (I'm off-line for much of the rest of the morning.)

Don
 

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It reduced the file size of the project I am currently working on
That's also possible, George. Lines are partitioned based on distance between vertices. During partitioning, lines become a series of simple polys. When a line changes direction, accounting for width, this could result in a partitioned poly a little (or a lot, depending on the width of the line) longer than the partitioning length. Consequently, lines previously were partitioned at 90 m, hopefully to avoid repartitioning during triangulation - where all polys were subjected to partitioning at 100m.

With the revised scheme, lines are partitioned at 100m, like polys. Hence, a long line will now generate fewer polys - giving a reduction in file size of 40-50 bytes per poly eliminated.

Offsetting that, if you use grouping, is that long lines and large polys (i.e., those that require partitioning) will generate more groups than before. The overhead of each new group is about 100 bytes plus an additional 80 for each texture involved. So, group size is likely to have a significant impact on file size - especially if the file includes a lot of large polys and long lines.

As I mentioned earlier, the partitioning and triangulation algorithms are unchanged (and, hopefully, will forever remain so). But the surrounding logic is quite different. My main concern is that the revised logic works in all circumstances.

Don
 
Don,

Autogen suppression is fixed on my end. I do get triangulation errors (a window pops up asking me to edit, but I click no, which doesn't appear to affect anything.

Thank you, sir! Here's your beer.

Todd
 

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Autogen suppression is fixed on my end.
Glad to hear it!

I do get triangulation errors (a window pops up asking me to edit, but I click no, which doesn't appear to affect anything.
That's not what generally is referred to as a "triangulation error". A "triangulation error" message will state that a poly cannot be triangulated. If it says it can't compile and asks you to edit, then you've moved one or more vertices (but not the entire poly) or you have added or deleted a vertex on the ADE display without going to the SP editor afterwards. That poly will not appear on your FSX display until you edit it - either during the compile process or later.

That message will appear for every compile until you edit.

Thanks for the beer.:)

Don
 
Don,

sorry to say that but ...

when I compile my file with 0.0.96(p), the compilation hangs up.
 

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Yup! There's a little bug in there somewhere.

Compile with the lower value set at 200m or higher and you'll be OK.

Using the 100m setting on your airport is likely to "bring the system to its knees". That's a very large number of groups.

Don
 
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