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Old 05-01-2017, 05:15 PM   #361
Abloheet
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Quote:
Originally Posted by GLS View Post
 I modified an elevation tile (level 15, the highest level of the area) and placed it in the Elev_mod, and sometimes the shadows and vessel touchdown points seem to be using the original tile or a lower resolution tile. Maybe related, the area only has a level 13 surface (texture) tile.
There isn't any level 14 tile in between?
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Old 05-01-2017, 05:22 PM   #362
GLS
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Quote:
Originally Posted by Abloheet View Post
 There isn't any level 14 tile in between?
The area in question has elevation tiles from level 4 to level 15, and surface (texture) tiles from level 1 to level 13. I just edited the level 15 elevation tile.
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Old 08-30-2017, 02:13 AM   #363
martins
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It's been a while, but here is the next beta for you perusal and enjoyment.
Retrieve the beta (#67) from the usual location via SVN.

This one mainly adds support for quadtree-based surface labels. To get this working, you need to download the quadtree archives for the label layers (Label.tree) from the texture repository. Label layers are currently available for Earth and Mars. Install them by copying the tree file to the appropriate location like any other quadtree layers.

The Earth layers in particular are now quite extensive. There's a label for every City, suburb and village, plus pretty much every airport, heliport and airstrip. Also mountains, rivers and forests. Let me know what you think.

The new quadtree-based layers can be customised the same way as the old-style labels (Ctrl-F9, Planetarium->Markers->Surface->Config).

This currently only works with the inline client and the external D3D7Client. For other clients you'll have to wait for the changes to be implemented.

There is a new OVP commit (#59) to go with this beta.

In other news, the tileedit tool has been debugged to fix the worst CTDs. Should be a bit less annoying to use. The bad news is that you need new Matlab runtimes (R2015b).
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Old 08-30-2017, 08:44 AM   #364
kuddel
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Hi Martin,

I've seen your new commits and have a problem...

I've "installed" the Label quadtree files at \Textures\Earth\Archive\ rsp. \Textures\Mars\Archive\, but I cannot select anything at the "F9-Dialog".

The bodies without Label quadtree files work as before (see 2nd Attachment)

..and, yes, I'm running the inline-client
Attached Thumbnails
Earth.jpg   Europa.jpg  
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Old 08-30-2017, 08:49 AM   #365
Face
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Quote:
Originally Posted by kuddel View Post
 Hi Martin,

I've seen your new commits and have a problem...

I've "installed" the Label quadtree files at \Textures\Earth\Archive\ rsp. \Textures\Mars\Archive\, but I cannot select anything at the "F9-Dialog".

The bodies without Label quadtree files work as before (see 2nd Attachment)

..and, yes, I'm running the inline-client
I guess this is due to a missing Label.cfg. The updated PlanetTextures.pdf contains this:
Quote:
A label layer for a planet should be accompanied by a label legend in file Config\<planet>\Label.cfg where <planet> is the planet’s name. Label.cfg is an ASCII text file in UTF-8 format, where each line describes a label type, with the format
<typeid> <default-visible> <r> <g> <b> <typename>
where <typeid> is a character defining the type, corresponding to the IDs in the quadtree files, <default-visible> is one of characters ‘x’ (visible by default) or ‘o’ (not visible by default), <r>, <g> and <b> are the red, green and blue components (0-255) of the colour with which the labels are displayed, and <typename> is a string describing the label type.
The user can activate and deactivate the display of specific label types by opening the Planetarium dialog (Ctrl-F9), enabling Surface Markers, and opening the Surface Marker Config list to select label types.
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Old 08-30-2017, 08:59 AM   #366
kuddel
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Thanks Face!
You don't have by chance one of those Label.cfg files, right?
So I think I'll have to wait for r68...
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Old 08-30-2017, 09:53 AM   #367
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Quote:
Originally Posted by kuddel View Post
 Thanks Face!
You don't have by chance one of those Label.cfg files, right?
So I think I'll have to wait for r68...
I've unpacked the Earth label layer to see the content and noticed the type "C" (presumably for "City") being prevalent. So I think a file with the following content should suffice to see the labels of that type:
Quote:
C x 255 255 255 Cities
W x 255 0 0 Water
M x 0 255 0 Mountains
A x 0 0 255 Airports
EDIT: at level 11 there is also W (Water), M (Mountain), A (Airport).

---------- Post added at 11:53 ---------- Previous post was at 11:30 ----------

Mars seems to have some different type characters:
Quote:
a x 255 255 255 Catena
b x 255 255 255 Chaos
c x 255 255 255 Chasma
d x 255 255 255 Colles
e x 255 255 255 Lingula
f x 255 255 255 Fossae
g x 255 255 255 Palus
h x 255 255 255 Serpens
m x 255 255 255 Mensae
p x 255 255 255 Planum
s x 255 255 255 Sulci
t x 255 255 255 Tholi
v x 255 255 255 Vastitas
B x 255 255 255 Cavi
C x 255 255 255 Landing sites
D x 255 255 255 Dorsa
E x 255 255 255 Events
F x 255 255 255 Fluctus
G x 255 255 255 Patera
L x 255 255 255 Labyrinthus
M x 255 255 255 Montes
P x 255 255 255 Planitia
R x 255 255 255 Rupes
S x 255 255 255 Scopuli
T x 255 255 255 Terra
U x 255 255 255 Undae
V x 255 255 255 Vallis

Last edited by Face; 08-30-2017 at 09:34 AM.
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Old 08-30-2017, 10:28 AM   #368
martins
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Ah sorry, I forgot to add these Label.cfg files to the SVN repository. I'll do a new commit tonight.
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Old 08-30-2017, 10:43 AM   #369
Ripley
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Will the torrents be repacked as well with the new content?
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Old 08-30-2017, 12:17 PM   #370
kuddel
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The current label legend config file documentation seems to be incorrect (but it might be valid after next commit)
I only got the selection Dialog working, and only with this "format":
Code:
C x O 255 255 255Cities
W o D 255 0 0Water
M o M 0 255 0Mountains
A x W 0 0 255Airports
Format:
<typeid> <default-visible> <symbol> <r> <g> <b><typename>

Note the "missing" space between <b> and <typename>! Else the name is listed with a leading space.

<typeid> is a character defining the type, corresponding to the IDs in the quadtree files,
<default-visible> is one of characters ‘x’ (visible by default) or ‘o’ (not visible by default),
<symbol> is a character defining the style of the marker symbol -one of 'S' (rectangle), 'O' (circle), 'D' (delta), 'N' (Nabla)-.
<r>, <g> and <b> are the red, green and blue components (0-255) of the colour with which the labels are displayed, and
<typename> is a string describing the label type.

But as noted, with this I was only able to let the selection dialog work - no rendering of the Labels (yet).
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Old 08-30-2017, 12:34 PM   #371
Face
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Quote:
Originally Posted by kuddel View Post
 But as noted, with this I was only able to let the selection dialog work - no rendering of the Labels (yet).
Did you try debugging the new OVP D3D7 code to check what GetSurfaceMarkerLegend() returns in the struct? It's in the TileLabel class Render() method.
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Old 08-30-2017, 02:36 PM   #372
kuddel
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Quote:
Originally Posted by Face View Post
 Did you try debugging the new OVP D3D7 code to check what GetSurfaceMarkerLegend() returns in the struct?
...kind of

The following...
PHP Code:
//...
const GraphicsClient::LABELTYPE *lspec;
DWORD dummynl gc->GetSurfaceMarkerLegend(hObj, &lspec);
for (
auto i 0i<nl; ++i) {
  ++
dummy;
}
//... 
...was inserted in some other project[1] I had lying around. But other that that, I did exactly that!

[1]...it wasn't OVP D3D7
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Old 08-30-2017, 03:50 PM   #373
Face
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Quote:
Originally Posted by kuddel View Post
 ...kind of

The following...
PHP Code:
//...
const GraphicsClient::LABELTYPE *lspec;
DWORD dummynl gc->GetSurfaceMarkerLegend(hObj, &lspec);
for (
auto i 0i<nl; ++i) {
  ++
dummy;
}
//... 
...was inserted in some other project[1] I had lying around. But other that that, I did exactly that!

[1]...it wasn't OVP D3D7
Did it come up empty, then?
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Old 08-30-2017, 04:53 PM   #374
kuddel
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Quote:
Originally Posted by Face View Post
 Did it come up empty, then?
Didn't check the "empty" / "no config files" scenario, just started with your suggestion and tweaked them until it "fitted".

Just checked: In case of missing Label.cfg, GetSurfaceMarkerLegend() returns 0 and sets the LABELTYPE pointer to NULL! As expected.

Last edited by kuddel; 08-30-2017 at 05:24 PM.
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Old 08-30-2017, 05:19 PM   #375
Face
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Quote:
Originally Posted by kuddel View Post
 Didn't check the "empty" / "no config files" scenario, just started with your suggestion and tweaked them until it "fitted".
What I meant was if you already tried the GetSurfaceMarkerLegend() call with your tweak (the one where you've got selection entries) and checked what was inside the struct. And whether it was empty or not.
Thing is: if it is not empty, I bet the D3D7 OVP client renders the labels, because the code suggests so. If it was empty - although you used the "showing entries" Label.cfg - there is some bug in Orbiter, at least in the OVP layer.
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