Jump to content

Tony Wroblewski

  • Posts

  • Joined

  • Last visited

Everything posted by Tony Wroblewski

  1. @Emma Kate Bentley Hi Emma.. I'd suggest you create an MUXP patch for your sceneries and if they work and don't cause any issues then we can permanently patch them to the mesh. The caveat is that we need to ensure that it doesn't effect any other versions of your airports people may have (including the default ones). This is why ideally I'd prefer for you to create an MUXP patch, and then you can distribute this (or the DSF) with your scenery (or as a toggle-able option in our scenery in Orbx Central) Info on MUXP here: https://forums.x-plane.org/index.php?/files/file/67230-mesh-updater-x-plane-muxp/ In short, I'm unable to take an existing mesh DSF that you've created and merge to our mes and it's far more complicated to do this and would likely require the tool the original author (Maps4XPlane) used to patch our mesh as well, which I don't have. We use high resolution DEM and LiDAR data to create the mesh, so you'd end up needing to edit our existing DEM data. By far the simplest solution is the MUXP approach, and other developers have already done this for some airports in our GB region (some have even been merged in to the main product)
  2. Hi George Sorry for the delay on this.. the update is still coming but sadly is delayed as there were more serious bugs to prioritise in other products that took my time away. Hopefully it won't be too much longer now as things are calming down
  3. We've been working with DigitalDesign on this... If you have their airport installed, their bridges will override ours, which is the correct way things should be ordered
  4. Odd, I'm not sure why this is missing from the version on Orbx Central.. Either way, here is the model and two textures... Please, unzip and drop the 3 files in to Custom Scenery/Orbx_A_GB_North_TrueEarth_Custom/objects/Landmarks_6/ Archive.zip
  5. There should be a patch going live shortly on Orbx Central that will fix the misaligned orthos... However this doesn't fix the floating autogen buildings
  6. Hi, yes they can be safely deleted... Not sure how they made it in there
  7. @JPOM @clorgaa Please could you both try the attached patch and let me know if this resolves your problems before I submit this to OrbxCentral. The patch should 1) Fix the ortho issues around Perth airport 2) Fix the water on Loch Lomond and make Loch Lomond seaport usable 3) Fix the wrecked coastline and sinkhole at Loch Long (Blairmoor) To install this, make sure you extract the files and 1) Copy the contents of Earth nav data/+50-010 to ./Custom Scenery/Orbx_D_GB_North_TrueEarth_Orthos/Earth nav data/+50-010 and overwrite the files. 2) Copy the contents of terrain/ to ./Custom Scenery/Orbx_D_GB_North_TrueEarth_Orthos/terrain and overwrite the files.. DO NOT REPLACE THE ENTIRE TERRAIN FOLDER Do not replace the entire Orbx_D_GB_North_TrueEarth_Orthos with this one, make sure you merge them. N.B. Running "verify files" in Orbx Central will remove it and revert in case of issues. Orbx_D_GB_North_TrueEarth_Orthos.zip
  8. @sluflyer06 Please can you give this a try to fix Perth airport Download the attached file, and then overwrite : Custom Scenery/Orbx_D_GB_North_TrueEarth_Orthos/Earth Nav Data/+50-010/+56-004.dsf inside your X-Plane folder. This should fix up the misaligned orthos at Perth airport for you. N.B. We need to test this further before releasing to OrbxCentral to test compatibility with Dundee airport +56-004.dsf
  9. The cliffs are likely caused by flattens placed at airports and is a common problem with airports that use these. I checked the orthos and it seems the bug is actually in our original ortho data we purchased to use in this product and not an installation or scenery ordering issue (which wouldn't cause bugs like these either way). I'll have to first report the bug to them to get some correctly rectified imagery, then we can issue a patch to fix it. It may be easier initially just to provide a patched version of the airport as opposed to a full update.
  10. That's pretty bizarre, I don't recall seeing this one reported before.. I've opened a bug regarding it
  11. We are working on Alcatraz: There are actually quite a lot of new POIs here created in higher detail.. We're still working on getting it working with the terrain correctly.
  12. Yes, believe it or not, it's real.. When I went to photograph the airport it was quite a surprising site. The runway is closed most of the time and you need special permission to land there.
  13. We are working on a new model for Alcatraz (the entire island), so expect that in a future update.
  14. As mentioned above, many sceneries include the plugin in their own installation to add the cars, it's a common thing with bridges. However, the plugin only works over a small radius per scenery package, so we could only add traffic to one bridge in all of North California, and to add more we'd need to split it up to many smaller packages. If the goal of the scenery was only a San Francisco cityscape, then it would make sense to add it, otherwise the logistics behind adding large numbers of separate packages to just add cars to bridges is just too difficult. I can't remember what exactly the radius was, but it was something like 10km. So you're limited to that area per package. The other way I mentioned presumes the default bridge in X-Plane is correct, and then somebody will model around that. This is very difficult to do correctly as users have different meshes etc.. In our case, the default road bridges were not correct and wouldn't fit the model (wrong width, lanes, etc) I'll look in to the possibility of adding it to both San Fran bridges
  15. Our bridges have never had traffic flowing over them, to do that would require the groundtraffic plugin which is limited to small areas. Basically, for every bridge we would want to add traffic to, we'd have to create a standalone scenery for it with a plugin. X-Plane's road traffic doesn't care if a model is hard or soft, the cars won't drive over it. You would need to model the bridge exactly around the default X-Plane roads for that to work. My only guess in this situation is that you were using a third-party addon or airport that added it, possibly something from MisterX? As for Alcatraz, I agree the model isn't great and is basic, let me discuss this internally first and see if we can sort something out.
  16. We already do this, and it has mixed results. Many complain it's too colorful, or not correct. It's impossible for us to get a balance that pleases everyone. If you check satellite footage of Tenerife (and I've also been here many times in real life), you'll notice it looks oddly quite green. If you look at ground level photos it's often more red/orange and desert looking. We only have aerial/satellite imagery to work with and most of the imagery we have used is taken from planes flying at 10,000ft and all we did was enhance the saturation so it stands out more in X-Plane. The issue we have is that we're using orthos.... it's a snapshot in time and doesn't react or care about the season, time of day and other factors. It's a limitation of today's tech and even MFS suffers and until we can get smart AI to change this, it's sadly is what it is.. But do I think we'll get there, yes!!!
  17. Out of curiosity, what are you trying to do? This doesn't sound like a support request and outside our usual requests for support. For X-Plane, you can use nvcompress from nvidia, or xgrinder from Laminar Research, both will have the same result. I've also tested xnconvert and that works correctly as well? However, you probably should be taking this sort of question to a developer forum and not as product support.
  18. Larry is correct.. It depends on whether the textures in question have an alpha channel or not. Ortho imagery doesn't as it has a seperate mask, so they're normally DXT1 format.
  19. No, this wouldn't cause black squares, it's a missing 3D object for the roads. No, these are HD/SD textures for the POI objects and nothing to do with the terrain/black squares I see 2 possible causes: 1) Corrupt install. These look like single DDS tiles that are missing or corrupt (due to their size and dimensions). It does look like a corrupt install, but the odd thing is nothing is showing in the log that would indicate they were corrupt. 2) Do the tiles eventually load or vary at random? If so, then it's not likely to be a corrupt install but rather a driver/disk problem. Black tiles can appear when XP can't load or find a texture.. I'm leaning more towards a corrupted install or DDS tiles that failed to convert. As Jon has suggested, you may need to do a complete wipe and reinstall of the scenery, including deleting the temp folder and backup file as instructed.
  20. The issue is lack of data, we don't really know what roads should have lights or not. Motorways in the UK generally don't have lights unless it's approaching a junction or running through a built-up area, so normally we have to take a guess. The default roads put lights on every motorway section which is very unrealistic, so we took the lesser approach and assumed they didn't unless it was a junction or passing through a residential area. The area around Birmingham airport isn't marked as a residential area, hence no lights were generated here. So sadly, it's not going to be 100% accurate, but is the best we could do given the data we had available at the time.
  • Create New...