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Holger Sandmann

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Holger Sandmann last won the day on February 18

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About Holger Sandmann

  • Birthday 02/16/1965

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  • Location:
    Sidney, BC, just east of CYYJ

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Community Answers

  1. Hi there, unfortunately, autogen excludes don't work on autogen placed with photoreal imagery. That's not specific to TrueEarth but rather true for all autogen that isn't placed via landclass tiles. To manually remove or alter this type of autogen requires loading the corresponding orthoimage tile into Annotator.exe, along with the correct autogen definition .xml files; see the SDK documentation of autogen placement. A work-around, if it's only a few trees or buildings, is to place small objects on top of each autogen object, for example one of the default shrubs. If those objects have their suppress-autogen flags set the autogen will no longer display. Cheers, Holger
  2. Hi Marc, thanks for the kind words! We do think of our Landmarks products as "dynamic" meaning further updates and additions are planned, though depending somewhat on how well received a given city is. Given that the original selection of custom objects is necessarily a compromise we tend to have pretty long "wish lists". I'll certainly add your suggestions to it. Cheers, Holger
  3. Hi Brian, try verifying Orbx Libraries first. It's the "product" that checks and repairs the necessary entries to terrain.cfg that are then used by Vector, openLC, the regions, etc. Cheers, Holger
  4. Hi David, in Central's options menu, under Downloader, try setting concurrency to Hard Disk Drive, which reduces the number of parallel download threads. Another tip is to prevent OC from being the only app downloading data, e.g., running a random YT movie in the background helped in my case. Not sure if you're having the same issue though; for me it was that the multiple threads somehow "overwhelmed" my modem, causing the interruptions. Cheers, Holger
  5. Hi Paul, those MSFS bgl files can actually be loaded into the TMFViewer tool from the FSX/P3D SDK to examine their content and coverage area. In this case the file contains local terraforming and object/vegetation exclusion polygons limited to northern Orcas Island and Sucia Islands. Those are the yellow polygons I've circled in red. The blue water layer I just added for spatial reference. I don't know why the freeware mesh would be affected in other areas but that's probably due to nature of how it was made, presumably one of those heightmap mesh files. Heightmaps are essentially complex terraforming rectangles meant for airports and local adjustments. Since they work at the same priority level as other terraforming polygons (unlike a MSFS native mesh file compiled to .CGL format), conflicts of this nature are inevitable. The usual workaround is to remove the mesh heightmaps in the overlap areas. Cheers, Holger
  6. Hi guys, thanks for the kind words, much appreciated. We are experimenting with better terrain data for the local mountains including the entire Cape of Good Hope area. Google Maps extracts aren't an option for us but there are other possible approaches so stay tuned. ... and once we have a better and stable terrain model for Table Mountain we can implement a proper (animated?) cable car. Cheers, Holger
  7. Hi guys, the weird thing about those hovering lights above buildings is that their appearance is inconsistent; during some of my night flights across the city there are none, during others the entire road network seems to have lifted off. Possibly related to start location and flight path but I'm not sure. It's not a local issue though as it does happen in many default areas too. What would be helpful if MS/Asobo gave us the ability to exclude or place these floating orbs; at the moment we have zero control over their position and altitude. Cheers, Holger
  8. Hi guys, thanks for the feedback. The "water glitches" on Table Mountain are actually temporary tears in the terrain itself, the light blue being the colour of "nothing" meaning no textures get applied. It happens in mountainous areas across the world, at specific view distances, and the issue has one of the longest running threads in the official forums: https://forums.flightsimulator.com/t/transparent-strips-in-the-mountains/360660 We're experimenting with different ways to remove or minimize them in this area and elsewhere; fingers crossed. Cheers, Holger
  9. Hi there, sorry, but that's the way it works in FSX/P3D when placing landclass features as polygons: we developers have zero control over which part of the tiled texture gets displayed where because that is hard-coded globally. Think of it as a planet-wide layer of golf course textures, and each golf course polygon cuts a hole into the general landclass above, revealing bits of that layer. The only other option is to place golf courses as raster landclass. That would mostly avoid cutting through features but then the golf course will appear anywhere within about a square mile of its actual location and with incorrect outlines. Given that it's usually the spatial orientation and position that pilots use to navigate visually we believe the polygonal approach is better for clearly delineated features such as gold course, towns, forestry areas, etc. If golf courses are 'your thing' then some photoreal coverage would be the better solution for you -- with its specific downsides, like lack of seasons and huge storage requirements... Cheers, Holger
  10. Hi there, it's possible to create very large ortho CGL files as long as they don't cross one of those grid cell boundaries I mentioned, in which case they would need to subdivide the product into separate layers. When covering relatively small islands, the likelihood of crossing grid cells is, of course, smaller. In any case, the developers won't be able to sell these on the MS Marketplace, at least as long as MS has that 4GB cap for any single file in a package. Note also the product sizes for their higher-resolution (probably 60-100cm) version: ~20GB just for the 850 sq km of Lanzarote! Ortho coverage for New Zealand, for example, would require more than 300 times that Cheers, Holger
  11. Hi guys, no need to go 'dude' here. Big things that can't make it up or down the tricky stretch of the 'impossible' highway get shipped in by barge. There's plenty of large equipment in Bella Coola. Cheers, Holger
  12. Hi pezi, as I mentioned, at the moment we don't have the ability in MSFS to alter default buildings, like changing height or appearance. In MSFS the only option is to exclude and replace them with custom models, until Asobo/MS expand the SDK accordingly. All those buildings in Niederrad that are currently too low are default 'autogen' office buildings. As with any product, there's a limited budget, hence we had to pick some of the more obvious buildings in Niederrad, which are the seven marked on the Google Earth screenshot. I assume there will be a World Update for Germany at some point, or at least an update of the generic buildings database with the correct number of floors. Also, should Landmarks Frankfurt sell really well, we may have the budget for a v2, like we're currently working on for London. Sorry that your workplace didn't make the cut. Hopefully, the other parts of the city improve sufficiently on the default city. Cheers, Holger
  13. Hi all, thanks for the feedback. Out of our budget of about 110 custom buildings we managed to replace seven in Niederrad (see screenshot below), the others remain the default 'autogen'. Our buildings are scaled with official data like Emporis, eg Deka Bank is 45m tall. Unfortunately, the SDK doesn't allow us to alter default autogen at the moment so all other buildings are unchanged. We're aware of the change of main sponsor for the Waldstadion. It's not an easy fix though as the sign is 3D geometry not just a texture. Good tip with the ICE being on the wrong bridge; fortunately that's an easy adjustment. Let us know if you spot other issues, please. I grew up near Frankfurt but it's been ages since I've been there last. Cheers, Holger
  14. Hi there, those look like the issue users of a Zinertek product reported, which supposedly has been fixed via an update; see https://orbxsystems.com/forum/topic/205731-brisbane-terrain-problem Cheers, Holger
  15. Hi there, At the moment, this is not possible as far as the orthoimagery is concerned. While the SDK does allow us to compile custom orthoimagery -- some of our MSFS airports and landmarks city packs include it -- there are several hard barriers to cover areas much larger than ~100 sq km, and TE Eastern Alps is ~1,000 times that size! The MSFS package builder only allows for a single ortho CGL file per project, while Eastern Alps, in the P3D version, has some 350 tiles whose individual Photoshop source files are about 5-8GB each, meaning we can't possibly combine them into a single source file for compilation. Moreover, the MSFS compiler itself is much more limited in terms of influencing compression and output resolution, and the MS Marketplace currently has a limit of 4GB for any single file included with a product. That being said, there are opportunities for porting some of the components of TE Regions to MSFS, and the Regional Packs announced in this thread are an example of that approach. Cheers, Holger
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