did you try several locations? because around KSC, the terrain IS flat. It's supposed to be. when you get flat terrain in all the landscape-scenarios, then something is quite wrong...


Is there anything happening at all when it is on?I ran lunar suicide and I didn't see anything after 2158 seconds.
Well , you don't need to get a Lv9 heightmap to run it, you can get Lv8 ones (80Mb apiece) and some local ones on the first page of this thread.Hi, I'm thinking of installing this. The only thing is that on your site it says that the level 9 heightmap is 466MB! Is that just the whole Earth? I would be fine with just the moon and a few spots here and there on Earth (Grand Canyon, hometown, etc.) Also, where can I get the heightmaps- World Studio? When I download it, I'm overwhelmed with tons of things, and I'm not sure what to do. If there is any documentation out there, please link.
I ran it for 2158 seconds and nothing appeared. I keep my heightmaps in the mian Orbiter directory.you mean you ran it for 2158 seconds and didn't see anything the whole time, or it disapeared after 2158 seconds?
if the first, in which directory do you keep your heightmaps?
I keep my heightmaps in the mian Orbiter directory.
Really, it's great, I wish see that in OGLA someday.Wow, those almost look like shots of the DG photoshopped onto the real thing.Some screens for Sierra Nevada, South Spain, Colour Lvl 15, Terrain lvl 13:
[pics]
Many thanks, Artlav!!
Regards!!
I hope you don't mind me asking, i'm sure its something you've already considered, are there any plans to implement some kind of distance fog effect to immitate an atmosphere?
Something like this?:
http://www.orbithangar.com/searchid.php?ID=3199
Can't wait to try out this new Orulex version. DLing now! Thx Artlav.
Most likely no, that is too far beyond the line of impossible for default Orbiter.are there any plans to implement some kind of distance fog effect to immitate an atmosphere?
Like that?I wish see that in OGLA someday
The main problem here is to make the Orulex engine itself to render the reflections with enough resolution.- How difficult would be to have realistic coastlines, lakes and rivers? I know that SRTM files have coastline info and I think they have rivers and lakes info too, so maybe in the Heightmap download these kind of info can be retained. Water reflection would be more realistic too.
Any kind of improvements with non-default settings? Single-threaded mode, or other lines from performance guidelines?Ok, I've got 15fps with the last version on default settings, which is very good compared to the older versions.
The pre-computation (including texture load time) is around 25 seconds long, and i reach full polycount at around one and a half minutes.
Hm. Looks like no way now. To be fixed.How do i turn the crater tear thing without eliminating the whole crater?
Saving the specified bit of the global texture along the download net is exactly the only thing what the texturer tool can do now, being a work in deep progress.The texturer tool in world studio is indeed very handy to create blending textures, although it doesn't work in other places than earth. It should. or rather it should work just like the download tool - editing configs and saving a bmp, but instead of downloading images it would save the specified bit of the global texture, which could be then edited to add detail, fictional or realistic.
Heightmaps are 16-32bit while any legible BMPs are 8-9 bit most.Same thing for height maps, they should be saved as bmps if so desired. I would like to edit the heightmap around Edwards and manually lower the whole lake bed to ground level, without the use of a crater
On the planned list.Add a 'smooth hole' to the base crater options.
microtex_lev parameter in planet cfg files.An option to change noise draw distance.
? More specific please.An option to brighten the whole mesh a bit.
NASA has released version 2 of the Shuttle Radar Topography Mission digital topographic data (also known as the "finished" version). Version 2 is the result of a substantial editing effort by the National Geospatial Intelligence Agency and exhibits well-defined water bodies and coastlines and the absence of spikes and wells (single pixel errors), although some areas of missing data ('voids') are still present. The Version 2 directory also contains the vector coastline mask derived by NGA during the editing, called the SRTM Water Body Data (SWBD), in ESRI Shapefile format.
The data may be obtained by anonymous ftp to: ftp://e0srp01u.ecs.nasa.gov and moving to the directory srtm where both version 1 and version 2 directories may be found. Please read the appropriate documentation, also found in the directories.