OHM Ascension Island 2016

jacquesmomo

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Thank you for this add-on !!!

:hmm: I have a question....
I have to learn how to make tiles for this new version 2016.
I don't understant yet how to make the "elevation file" (000471.elv file in your add-on)

Could you explain to me how to write (or compil??) this kind of file) ??

(sorry for my bad English, I'm french)...

I'm planning to make a new "CSG-Kourou-base" for Orbiter 2016 but I' think I have a lot of work first to understand how it works...

Thank you
 

jroly

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I tried it and it doesn't look as good as the Orbiter 2010 version which was Ascension Island v.2.1 or just called Wideawake International, no offence intended but it looks plain compared.
 
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marcogavazzeni

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Thank you for this add-on !!!

:hmm: I have a question....
I have to learn how to make tiles for this new version 2016.
I don't understant yet how to make the "elevation file" (000471.elv file in your add-on)

Could you explain to me how to write (or compil??) this kind of file) ??

(sorry for my bad English, I'm french)...

I'm planning to make a new "CSG-Kourou-base" for Orbiter 2016 but I' think I have a lot of work first to understand how it works...

Thank you
My changes to ELV files were only made ​​to make the airstrips flat as much as possible.

I used tileedit(Utils\tileedit.exe),this automatically created a Elev_mod files , the resolution of the elevations remained at level 13.

I downloaded the tile directly from yahoo map and I changed " manually " to fit the new version of Orbiter .

This can help to split the tile in the right way:
http://www.maptiler.org/google-maps-coordinates-tile-bounds-projection/

(sorry for my bad English, I'm french)...

I use the translator,I'm italian :lol:

I tried it and it doesn't look as good as the Orbiter 2010 version which was Ascension Island v.2.1 or just called Wideawake International, no offence intended but it looks plain compared.
oh..Wideawake is a fictional base,I made the real version ... you can implement using the Ascension mesh 2.1.
 

JonnyBGoode

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I tried it and it doesn't look as good as the Orbiter 2010 version which was Ascension Island v.2.1 or just called Wideawake International, no offence intended but it looks plain compared.
Wideawake International is a fictional futuristic base. This addon is Ascension Island pretty much as it looks today, from what I can tell. Additional buildings could easily be added to it to put it in the near future.
 

Face

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/Doc/PlanetTextures.pdf said:
A tile in the Elev_mod layer can only modify an existing tile in the Elev layer, not create a new tile. Therefore, for each tile in the Elev_mod layer, the corresponding tile in the Elev layer must exist.
The quote above implies that Elev_mod tiles without corresponding Elev tiles don't work. I guess you are working with high-res textures, because according to treeman, the Elev layer tile at /13/000278/000471.elv does not exist in the release distribution *.tree archive. This is what Elev.tree in release distribution consists of in summary:
Code:
S:\Development\Orbiter2016\Utils>treeman ..\Textures\Earth Elev -s -v
Examining Elev layer for ..\Textures\Earth
Reading header of S:\Development\Orbiter2016\Textures\Earth\Archive\Elev.tree
Header OK, reading TOC
Mapping TOC to file list
Level  1 not covered
Level  2 not covered
Level  3 not covered
Level  4 tiles:2 size:268524 compressed:85818 fully covered
Level  5 tiles:8 size:1074096 compressed:306467 fully covered
Level  6 tiles:32 size:4296384 compressed:1094614 fully covered
Level  7 tiles:119 size:15306368 compressed:3908038 fully covered
Level  8 tiles:384 size:48739206 compressed:13882897 fully covered
Level  9 tiles:1204 size:150784326 compressed:49014935 lat: -90.000° to 84.375° (bands 1-31 of 32) lon: -180.000° to 180.000° (bands 0-63 of 64)
Level 10 tiles:3971 size:483581543 compressed:171700025 lat: -90.000° to 84.375° (bands 2-63 of 64) lon: -180.000° to 180.000° (bands 0-127 of 128)
Level 11 tiles:42 size:4163222 compressed:2101525 lat: 22.500° to 47.813° (bands 30-47 of 128) lon: -84.375° to 16.875° (bands 68-139 of 256)
Level 12 tiles:104 size:11145846 compressed:6414721 lat: 25.313° to 47.813° (bands 60-91 of 256) lon: -84.375° to 16.875° (bands 136-279 of 512)
Level 13 tiles:265 size:33231595 compressed:20543679 lat: 28.125° to 47.813° (bands 120-175 of 512) lon: -81.563° to 16.875° (bands 280-559 of 1024)
Level 14 tiles:8 size:537448 compressed:140004 lat: 28.125° to 28.828° (bands 348-351 of 1024) lon: -80.859° to -80.508° (bands 564-565 of 2048)
Level 15 tiles:27 size:1813887 compressed:436062 lat: 28.125° to 28.828° (bands 696-703 of 2048) lon: -80.859° to -80.508° (bands 1128-1131 of 4096)
Level 16 tiles:9 size:604629 compressed:107048 lat: 28.521° to 28.652° (bands 1396-1398 of 4096) lon: -80.728° to -80.552° (bands 2259-2262 of 8192)
Level 17 tiles:26 size:1746706 compressed:212606 lat: 28.564° to 28.652° (bands 2792-2795 of 8192) lon: -80.728° to -80.552° (bands 4518-4525 of 16384)
Highest level:17, 5/17 covered, total tiles: 6201, total size: 757293780, total compressed: 269948439, compression savings: 64.354%
Perhaps this is the reason why some people have problems with the looks?
 

astroavion

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I agree. No usable hangers or anything. 2010 is way better.
I tried it and it doesn't look as good as the Orbiter 2010 version which was Ascension Island v.2.1 or just called Wideawake International, no offence intended but it looks plain compared.
 

Kyle

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I agree. No usable hangers or anything. 2010 is way better.
I'm not sure what the problem is here. You realize that Ascension Island is a real island, right? There's no hangers or launch pads on the real Ascension Island for you to launch anything. This isn't the 2016 version of Wideawake.
 

Face

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I'm not sure what the problem is here. You realize that Ascension Island is a real island, right? There's no hangers or launch pads on the real Ascension Island for you to launch anything. This isn't the 2016 version of Wideawake.
I think this is really a mistake many may suffer from.

For those who don't know, please note that WHAP contributed Wideawake's files to the ORL project years ago, so it still is in the current OMP distribution. Since the current plan is to make OMP 2016 compatible, there is also the plan to do the same to WIA (this is also one of the reasons why I'm working on treeman's base conversion feature). Textures are converted already, elevation is the next step:
 

statickid

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What would happen if I install this into 2010? Nothing?
 

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The Base blacks out when you zoom in close to it, along with other issues. Needs to be fixed.
 

fatcat

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Nice Base

Great to have a nice base with good textures that blend in with Orbiter 2016.
 

fullarmor2

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I think this is really a mistake many may suffer from.

For those who don't know, please note that WHAP contributed Wideawake's files to the ORL project years ago, so it still is in the current OMP distribution. Since the current plan is to make OMP 2016 compatible, there is also the plan to do the same to WIA (this is also one of the reasons why I'm working on treeman's base conversion feature). Textures are converted already, elevation is the next step:

How does your Island look so good? My 2010 Wideawake ascension Isalnd's hills and mountain have squares around them?
 

Abloheet

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I think this is really a mistake many may suffer from.

For those who don't know, please note that WHAP contributed Wideawake's files to the ORL project years ago, so it still is in the current OMP distribution. Since the current plan is to make OMP 2016 compatible, there is also the plan to do the same to WIA (this is also one of the reasons why I'm working on treeman's base conversion feature). Textures are converted already, elevation is the next step:

Face, can you please share the Wideawake modified 2016 version of Ascension Island, in the current state of development?
 

Face

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Face, can you please share the Wideawake modified 2016 version of Ascension Island, in the current state of development?
That development is long abandoned. Since OMP (or better yet ORL) is now practically on hold, and the 2016 version of it isn't including WIA anymore, I guess the appropriate files are lost. But I can take a look.
 

Face

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This ZIP contains the converted high-res tiles for WHAP's WIA addon. It also includes a modified base config (to remove the now superfluous high-res tile definition). In addition, there is a surface flattening file to make 20km around the base MSL0, so the old definitions of base elements match up again.
You will need D3D9Client 4.9 with activated terrain flattening and linear terrain interpolation (instead of cubic) to see this last bit, though.

The conversion is not perfect, it was an automated run with treeman's -b option. It was done on stock surface and mask trees, no clue how it would perform with high-res trees.
 

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Abloheet

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Face, the zip file you uploaded didn't have the mesh files of WIA, I took them from my old WIA.zip for orbiter 2010
 
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