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eparot
- Posts: 35
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by eparot » Sun Apr 15, 2007 11:47 am
Hi Martin & George,
First of all, thank's a million for this wonderful scenery of TNCM.
I just notice this problem of see through the hill below the tower at TNCM.
Trees and houses we can see through the hill are behind it.
Best regards,
Emmanuel
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martin[flytampa]
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by martin[flytampa] » Sun Apr 15, 2007 12:50 pm
It looks like that all the time? I ask because I can't tell if perhaps your screenshot was made from far away with heavy zoom (> 4x). At a certain distance (around 5000 meter I think) this transparency is normal and needs to be this way to avoid flickering. So if the shot was made from far with zoom this would be normal, if it is always transparent then I would ask you to post some additional shots, also of the terrain by the Hotels to see if they are affected too.
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eparot
- Posts: 35
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by eparot » Sun Apr 15, 2007 2:17 pm
Hi Martin,
Thanks for the info, I checked and you're right. Everything looks fine with a distance below 5000 feet (not meter) and a lower zoom ratio.
Thank's again for your amazing work !!!
Emmanuel
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Delta777
- Posts: 272
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by Delta777 » Tue Apr 17, 2007 1:46 pm
I just noticed a similar issue near TFFJ:
(And no it has nothing to do with zooming.)
Furthermore some of the little houses seem to stand in the scenery (for example in the hills):
It is a bit strange because I haven't noticed this before.
All I have done was installing a few traffic files, changing my tree textures to dxt1 and abit working with ground and flight environment by flight1.
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Delta777
- Posts: 272
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by Delta777 » Tue Apr 17, 2007 4:04 pm
Well I was able to get rid of the second problem by setting my Max_vertex to 21.
But I can still see trough the hill!

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martin[flytampa]
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by martin[flytampa] » Tue Apr 17, 2007 4:42 pm
Delta777: Your first screenshot, showing floating trees, is probably related to the following issue from the PDF manual:
Some seams or gaps are visible at the terrain near the St.Barts airport (TFFJ). This is caused by our custom 3D terrain and the fact that FS’s mesh terrain is not 100% predictable depending on the users Max_Vertex setting. Our custom 3D terrain has been adjusted and faded on the edges for minimal seams and best visual blending. For best result use a Max_Vertex setting of 21.
Your second screenshot is pure Autogen. The houses have a custom texture, but how they get positioned in FS by the autogen engine. The way that works (I think) is: Each object/house has a reference point at its base centered to the building. When Autogen happens to be placed on steep terrain, it gets either half sunken into the terrain, or half floating. Like the house on the left side of your screenshot has a part slightly floating, the one in the middle is mostly sunken. That is "normal" FS autogen magic that you can find anywhere where buildings are located on steep terrain.
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Delta777
- Posts: 272
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by Delta777 » Tue Apr 17, 2007 4:50 pm
martin[flytampa] wrote:Delta777: Your first screenshot, showing floating trees, is probably related to the following issue from the PDF manual:
Some seams or gaps are visible at the terrain near the St.Barts airport (TFFJ). This is caused by our custom 3D terrain and the fact that FS’s mesh terrain is not 100% predictable depending on the users Max_Vertex setting. Our custom 3D terrain has been adjusted and faded on the edges for minimal seams and best visual blending. For best result use a Max_Vertex setting of 21.
First of all thanks for the reply Martin!
Well as I allready said I have set the Max_Vertex setting to 21. And the Issue with the houses was gone

.
But I still have those floating trees...

anything else i can do against it??
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george[flytampa]
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by george[flytampa] » Tue Apr 17, 2007 4:54 pm
Delta777 wrote:I just noticed a similar issue near TFFJ:
(And no it has nothing to do with zooming.)
Furthermore some of the little houses seem to stand in the scenery (for example in the hills):
It is a bit strange because I haven't noticed this before.
All I have done was installing a few traffic files, changing my tree textures to dxt1 and abit working with ground and flight environment by flight1.
To build enough fidelity & resolution into the hills around bart, Martin used GMAX terrain to define Bart's more distinctive areas. The Z sorting issues you see are normal & well worth it compared to what MS terrain would look like; you wouldn't be able to see through MS terrain but the hills on approach would lack huge amounts of detail. Theres simply not enough resolution.
Your camera is actually below ground in that shot. Its really not that noticable if you don't go looking for it.
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Delta777
- Posts: 272
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by Delta777 » Tue Apr 17, 2007 4:58 pm
Well no...
I was aproaching TFFJ when I saw that "hole" in the hill.
I can see it all the time!
Sorry I am no in FS right now, but I will post a screenshot tomorrow to show you what i mean!
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george[flytampa]
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by george[flytampa] » Tue Apr 17, 2007 5:18 pm
I know what you mean. It's either like this or no detailed steep terrain over the approach hill. Theres nothing we can do to fix it unless MS write a new super high resolution terrain system.
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martin[flytampa]
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by martin[flytampa] » Tue Apr 17, 2007 6:46 pm
Delta777: on a normal approach, coming from the ocean, flying over the ships, city and hill you should never get to see any holes or gaps. Only when you slew around the terrain to the places where our custom terrain merges with the mesh, or if you slew "into" our custom terrain would such issues be visible.
If you see any holes/gaps also when flying an approach post some screenshots of it.
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Delta777
- Posts: 272
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by Delta777 » Wed Apr 18, 2007 2:52 pm
martin[flytampa] wrote:Delta777: on a normal approach, coming from the ocean, flying over the ships, city and hill you should never get to see any holes or gaps. Only when you slew around the terrain to the places where our custom terrain merges with the mesh, or if you slew "into" our custom terrain would such issues be visible.
If you see any holes/gaps also when flying an approach post some screenshots of it.
Ah sorry I made it mistake. I didn't see it when aproaching TFFL but when flying around with a helicopter...
well here are two shots to show you how it looks:
