If the terrain flattening was incorporated in D3D9Client the way it was implemented in the experiment (which I think it was), the format description done here should still hold.
Thanks a lot - exactly what I was looking for! And yes, same format hods in the last release. Somehow did not spot this description in my search, though I saw that thread... guess I did not check all pagesIf the terrain flattening was incorporated in D3D9Client the way it was implemented in the experiment (which I think it was), the format description done here should still hold.
If you're talking about the SVN repository, it can found found here: svn://mirror.orbiter-radio.co.uk/D3D9client/I know it's probably been asked a dozen times, and posted before, but where is the repository for D3D9 Client? Could we add a link to the post #1 in this thread.
So level 19 would be a quarter of that?Well, I know that the flattening feature is not changing the rendering operation, it just changes the data before it is used for the rendering (and collision checking). Therefore, if not more data is present, it can't create more details.
If my calculation is right, you can have - at max. level 17 - the resolution of 16384 tiles with 256 height points each. On the equator of earth, that would mean a resolution of approx. 10m. At Baikonur latitude (ca. 45°) the longitudinal resolution is approx. 7m, but the lateral resolution stays at 10m.
So, realistically I'd say the minimal trench you can dig is a quadratic pyramidal one with approx. 14 meters side length. But this only if the point you want to lower happens to fall right on a grid point of the terrain. In the general case, I'd calculate with double the size, so say maybe 30m.
In the general case, I'd calculate with double the size, so say maybe 30m.
Yes, tha't what I am inclined to look at. 500 seems big , though - I hope to 100... and with near-vertical walls, otherwise footprint will be eve bigger. Or 200 if grid alignment is unfortunate. And, unfortunately, flattening around it will also have to be done manually in the tiles - otherwise .flt file will override the pit. I doubt I can put ,flt record accurately enough to just side with the pit but not touch it (remember I mentioned in a earlier post that my experimental hill was displaced off intended coordinates by good hundreds of meters if not a kilometer or so))II think it might work if you lower a larger area than the pit, then add a mesh for the entire Pad. Perhaps 500m all around.
And, unfortunately, flattening around it will also have to be done manually in the tiles - otherwise .flt file will override the pit. I doubt I can put ,flt record accurately enough to just side with the pit but not touch it (remember I mentioned in a earlier post that my experimental hill was displaced off intended coordinates by good hundreds of meters if not a kilometer or so))
Good to know!The displacement was certainly an artifact of the coarse terrain definition.