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I tried again with the new ellipse size and now it looks great. Thanks!Loaded into 2016 with solar plant and trains deleted from the *.cfg file, and, with the above parameters in the *.flt file. See attached screenshot.
Ah yes, indeed ....Do you know what exact buildings to add this line of code to? Because I have a lot of different buildings
Since I am using default moon surface and default buildings (no custom meshes), no need for undershadows and wraptosurface code, right?
I am all new to this.
exactly !What does the line of code put into the flt file do? Does it create an elliptical, flat platform for the base to sit on top of?
Is this from the Orbiter manual? Or is it from D3D9 Manual?exactly !
here is what the doc says:
You can define *.flt files in /Textures/<planet>/Flat/ folders with the following (slightly changed) line definition:
Code:
ELLIPSE <height> <lng> <lat> <major> <minor> <phi> <falloff>
or
RECT <height> <lng> <lat> <length> <width> <phi> <falloff>
- <height> is in integer meter, supposedly w.r.t. mean sphere radius
- <lng> <lat> are double longitude and latitude coordinates, as defined in e.g. base configuration file
- <major> <minor> are ellipse major and minor radius in integer meter, <minor> defaults to <major> if not defined - the meter definition might not be exact, as it uses a decimal degree guess at the latitude circle
- <length> <width> are rectangle length and width in integer meter, <width> defaults to <length> if not defined - meter definition same as above
- <phi> is rotation angle in double degree from equator, with <major> and <length> being parallel to equator
- <falloff> is the integer percentage (e.g. 50 for 50%) of the shape radius where transparent merging with original height is done
Lines with comment start and/or too less arguments are ignored.
I'd say it makes things pretty, but that much you probably knew...I am so uneducated in developmental things, what does D3D9 do anyways?
area flattening experiment-successOr you can follow this thread: "area flattening experiment - SUCCESS"
Could this mean Wideawake could work again in Orbiter 2016?
How about the solar plant too?So I can help build a dll for the train moving.
I think the Solar Plant can wait until the building is complete.How about the solar plant too?
So for Wideawake, I would just create a big enough platform for the base? Would it be possible?
Yeah, I plan on just making the entire base just sit on top of a rectangle. Is it possible to add a "dirt" Runway using a slightly higher elevation than the around ground using this method? I might such dirt runway for the moon base, just for laughs or experimentation.Yes, a large flat area is possible.
See this post by jacquesmomo for examples and some "code":
Discussion - area flattening experiment - SUCCESS
I'd like to see this feature available on the current client versions. It's very useful, specially for small areas where you just want to place a mesh (AMSO rocks) or a landing pad. Much easier to do it with a config file than doing permanent changes to the tile tree. Any reason why it was...www.orbiter-forum.com
It requires some trial and error to get right, but it works.
If needed you can define multiple flat eclipses/rectangles with different radius and altitudes.
But a single large one for the entire base is a good starting point.
Yes! but with the block object in Orbiter and with custom textures. Also, maybe signs for different hangars, gates, fuel towers, lat/long, and a sign that shows the name of the spaceport.