Learning Ground2K - Page 2
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Thread: Learning Ground2K

  1. #26
    Managed to create a few rivers/lakes connected to the ocean around Colombo/Ratmalana and China Bay.
    Ground2K was surprisingly forgiving of me entering wrong co-ordinates for the bitmap (I missed out a digit). I was expecting to have to start again but was able to correct the co-ordinate and then Ground2K automatically stretched the existing polygon.
    Attached Files Attached Files

  2. #27
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    I've found you can go beyond the map coordinate limits when adding rivers and roads.

  3. #28
    Quote Originally Posted by kdriver View Post
    I've found you can go beyond the map coordinate limits when adding rivers and roads.
    I'll give that a try. CFS2 seems surprisingly robust (easily reversible) when it comes to Ground2K and FSSC, compared to how easily it and especially Mission Builder, can get messed up by having too many aircraft/ships/objects/gsl objects. I'm guessing/anticipating though that at some point CFS2 will decide it has reached a limit on the number of scenery folders/files.

  4. #29
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    You can also edit the LWM file with Notepad to save redoing an entire road or river. Just fix the offending section and save with a different name. Copy and paste the new section into the original file, adjusting these numbers if you've added or subtracted coordinate points.

    0100 3 2 11 Total for entire file
    ""
    ""
    0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
    ""
    ""
    ""
    ""
    ""
    ""
    ""
    ""
    1 5 -9999 0 0 8002 64 2 0 8 0 0 0 135 7 0 0 1 16 1 0 0 1 1
    "" Sub-total
    ""
    ""
    ""
    ""
    ""
    986.641940688463 546.720118820401
    959.509093459231 492.127522588091
    933.030049777691 440.477042320396
    909.166220286921 395.037695755779
    885.302390796151 347.963840321931

  5. #30
    Quote Originally Posted by aussie View Post
    Hi John,

    Well that's where it gets more interesting.

    Note the layer call,

    LayerCall( :L000020 24 )
    Jump( : )
    :L000020


    I generally remove that too and only included it here for the benefit of people starting out in scenery design. The only time I use layercall is if there's more than one runway in close proximity but if there's only one runway you will notice a difference in the surface, it's slightly clearer textual wise and the aircraft sits on it better and doesn't sink into it as much. I figure too that MS used Area A for a reason so I've always used it in my work.

    Cheers
    aussie
    Cheers Aussie, this little snippet seems to have a real impact.

    I just tried it on some new runways & besides the effects you mention, I'll sear that the blended background bitmaps I made seem to load more smoothly & if I'm covering a large area, adjacent bitmaps sit nicely alongside each other, with no flickering or thin gap lines appearing in the sim. Great tip!

  6. #31
    Quote Originally Posted by UncleTgt View Post
    Cheers Aussie, this little snippet seems to have a real impact.

    I just tried it on some new runways & besides the effects you mention, I'll sear that the blended background bitmaps I made seem to load more smoothly & if I'm covering a large area, adjacent bitmaps sit nicely alongside each other, with no flickering or thin gap lines appearing in the sim. Great tip!
    Thanks UncleTgt,

    Yes all blended ground textures should use Layer Call as it's sets them in the correct location in the layering hierarchy. I also looked into the Area A bit which CFS2 uses for runway surfaces and it refers to the visibility distance the object appears at.

    Cheers
    Aussie

  7. #32
    I managed to make a bit more progress with FSSC, and also had a play with using Rhino6 to help with a few basic things that I find frustrating/painfully tedious to try to get paint/photo software to do!

    (Ground2K doesn't seem to want to work at all on Windows 10 though?)

    This attached effort at Coomalie Creek airfield still needs a lot of work/development but seems to be heading in the right direction.Coomalie_Creek.zip

  8. #33
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    Thanks for Coomalie Creek - it looks great as well as being historically accurate. Here is an AFD file and airbases.dat entry so you can find your way there.
    Attached Files Attached Files

  9. #34
    Quote Originally Posted by kdriver View Post
    Thanks for Coomalie Creek - it looks great as well as being historically accurate. Here is an AFD file and airbases.dat entry so you can find your way there.

    I have noticed that when FSSC converted the visible background bitmap, it seemed to slightly shrink it by approx. 10 - 15% from what I expected. I'm not entirely sure yet exactly what's going on in terms of size/scale though, and whether this is only specific to the size/shape bitmap I started with, as I used a rectangular bitmap rather than square, to minimise the amount of flattening. Ideally I want to try using alpha channels with DXTbmp by Martin Wright, but haven't been able to download it yet as my network refuses it!!! Is it possible to get DXTbmp placed in the downloads section here??

  10. #35
    I think a square bitmap is required, otherwise the image distorts which may be what you are seeing as shrinkage?

    Anyway to answer whether we can upload DTX bitmap, I don't think so. As long as Martin Wright maintains his site it's his property and not abandoned ware, and would require his permission.

    Since you've tried and can't get the downloads to work for you, if you PM me with your email I can send you the exe file and the required dll's privately.
    Cheers,

    Captain Kurt
    ------------------------------------------------------
    "Fly, you fools!" Gandalf the Gray

  11. #36
    Quote Originally Posted by Captain Kurt View Post
    I think a square bitmap is required, otherwise the image distorts which may be what you are seeing as shrinkage?

    Anyway to answer whether we can upload DTX bitmap, I don't think so. As long as Martin Wright maintains his site it's his property and not abandoned ware, and would require his permission.

    Since you've tried and can't get the downloads to work for you, if you PM me with your email I can send you the exe file and the required dll's privately.

    I realised eventually that the overall size was ok, and it handled the rectangular bitmap well enough. I just forgot for a while that CFS was using nautical miles!

  12. #37
    knocked this up in FSSC, with the intention of eventually refining it in G2K. - Has patches of "fake" land and water but it's something to build on, with the breakwater and basic outline of the harbour area reasonably accurate.Colombo_Port.zip

  13. #38
    Colombo_Port_rev2.zip
    Managed to add some coastline (successfully at last with G2K!!!) from Colombo, stretching south. improved the port area (removed the fake water but still have some fake land to improve later!) - have also improved Ratmalana and the Racecourse airfields

  14. #39
    Managed to use G2K to do the sloping Wau airfield. Also the runway at Mobu using FSSC (both for the original CFS2 global mesh)Wau_and_Mubo.zip

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