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  1. igel

    OHM Vostok v1.1 (for external graphic clients)

    Nikogori, Thanks for the great error report, short and informative! I've double-checked Vostok, to make sure nothing is missing in the release package. It is all good. In the hindsight, it has to be, as mirror is visible properly in external view. This boils it down to the client. And then I...
  2. igel

    OHM Proton (added to a family of Vostok, Soyuz, First in Space, R-9 Russian addons)

    At some point (probably sooner rather than later) I am planning to add early Soyuz 7K-OK to the current Soyuz code. Once that is done, adding Zond 7K-L1 will be piece of cake - Zond is pretty much a "subset" of early Soyuz.
  3. igel

    OHM Proton (added to a family of Vostok, Soyuz, First in Space, R-9 Russian addons)

    As OrbitHandar does not auto-report new or modified addons now, here is the explicit announcement. A heavily reworked Proton (yes, Thorton's one) is added to both Orb2010 VesselM Pack and Orb2016 VesselM Pack - growing addon collections of historical and modern Russian vessels. Along with...
  4. igel

    New Release D3D9Client Development

    Just a heads-up on D3D9 materials (reflective ant other) - I found out (hard way) in the recent Vostok update that in Orbiter 2016 they only work in the external view (in 2010, they work both in the external and cockpit views).
  5. igel

    New Release D3D9Client Development

    Yup! Luckily, I raised very same question recently, resulting in great and very helpful discussion - thanks again everyone! Just to remind - it is indeed a "flattening" feature, not "landscape-building" feature. Very hard to do any intricate and accurate land shapes. But for flattening - piece...
  6. igel

    OHM Vostok v1.1 (for external graphic clients)

    I've put an additional patch file into Orb2016 VesselM Pack addon (that now hosts Vostok, Soyuz, First in Space and other addons). This patch file, Orbiter 2016 Improvements Patch.zip, improves the look of the Baikonur bases, bringing them closer to how they look in Orbiter 2010, while at the...
  7. igel

    New Release D3D9Client Development

    With elevation and tiles more or less covered, I'd like to return to my earlier, totally different question. Er haven't got to it yet, and it got lost in the past pages, so I am just quoting it here, rather than retyping the whole thing:
  8. igel

    New Release D3D9Client Development

    Those are true base objects, not meshes. I think I have this flag already for launchpad meshes (for 2010), and should probably keep them that way. No, the look and proper placement is not a concern here. "Moving" the base will mean moving the base coordinates to some flat place - but then...
  9. igel

    New Release D3D9Client Development

    I finally have some real progress, with hope to improve the look for 2016 to more or less acceptable level. The best result came from flattening a few key tiles in level 17 in tooledit, and then flattening a rather small area in .flt file: ; flat 3 km radius circle at Baikonur-2 ELLIPSE 107...
  10. igel

    New Release D3D9Client Development

    With the newly provided elev tile set I finally got some hands-on with tileedit. Now I can edit tiles. The difference with past unsuccessful run is that I have both Elev and Elev_mod folders. Before, only Elev_mod was being created. I guess I just need to re-read the Orbiter doc regarding these...
  11. igel

    Project Orbiter texture tree tools (OT3)

    Works perfectly - tiles are right on, and so are the objects placement. I still see some artefacts at the corner of some tiles at some zoom levels - these tiles use alpha channel for blending into underlying tiles, and it looks like this blending works differently in 2016. Maybe something that...
  12. igel

    Project Orbiter texture tree tools (OT3)

    Nope. Will try that now...
  13. igel

    New Release D3D9Client Development

    Thanks a lot - will try right away. Before that... I tried to play with tileedit myself. Used the precompiled version published in another forum - maybe also not the freshest build, but reported workable. However, in my case, I was not able to save edits. Tile gets geneared, I edit it, walk to...
  14. igel

    Project Orbiter texture tree tools (OT3)

    I tried to use treeman to convert base tiles used for my Baikonur bases. Original tiles - really great, realistic, very detailed and nice-blending tiles - (along with base config file) can be found in this addon. I am using tool and commands referenced in the top post if this thread - except...
  15. igel

    New Release D3D9Client Development

    Even more - once I create highest-res elev tiles in my areas - I want to retry digging trenches with .flt files. They might actually work for me! My early experiments were frustrating, but if the core reason was simply lack of proper underlying grid...
  16. igel

    New Release D3D9Client Development

    Oh, thanks for the offer! If possible, that will be a great help - myself, I'll be able to start looking at it no sooner than weekend! Addon file is here, just the bases. It may be best to experiment right with the most important one, Gagarin's Pad 1. Its coordinates are +63.3421845 +45.9203129...
  17. igel

    New Release D3D9Client Development

    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...
  18. igel

    New Release D3D9Client Development

    Hm. I did not think... maybe indeed the coarsness of .flt override is caused by the resolution of the tiles at that place? Which may be increased? Good idea to check. What is the "minimum" size of the individual ground "cell-pixel" (in meters) on Earth-size planet? What ultimate accuracy can I...
  19. igel

    New Release D3D9Client Development

    " base meshes not supported " - yes, I meant base tiles, sorry. I'll indeed look at base conversion tool once I solve the 3D puzzle. The thing that changed in 2016 is, I guess, simply the rendering order. In 2010, the "underground" portion of the mesh is rendered in front, as priority, still...
  20. igel

    New Release D3D9Client Development

    I just realized that if I use something like tooledit to dig any "true" small pit in the Orbiter's space fabric, I'll have to forgo any use of this "flattening" feature and will lave to do all flattening "hard way" in the same tooledit. Otherwise the flattening will override the pit (which is...
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