kelticheart
December 4th, 2010, 02:15
A good day to everybody! :wavey:
Since this subject every so often keeps coming up in these pages, I decided to post again as a separate thread the explanation I just gave in Wulf190's thread about his problem with Martin Wright's Cliffs of Dover scenery.
Martin's Cliffs are treated by CFS2 as any other scenery object, that is a builiding, a tree, a vehicle, etc., which "sits" on top of the exhisting terrain mesh instead of blending in.
One way of dealing with an object floating partly in midair is entering a flatten switch in the scenery.cfg file at the specific layer regarding that particular scenery. This switch will "flatten" the area where a given object sits, thus keeping the object down to the ground.
Here's how my ETO scenery.cfg looks like at the Gary Burn's BoB airfields, which include the Cliffs of Dover entry:
[Area.056]
Title=Burn's Battle of Britain Airfields
Local=..\CFS2_Scenery\EUROPEAN_WF\CFS2BoB
Active=TRUE
Layer=56
Required=FALSE
Remote=
; Cliffs of Dover flatten
Flatten.0=0, N51 7.65, E1 19.76, N51 9.14, E1 22.43, N51 11.28, E1 24.00, N51 7.65, E1 24.37
And here's an explanation of the topic, sent to me back in March 2006 by our good Bearcat246:
"Another possible remedy is to use the MSCFS2 readme instructions to construct a flatten area with coordinates that match the altitude and area perimeter of the offended base, then put this 4-sided switch into the scenery.cfg layer of the Coastal flattens, like so:
[Area.009]
Title=CFS2 Coast Pacific
Local=..\CFS2_Scenery\ENHANCED TERRAIN\CFS2 Coast Pacific
Flatten.0=112.24,N51 12.88,E1 20.50,N51 12.74,E1 18.92,N51 14.22,E1 17.46,N51 13.80,E1 20.21
Remote=
Active=TRUE
Required=FALSE
Layer=9
You can use up to 10 flatten switches per area.XXX layer and up to 4 switches per base site. So if you use 4 switches total to do two bases in a given layer, you'll only have two left for the entire layer. But generally, it only really takes one switch to do an entire base if its not a sprawling complex."
The sintax of the flatten switch goes as follows:
Flatten.{switch number, 0 through 9}= {flatten altitude in feet}, {coordinates of the four corners of the area to be flattened, taken from Mission Builder overview of the area. Just point your mouse arrow and read altitude and the coords in the lower left corner of MB screen},
The coordinates must be listed in the switch in a clockwise sequence, starting from whichever corner you prefer. Each coordinate group must be separated by commas, leaving the last one out. Look at the above two examples to understand what I mean.
I hope this help, I double posted this in order to help people who would like saving this page as a future reference when installing new sceneries.
Cheers!
KH :ernae:
Since this subject every so often keeps coming up in these pages, I decided to post again as a separate thread the explanation I just gave in Wulf190's thread about his problem with Martin Wright's Cliffs of Dover scenery.
Martin's Cliffs are treated by CFS2 as any other scenery object, that is a builiding, a tree, a vehicle, etc., which "sits" on top of the exhisting terrain mesh instead of blending in.
One way of dealing with an object floating partly in midair is entering a flatten switch in the scenery.cfg file at the specific layer regarding that particular scenery. This switch will "flatten" the area where a given object sits, thus keeping the object down to the ground.
Here's how my ETO scenery.cfg looks like at the Gary Burn's BoB airfields, which include the Cliffs of Dover entry:
[Area.056]
Title=Burn's Battle of Britain Airfields
Local=..\CFS2_Scenery\EUROPEAN_WF\CFS2BoB
Active=TRUE
Layer=56
Required=FALSE
Remote=
; Cliffs of Dover flatten
Flatten.0=0, N51 7.65, E1 19.76, N51 9.14, E1 22.43, N51 11.28, E1 24.00, N51 7.65, E1 24.37
And here's an explanation of the topic, sent to me back in March 2006 by our good Bearcat246:
"Another possible remedy is to use the MSCFS2 readme instructions to construct a flatten area with coordinates that match the altitude and area perimeter of the offended base, then put this 4-sided switch into the scenery.cfg layer of the Coastal flattens, like so:
[Area.009]
Title=CFS2 Coast Pacific
Local=..\CFS2_Scenery\ENHANCED TERRAIN\CFS2 Coast Pacific
Flatten.0=112.24,N51 12.88,E1 20.50,N51 12.74,E1 18.92,N51 14.22,E1 17.46,N51 13.80,E1 20.21
Remote=
Active=TRUE
Required=FALSE
Layer=9
You can use up to 10 flatten switches per area.XXX layer and up to 4 switches per base site. So if you use 4 switches total to do two bases in a given layer, you'll only have two left for the entire layer. But generally, it only really takes one switch to do an entire base if its not a sprawling complex."
The sintax of the flatten switch goes as follows:
Flatten.{switch number, 0 through 9}= {flatten altitude in feet}, {coordinates of the four corners of the area to be flattened, taken from Mission Builder overview of the area. Just point your mouse arrow and read altitude and the coords in the lower left corner of MB screen},
The coordinates must be listed in the switch in a clockwise sequence, starting from whichever corner you prefer. Each coordinate group must be separated by commas, leaving the last one out. Look at the above two examples to understand what I mean.
I hope this help, I double posted this in order to help people who would like saving this page as a future reference when installing new sceneries.
Cheers!
KH :ernae: