OHM Orulex_Land_Gen-v1.2

Ah yes of course.....Orulex uses a function as a mesh would add too many triangles and would not appear as smooth as Orulex does now. And the elevation can be got very accurately too.

So I think the elevation should be enough for my needs. I was looking at adapting the code from DeltaGlider-oruSDK.cpp :

Code:
//Global planet-relative position
  VECTOR3 vv,pv;
  oapiGetGlobalPos(GetSurfaceRef(),&pv);

  GetGlobalPos(vv);
  vv-=pv;

  //Elevation measured from the center
  double e=ORUGetElevByVec(v32v4(vv))-oapiGetSize(GetSurfaceRef());
  double a=GetAltitude()-e;
So basically you are just getting a vector to the planet's position and subtracting it from the vessel's vector. But since this distance would include the planet's radius, so you remove that as well using oapiGetSize()
Now, ORUGetElevByVec() requires a 4 dimensional vector of the form v4.x=v.x;
v4.y=v.y;
v4.z=v.z;
v4.m=0;

What does m stand for and why is it set to 0 ? Also :
v32v4(vv))-oapiGetSize(GetSurfaceRef()

Isnt this subtracting a vector from a scalar() or rather a union from a double here ? Since Vector 4 is defined as a union:
typedef union{
double data[4];
struct {double x,y,z,m;};
}VECTOR4;

I was unable to get exactly what will be subtracted from what here.

Also I was thinking of getting the exact elevation of the terrain for the points around a vessel's periphery by simply off-setting the vector vv by the distance of the point at the periphery of the vessel(in vessel local co-ordinates)

eg if a vessel is say 2 metres a long and the vessel is poised at the edge of a cliff(or crater) such that half of it is sticking out beyond the edge and half of it is still safe with some terrain below it. So if I offset the vv by 1 metre so that it now points to the nose and supplied it to ORUGetElevByVec(), then I should get a much higher elevation for the nose right ? This is because the nose is further above the terrain as the terrain has dropped sharply towards the normal orbiter planetary surface, at the edge of the crater.

By the way I was wondering how you are able to draw directly into the Orbiter environment. Is it possible to get a DirectX handle of some sort to render 3D stuff directly into the screen ?
------------------

Meaning: you are better off setting the position manually at each time step?
Is it possible to set a vessel's position to any random position instantaneously ? If it is, then it may be easier to implement decks where vessel's can land on. I had tried to use AddForce as follows to cancel out all forces acting on a vessel when its landed :
GetForceVector(dir);
if(apply == TRUE)
AddForce(_V(-dir.x, -dir.y, -dir.z), _V(0,0,0));
Well..I tried it with a simple cube vessel landed at Brighton and it began to bounce violently. If it was that easy then we would have had more addons with vessels landing at elevated decks :) !
Though I wonder why this is unable to cancel out the resultant force completely on a vessel.

---------------------
Artlav,
ok I got the last Collision SDK : http://orbides.1gb.ru/collision_ml_090616.zip in the thread you mentioned.

So this will work with Meshland 2 meshes right ? And I guess with Meshland 2, I can make a custom terrain just like the NASSP guys did ? I want to make one with deep valleys and cliffs that would be fun to explore.
http://orbides.1gb.ru/collision_ml_090616.zip

There was some issue with jumping mentioned towards the end of the thread. Were you able to resolve it ? It wont really make any difference to me since I wont exactly land on the mesh - just fly over it maintaining a constant altitude. I will try with both Meshland 2 and Orulex and see which one works out better.
 
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MARS

Hi. I have the same problem of intueor. but only with my favorite planet..:cry:
mars!
so, is there a patch, or something? for orbiter 2010?? I eard there was no problem with orbiter 2006 but that's kinda a big step behind..

thank you a lot for helping.
 
Hi, I've got a little problem.
I've downloaded Orulex 1.2, MoonLvl8 heightmap from the link in readme, and Orulex UCGO collision...
But when I looked at the moon terrain, I noticed, that the terrain doesn't correspond with the craters, seas, mountains etc. First I thought the terrain is about 100km-shifted, but now I think Orulex doesn't load the heightmap at all and uses some fractal function to generate random terrain.... Is there anyting I forgot to do?

(I'm using default Orbiter 2010P1 moon textures)

Thanks
 
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I'm going to do a video demonstrating terrain following flight. Imagine if Orbiter Multiplayer had a pre-generated random canyon terrain to fly in.

Fighters Anthology intro movie, anyone?
 
But when I looked at the moon terrain, I noticed, that the terrain doesn't correspond with the craters, seas, mountains etc. First I thought the terrain is about 100km-shifted, but now I think Orulex doesn't load the heightmap at all and uses some fractal function to generate random terrain.... Is there anyting I forgot to do?

did you drop the heightmap in the propper directory?
 
Orbiter/Heightmaps

I've got it! I just deleted the function line in the Moon terrain configuration file and now it's perfectly realistic :-)

Interesting. I'm going to try that later and see if I get good results too.

On a related topic, World Studio refuses to save on my Windows 7 Orbiter 2010P1 system, so changes to base crater height and such also needs to be made in the .cfg files.
 
HUH, I've just found out how to see the rest of the surface "below sphere".

1) It's so beautiful!
2) Why are those most beautiful pieces of terrain below the sphere and just pinnacles of the highest mountains are available to land? Is there a way to raise the terrain to access deeper into the mountains? (Tested at Promontorium Agarum Hill in Mare Crisium, Moon)
 
Orbiter/Heightmaps

I've got it! I just deleted the function line in the Moon terrain configuration file and now it's perfectly realistic :-)
Can you give me this cfg file please? Did toy modify this line "//heightmap =--------------file name-----------------|lower lat|upper lat|west lon|east lon| scale |O|" or not?
 
A quick point for anyone who uses this. It would appear that the data set downloads listed in World Studio are now invalid. I've looked around and found that worldwind25.arc.nasa.gov is down and unlikely to return (this server accounts for 4 of the 6 data sets), and terraserver-usa.com is returning a forbidden error, and besides only returned US data anyway (and this one accounts for the other 2).
 
A quick point for anyone who uses this. It would appear that the data set downloads listed in World Studio are now invalid.
Well, it's been over 4 years.
Google Earth appeared and matured, WorldWind i used back then has dwindled and vanished.
Orbiter 2010 was released, times changed, and so on.
 
My apologies if this has already been answered, but how can I avoid having orulex blow the ummu's and everything else at my lunar base into orbit? Ive tried to get orulex working twice now, with no success
 
Maybe Ill have to try a third time, but besides some odd graphics rendering around KSC, when I switched to a ship on my moon base, orulex blew everything into orbit while loading.
 
when I switched to a ship on my moon base, orulex blew everything into orbit while loading.
Sounds like you have some sort of collision detection module enabled. None that i am aware of are not experimental things capable of weirding out, so you'd better check that.

There is nothing in Orulex itself that can affect physics in any way.
 
Do we not need a collision detection module to land on orulex terrain? or is there some collision libraries built into orulex itself?
 
Do we not need a collision detection module to land on orulex terrain?

Yes, but they're all rather awkward in their own way... I think Dumbo2007 is on to something really solid currently, at least the Alpha demo has never ctd'd on me and I never dove through the terrain. But it will proably still be a while until its actually usable.
 
Do we not need a collision detection module to land on orulex terrain? or is there some collision libraries built into orulex itself?
Well, lack of a practical collision detection is what killed Orulex in the first place.
None are included in it, but it have an API to allow external ones to be connected. I wasn't been able to make one that would be practical, and neither have someone else, AFAIK.
 
Yes, but they're all rather awkward in their own way... I think Dumbo2007 is on to something really solid currently, at least the Alpha demo has never ctd'd on me and I never dove through the terrain. But it will proably still be a while until its actually usable.

Any Idea where I can find this?

Well, lack of a practical collision detection is what killed Orulex in the first place.
None are included in it, but it have an API to allow external ones to be connected. I wasn't been able to make one that would be practical, and neither have someone else, AFAIK.

But you did include a link with the orulex release on OHM right? Visoad 2.0 or something?
 
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