New Release D3D9Client Development

blixel

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My guess is that it isn't working for anyone, unless they spotted and corrected my mistake. So here's the zip file again, this time with the correct directory structure. Sorry about that.

Looks good. I'm not sure what all the changes are, but I like that you got rid of that semi-transparent green color that was covering the forward view of the virtual cockpit. I never liked that.

It's good to see development is continuing on this graphics client.
 

aldarion

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Whenever rendering mode is set to disable I get this:

**** Creating simulation session
D3D9Client: [DirectX 9 Initialized]
D3D9Client: Sytem has XNA math support
D3D9Client: [3DDevice Initialized]
D3D9Client: [Compiling Effects for Shader Model 3.0]
D3D9Effect.cpp Line:280 Error:-2147467259 D3DXCreateEffectFromFileA(pDev, name, macro, 0, 0, 0, &FX, &errors)
Effect Error: NormalMap.fx(188,11): error X4000: variable 'cRefl' used without having been completely initialized
Mesh.fx(635,24): ID3DXEffectCompiler::CompileEffect: There was an error compiling expression
ID3DXEffectCompiler: Compilation failed
 

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  • Schowek01.jpg
    Schowek01.jpg
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Felix24

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Is it normal for VCs without emissive textures to be this bright in your experimental RC12?

Yes, at present it is normal for VCs without emissive textures to look like that. It is because I used the same ambient lighting model as if it had emissive textures.

The ambient lighting is calculated by this if emissive textures are present:

(saturate(gSun.ambient.rgb) + saturate(gSun.diffuse.rgb)) * gMtrl.ambient.rgb

Originally, ambient lighting was basically this:

saturate(gSun.ambient.rgb) * gMtrl.ambient.rgb

There are a few ways to fix this. One way is to use the old ambient model if emissive textures are not detected. But I'm worried about VCs that have a mix of textured and non-textured surfaces (like the switches in the Atlantis VC), and reverting the lighting model will make them look out of place if they are surrounded by panels with emissive textures.

Here's a trial fix that uses the reduces the emissive map (both with an emissive texture and without) according to how much light is striking the surface:

In Mesh.fx, find the line
Code:
colr = (emisMap * (1 - colr)) + colr;

and add this line directly before it

Code:
emisMap *= (1-saturate(diff));

See if that works better.
 

Felix24

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Whenever rendering mode is set to disable I get this:

Sorry, I forgot to initialize cRefl.

Here's the fix:

In NormalMap.fx, search for the line "float4 cRefl;" and replace it with "float4 cRefl = 0;"

Here's the file with the fix included:
 

Attachments

  • NormalMapFix.zip
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DaveS

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Yes, at present it is normal for VCs without emissive textures to look like that. It is because I used the same ambient lighting model as if it had emissive textures.

The ambient lighting is calculated by this if emissive textures are present:

(saturate(gSun.ambient.rgb) + saturate(gSun.diffuse.rgb)) * gMtrl.ambient.rgb

Originally, ambient lighting was basically this:

saturate(gSun.ambient.rgb) * gMtrl.ambient.rgb

There are a few ways to fix this. One way is to use the old ambient model if emissive textures are not detected. But I'm worried about VCs that have a mix of textured and non-textured surfaces (like the switches in the Atlantis VC), and reverting the lighting model will make them look out of place if they are surrounded by panels with emissive textures.

Here's a trial fix that uses the reduces the emissive map (both with an emissive texture and without) according to how much light is striking the surface:

In Mesh.fx, find the line
Code:
colr = (emisMap * (1 - colr)) + colr;
and add this line directly before it

Code:
emisMap *= (1-saturate(diff));
See if that works better.
This makes it look better.
 

Interceptor

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My guess is that it isn't working for anyone, unless they spotted and corrected my mistake. So here's the zip file again, this time with the correct directory structure. Sorry about that.
OK,thanks Felix24,it looks great BTW.:thumbup:
 

fort

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Hello everyone here and all my consideration to Jarmonik and all other contributors for this volume of time, of thought, of knowledge invested to D3D9 client .

I just discovered this client ( on a new PC ) and two subjects caught my attention.

First, the night lights - native lights, generic - in Orbiter basic version 2010 P1 .

I've spend a lot of days of " work " at this point ( this is London and around ) in the past :
POS -0.3515625 51.6796875

When you go there at night in Orbiter with, in the "visual parameters" of the launchpad, "planet night lights " enabled
(checked) and "night level" to an average of 0.7/0.8, lights are visible at any distance .

If i run the same scene in Orbiter_ng D3D9, these lights do not appear at all ( as such throughout Northern Europe and elsewhere may be but it's ok for France, Spain, for example but the brightnes is low ) but I also found that changing the value of "night level", or unchecking "planet night lights" in "visual parameters" does not alter the night lights that remain equivalent (if D3D9 cfg records out these modifications) on places where they appear .

If i use the High Level ( 14 ) textures on Canaveral, the night lights are there ( on Canaveral ).

Is this an issue that has already been mentioned here ? Is it a problem ( inadequate performance ) with the graphic card ?

Second point, a curiosity rather than a question.

I made a great curved meshe (for information : 74 x 40 km, but the size is not in question here) who received a single texture
in a dedicated base in the form :

BEGIN_OBJECTLIST
MESH
FILE hautgauche
POS -0.45 0 0
TEX hautgauche
undershadows
END
..................

...texture ... declared in base.cfg in BEGIN_TEXTURES .

The texture appeared, of course, pixelated, the merging of pixels operating as usual in such case only for dds reported in
bases in BEGIN_SURFTILELIST section .

In Orbiter_ng , I am surprised that the merging is effective even in such a case, for the same configuration. Is it the DirectX
version used by the client that allows this ? Is it the encoding of the client itself ?
 
Last edited:

SolarLiner

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the "merging of pixels" (called Interpolation) is applied everywhere in D3D9, whereas in the inline client it is only applied to the surface tiles.
 

fort

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Merci SolarLiner; ça confirme ce que je voyais et ça peut être utile.


Last news: one can see the nightlights at
MJD 55439.0455843863

:blink:
 
Last edited:

Interceptor

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Hey Felix24,in you experimental version I noticed what looks to be a small yellow FPS counter in the left hand corner of the screen is there a way to turn this off?Thanks
 

Felix24

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Hey Felix24,in you experimental version I noticed what looks to be a small yellow FPS counter in the left hand corner of the screen is there a way to turn this off?Thanks

No idea, I didn't add anything like that. Are you running Fraps or some benchmarking software, perhaps?
 

SolarLiner

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Might be the ENB Series FPS counter. When you press (Numpad) * it activates it. I noticed that not so long ago, I'll have to change it. (simply change the "KeyShowFPS" to another number on the "enbseries.ini" file)
 

Interceptor

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No,benchmarking software,and I haven't used the ENB series yet.Thanks

---------- Post added 02-01-14 at 02:40 AM ---------- Previous post was 01-31-14 at 09:20 PM ----------

No,benchmarking software,and I haven't used the ENB series yet.Thanks
OK, I figured out where the fps reading came from,sorry about that,but the weird thing was that it only showed up when using the D3d9 client.:facepalm:
 

fort

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Hello,

Does the development continues and any bugs or limitations can they still be subject to corrections or D3D9 should it be considered as almost complete ?

Incidentally: while in standard Orbiter, a terrain texture on a mesh is clearly pixelated (small squares), D3D9 allows their interpolation. Is it due to D3D9 or to the use of DirectX9 ?

In other words, could this be present in the standard version of Orbiter ?

Good day and thank you.
 
Last edited:

kuddel

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Hello fort,
Does the development continues and any bugs or limitations can they still be subject to corrections or D3D9 should it be considered as almost complete ?
Fair question:thumbup:
The development of D3D9Client continues, but currently at a much slower speed.
"almost" complete is the right term here ;) It will never be complete, but it has reached a quite stable state so far. Nevertheless, bugs (or missing features) will still be fixed if time permits.
You can participate in that development as well (if you are able to programm or just have good ideas). Just follow the development-thread. Many inputs from there have already found their way into the current D3D9Client code.

Incidentally: while in standard Orbiter, a terrain texture on a mesh is clearly pixelated (small squares), D3D9 allows their interpolation. Is it due to D3D9 or to the use of DirectX9 ?
I can not answer that question in detail, but the D3D9Client does make use of some DirectX9 features, that are not present in the inline (DirectX7) client. If you see smoothing of textures when using D3D9Client, this might be one of those differences ;) .

In other words, could this be present in the standard version of Orbiter ?
You can try to enhance the external D3D7Client code and see if it is possible. But I don't think it is worth the effort.

/Kuddel
 
Last edited:

orb

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If you see smoothing of textures when using D3D9Client, this might be one of those differences ;) .
If you use Orbiter Beta, you can also see texture smoothing in the in-line client, too (if they are the same textures you're talking about, e.g. base objects), so it isn't a D3D9 exclusive feature.
 

eddievhfan1984

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Sorry if the question may have answered earlier, but...

Is there any reason why a runway won't render with the D3D9 client?
 

DaveS

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Sorry if the question may have answered earlier, but...

Is there any reason why a runway won't render with the D3D9 client?
No problems with runway rendering here. Could you post a screenshot of the problem as well as the offending cfg file for analysis?
 

eddievhfan1984

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No problems with runway rendering here. Could you post a screenshot of the problem as well as the offending cfg file for analysis?

Here's the base config for Cape Canaveral:

Code:
BASE-V2.0
Name = Cape Canaveral
Location = -80.675 +28.5208
Size = 1000
MapObjectsToSphere = TRUE

BEGIN_NAVBEACON
VOR KSCX -80.53835 28.43352 112.70 500
END_NAVBEACON

BEGIN_OBJECTLIST
BLOCK
	POS -85 0 27.5
	SCALE 30 20 15
	TEX1 Fcd07 1 1
	TEX2 Fcd07 1 1
	TEX3 Roof01 2 1
END
BLOCK
	POS -85 0 57.5
	SCALE 30 20 15
	TEX1 Fcd07 1 1
	TEX2 Fcd07 1 1
	TEX3 Roof01 2 1
END
BLOCK
	POS -113 0 -131
	SCALE 80 15 60
	ROT 45
	TEX1 Fcd11 7.5 1.5
	TEX2 Fcd11 7.5 1.5
	TEX3 Roof01 4 3
END
BLOCK
	POS -107 15 -125
	SCALE 40 5 40
	ROT 45
	TEX1 Fcd06 3.05 0.333
	TEX2 Fcd06 3.05 0.333
	TEX3 Roof01 2.5 0.333
END
BLOCK
	POS 390 0 286
	SCALE 40 15 30
	ROT 30
	TEX1 Fcd04 2 1
	TEX2 Fcd04 2 1
	TEX3 Roof01 2 3
END
BLOCK
	POS 400 0 268.5
	SCALE 80 7 40
	ROT 30
	TEX1 Fcd05 3 0.5
	TEX2 Fcd05 3 0.5
	TEX3 Roof01 4 2
END
BLOCK
	POS 15 0 -115
	SCALE 20 7 30
	ROT 45
	TEX1 Roof01 3 0.5
	TEX2 Roof01 4 0.5
	TEX3 Roof01 3 4
END
BLOCK
	POS 7 0 -142
	SCALE 30 20 40
	ROT 45
	TEX1 Fcd04 3.1 2
	TEX2 Fcd04 4.1 2
	TEX3 Roof01 3 4
END
HANGAR
	POS 110 0 100
	SCALE 24 8 30
END
HANGAR
	POS 150 0 100
	SCALE 24 8 30
END
HANGAR2
	POS -200 0 20
	SCALE 30 10 30
	ROT 45
	TEX1 Wall01 6 1
	TEX2 Wall01 6 1
	TEX3 Roof02 2 1
END
HANGAR2
	POS -225 0 -5
	SCALE 30 10 30
	ROT 45
	TEX1 Wall01 6 1
	TEX2 Wall01 6 1
	TEX3 Roof02 2 1
END
HANGAR2
	POS -250 0 -30
	SCALE 30 10 30
	ROT 45
	TEX1 Wall01 6 1
	TEX2 Wall01 6 1
	TEX3 Roof02 2 1
END
SOLARPLANT
	POS 366 0 546
	GRID 10 10
	ROT 30
	TEX Solpanel
END
LPAD2A
	POS -218.39 0 -87.58
	ROT 45
	TEX Lpad02a
	NAV 128.10
END
LPAD2A
	POS -161.82 0 -31.01
	ROT 45
	TEX Lpad02a
	NAV 128.20
END
LPAD2A
	POS 0 0 46
	SCALE 0.75
	TEX Lpad02a
	NAV 132.05
END
LPAD2A
	POS 60 0 46
	SCALE 0.75
	TEX Lpad02a
	NAV 132.15
END
LPAD2A
	POS 120 0 46
	SCALE 0.75
	TEX Lpad02a
	NAV 132.25
END
LPAD2A
	POS 180 0 46
	SCALE 0.75
	TEX Lpad02a
	NAV 132.35
END
LPAD2A
	POS 30 0 -46
	SCALE 0.75
	TEX Lpad02a
	NAV 132.45
END
LPAD2A
	POS 90 0 -46
	SCALE 0.75
	TEX Lpad02a
	NAV 132.55
END
LPAD2A
	POS 150 0 -46
	SCALE 0.75
	TEX Lpad02a
	NAV 132.65
END
LPAD2A
	POS 210 0 -46
	SCALE 0.75
	TEX Lpad02a
	NAV 132.75
END
MESH
	FILE Tarmac2
	POS 0 0 0
	TEX taxiway2
	UNDERSHADOWS
	PRELOAD
END
MESH
	FILE vab
	OWNMATERIAL
	POS -7070 0 2280
      ROT 10
	SHADOW
	PRELOAD
END
BLOCK
	POS -7240 0 2013
	SCALE 55 32 42
	ROT 30
	TEX1 Fcd07 1.5 1.5
	TEX2 Fcd07 1.5 1.5
	TEX3 Roof01 4 4
END
BLOCK
	POS -7203 0 1947
	SCALE 55 32 42
	ROT 30
	TEX1 Fcd07 1.5 1.5
	TEX2 Fcd07 1.5 1.5
	TEX3 Roof01 4 4
END
BLOCK 
	POS -6227 0 2224
	SCALE 150 20 137
	ROT 1
END
BLOCK
	POS -6217.8 0 2299
	SCALE 129 10 13
	ROT 1
END
BLOCK
	POS -7283 0 1945
	SCALE 27 12.5 37
	ROT 30
END
BLOCK
	POS -7235 0 1972.5
	SCALE 90 6 34
	ROT 30
END
BLOCK
	POS -7280 0 2030
	SCALE 12 10 20
	ROT 300
END
BLOCK
	POS -7197 0 2083
	SCALE 15 12 26
	ROT 322
END
BLOCK
	POS -7358 0 1950
	SCALE 102 10 30
	ROT 102
END
BLOCK
	POS -7793 0 2060
	SCALE 57 33 27
	ROT 105
END
BLOCK
	POS -7850 0 2290
	SCALE 22 25 22
	ROT 105
END
HANGAR2
	POS -7870 0 2160
	SCALE 12 10 46
	ROOFH 2.5
	ROT 10
END
HANGAR3
	POS -7710 0 2170
	SCALE 20 10 50
	ROT 330
END
BLOCK
	POS -7737 0 2282
	SCALE 40 17 50
	ROT 330
END
BLOCK
	POS -7913 0 2107
	SCALE 15 7 9
	ROT 8
END
BLOCK
	POS -7865 0 2082
	SCALE 15 7 9
	ROT 98
END
BLOCK
	POS -8047 0 2105
	SCALE 22 13 12
	ROT 95
END
BLOCK
	POS -8030 0 2107
	SCALE 22 7 7
	ROT 95
END
BLOCK
	POS -7486 0 2099
	SCALE 43 30 60
	ROT 103
END
BLOCK
	POS -7503 0 2156
	SCALE 50 11 50
	ROT 103
END
BLOCK
	POS -7539 0 2148
	SCALE 50 9 10
	ROT 103
END
BLOCK
	POS -7530 0 2195
	SCALE 22 13 42
	ROT 103
END
BLOCK
	POS -7516 0 2216
	SCALE 22 18 22
	ROT 103
END
HANGAR2
	POS -6725 0 2310
	SCALE 22 10 35
	ROT 103
	ROOFH 3
END
HANGAR2
	POS -6715 0 2290
	SCALE 18 10 30
	ROT 103
	ROOFH 3
END
BLOCK
	POS -6665 0 2210
	SCALE 65 12 35
	ROT 103
END
BLOCK
	POS -6687 0 2205
	SCALE 63 8 10
	ROT 103
END
BLOCK
	POS -6646 0 2227
	SCALE 40 8 12
	ROT 103
END
BLOCK
	POS -6691 0 2190
	SCALE 11 4 6
	ROT 103
END
BLOCK
	POS -6710 0 2240
	SCALE 13 4.5 6
	ROT 103
END
BLOCK
	POS -6695 0 2100
	SCALE 20 10 15
	ROT 13
END
BLOCK
	POS -6690 0 2080
	SCALE 20 10 15
	ROT 13
END
HANGAR2
	POS -6568 0 2152
	SCALE 17 8 35
	ROT 13
	ROOFH 1.5
END
BLOCK
	POS -6578 0 2152
	SCALE 12 4 5
	ROT 103
END
BLOCK
	POS -6630 0 2120
	SCALE 18 6 18
	ROT 103
END
BLOCK
	POS -6615 0 2123.5
	SCALE 18 5.5 5
	ROT 103
END
BLOCK
	POS -6599 0 2127
	SCALE 18 7 12
	ROT 103
END
BLOCK
	POS -6594 0 2104
	SCALE 18 7 12
	ROT 103
END
BLOCK
	POS -6612 0 2100
	SCALE 18 5.5 5
	ROT 103
END
BLOCK
	POS -6630 0 2096
	SCALE 18 6 15
	ROT 103
END
HANGAR2
	POS -6650 0 2092
	SCALE 5 5 16
	ROT 13
	ROOFH 1
END
BLOCK
	POS -6663 0 2090
	SCALE 12 4 4
	ROT 103
END
HANGAR2
	POS -6652 0 2116
	SCALE 7 6.5 16
	ROT 13
	ROOFH 2
END
HANGAR2
	POS -6659.5 0 2114.2
	SCALE 7 6.5 16
	ROT 13
	ROOFH 2
END
HANGAR
	POS -6391 0 2375
	SCALE 22 20 50
	ROT 112
END
BLOCK
	POS -6444 0 2126
	SCALE 35 15 20
	ROT 90
END
BLOCK
	POS -6447 0 2100
	SCALE 25 11 17
	ROT 90
END
HANGAR2
	POS -6401.5 0 2125
	SCALE 18 5.5 28
	ROT 0
	ROOFH 1
END
BLOCK
	POS -6402 0 2169
	SCALE 19 6.5 31
	ROT 0
END
BLOCK
	POS -6361 0 2218
	SCALE 9 6.5 37
	ROT 0
END
BLOCK
	POS -6747 0 2495
	SCALE 40 7 61
	ROT 103
END
BLOCK
	POS -6775 0 2535.5
	SCALE 31 6 21
	ROT 103
END
BLOCK
	POS -6738 0 2544
	SCALE 31 6 33
	ROT 103
END
BLOCK
	POS -6762 0 2581
	SCALE 26 5.5 50
	ROT 103
END
BLOCK
	POS -6755 0 2617
	SCALE 27 6 38
	ROT 103
END
BLOCK
	POS -6751 0 2639.5
	SCALE 16 6 20
	ROT 103
END
BLOCK
	POS -6712 0 2672
	SCALE 55 6 18
	ROT 106
END
BLOCK
	POS -6597 0 2542
	SCALE 36 6.5 55
	ROT 105
END
BLOCK
	POS -6760 0 2765
	SCALE 30 5 22
	ROT 80
END
BLOCK
	POS -6750 0 2770
	SCALE 27 9 12
	ROT 80
END
HANGAR2
	POS -6760 0 2813
	SCALE 20 6 32
	ROT 146
	ROOFH 2
END
BLOCK
	POS -6772 0 2835
	SCALE 13 14 28
	ROT 140
END
BLOCK
	POS -6758.6 0 2851
	SCALE 13 4 14
	ROT 140
END
BLOCK
	POS -6766 0 2892
	SCALE 7 4 20
	ROT 21
END
BLOCK
	POS -6775 0 2915
	SCALE 7 4 12
	ROT 21
END
BLOCK
	POS -6261 0 2372
	SCALE 22 8 28
	ROT 90
END
BLOCK
	POS -6228 0 2362
	SCALE 14 8 20
	ROT 90
END
BLOCK
	POS -6187 0 2375
	SCALE 40 7 11
	ROT 90
END
BLOCK
	POS -6212 0 2389
	SCALE 12 7 40
	ROT 90
END
BLOCK
	POS -5998 0 2153
	SCALE 40 8 76
	ROT 0
END
BLOCK
	POS -5966 0 2139
	SCALE 36 12 25
	ROT 0
END
BLOCK
	POS -5966 0 2161.5
	SCALE 36 17 20
	ROT 0
END
BLOCK
	POS -5946 0 2170
	SCALE 30 11 36
	ROT 0
END
BLOCK
	POS -5965 0 2212
	SCALE 8 7 8
	ROT 0
END
BLOCK
	POS -6002 0 2292
	SCALE 20 7 20
	ROT 0
END
HANGAR2
	POS -5940 0 2281
	SCALE 14 7 20
	ROOFH 1.5
	ROT 0
END
HANGAR2
	POS -5943 0 2299
	SCALE 7 4.5 9
	ROOFH 0.5
	ROT 0
END
BLOCK
	POS -5969 0 2293
	SCALE 4 3.5 13
	ROT 0
END
BLOCK
	POS -5960 0 2295
	SCALE 2.5 3 11
	ROT 0
END
BLOCK
	POS -5877.5 0 2310
	SCALE 12 6 12
	ROT 0
END
BLOCK
	POS -5832 0 2312.5
	SCALE 14 3.5 8
	ROT 0
END
BLOCK
	POS -5876 0 2159
	SCALE 4 4 11
	ROT 0
END
HANGAR2
	POS -5878 0 2150
	SCALE 5 3.5 8
	ROOFH 0.5
	ROT 0
END
BLOCK
	POS -5781 0 2275
	SCALE 17 7.5 36
	ROT 0
END
BLOCK
	POS -5726 0 2309
	SCALE 60 6.5 7
	ROT 0
END
BLOCK
	POS -5710 0 2281
	SCALE 13 5.5 14
	ROT 0
END
BLOCK
	POS -5707 0 2255
	SCALE 18 5.5 12
	ROT 0
END
BLOCK
	POS -5686 0 2297
	SCALE 8 5 16
	ROT 0
END
BLOCK
	POS -5831 0 2043
	SCALE 16 10 10
	ROT 0
END
BLOCK
	POS -5771 0 2042
	SCALE 13 7.5 5.5
	ROT 0
END
BLOCK
	POS -5738 0 2057
	SCALE 28 9.5 22
	ROT 0
END


BLOCK
	POS -7376 0 1782
	SCALE 17 7 35
	ROT 301
END
BLOCK
	POS -7382 0 1918
	SCALE 13 6 19
	ROT 102
END
HANGAR2
	POS -7130 0 2030
	SCALE 14 6 30
	ROOFH 2
	ROT 33
END
BLOCK
	POS -6971 0 2071
	SCALE 40 16 78
	ROT 15
	TEX1 Fcd15 2 1.7
	TEX2 Fcd15 4 1.7
END
BLOCK
	POS -7048 0 2085
	SCALE 23 3 14
	ROT 105
END
TANK
	POS -7112 0 2130
	SCALE 12 15 12
END
TANK
	POS -7084 0 2135
	SCALE 12 15 12
END
BLOCK
	POS -6803 0 2110
	SCALE 70 29 60
	ROT 104
	TEX1 Fcd14 3 3
	TEX2 Fcd14 3 3
END
BLOCK
	POS -6878 0 2159
	SCALE 40 10 38
	ROT 104
END
BLOCK
	POS -6860 0 2140
	SCALE 15 9 20
	ROT 104
END
BLOCK
	POS -7189 0 2701
	SCALE 29 9 29
	ROT 55
END
HANGAR3
	POS -7028 0 2856
	SCALE 17 9 65
	ROT 191
END
BLOCK
	POS -10555 0 -1655
	SCALE 25 7 20
	ROT 30
	TEX1 Fcd11 4.5 1
	TEX2 Fcd11 4.5 1
	TEX3 Roof01 4 3
END
BLOCK
	POS -10590 0 -1485
	SCALE 10 28.5 10
	ROT 30
END
BLOCK
	POS -8720 0 -380
	SCALE 35 12 30
	ROT 30
	TEX1 Fcd04 2 1
	TEX2 Fcd04 2 1
	TEX3 Roof01 2 3
END
BLOCK
	POS -8793 0 -361
	SCALE 30 8 18
	TEX1 Fcd05 2 0.5
	TEX2 Fcd05 1 0.5
	ROT 30
END
BLOCK
	POS -8508 0 -170
	SCALE 40 12 54
	ROT 80
	TEX1 Fcd04 2 1
	TEX2 Fcd04 2 1
	TEX3 Roof01 2 3
END
BLOCK
	POS -8557 0 -177
	SCALE 10 7 20
	ROT 169
	TEX3 Roof01 2 2
END
HANGAR2
	POS -8586 0 -190
	SCALE 25 10 55
	ROOFH 3
	ROT 169
	TEX2 Fcd07 4 1
	TEX3 Roof01 4 2
END
HANGAR2
	POS -8583 0 -160
	SCALE 40 12 40
	ROOFH 5
	ROT 169
	TEX2 Fcd07 3 1
	TEX3 Roof01 3 3
END
HANGAR3
	POS -8560 0 -83
	SCALE 75 20 65
	ROT 258
	TEX3 Roof02 6 4
END
BLOCK
	POS -8471 0 -74
	SCALE 17 6 9
	ROT 80
END
MESH
	FILE KSC_8
	POS 0 -5 0
	TEX Cape23
	PRELOAD
;END
;MESH ; Pad 39B tower
;	FILE KSC_3
;	POS -11830 0 5280
;	ROT 178
;	TEX Cape18
;	SHADOW
;	PRELOAD
;END
;MESH ; Pad 39B base
;	FILE KSC_4
;	POS -11830 0 5280
;	ROT 178
;	TEX Cape19
;	SHADOW
;	PRELOAD
;END
MESH ; Pad 39B
	FILE KLC39B
      POS -11830 0 5280
	ROT 0
	SHADOW
	OWNMATERIAL
	PRELOAD
END
MESH ; Pad 39B ground textures
    FILE KLC39Bground
    POS -11830 0 5280
	ROT 0
	UNDERSHADOWS
	OWNMATERIAL
	PRELOAD
END
;MESH ; dummy ground texture
;      FILE dummy
;      POS -11830 0 5280
;	ROT 0
;	TEX tmp
;	OWNMATERIAL
;	PRELOAD
;END
MESH ; dummy transparent square for clipping exhaust
	FILE KSC_10
	POS -11830 0 5280
	ROT 178
	TEX Cape19
	PRELOAD
END
LPAD2
	POS -11001 0 5056
	ROT 90
	SCALE 0.1
	TEX Lpad02
END
RUNWAY
	END1 -8220 0 -600
	END2 -12670 0 -3155
	WIDTH 100
	ILS1 134.2
	ILS2 134.2
	RWTEX Runway2
	NRWSEG 15
	RWSEG1 1 0.025 0.5 0.75 1 0.852
	RWSEG2 1 0.025 0.5 0.75 1 0.852
	RWSEG3 1 0.007 0.5 0.75 0.852 0.7305
	RWSEG4 1 0.06 0.5 0.75 0.5 0.03125
	RWSEG5 1 0.007 0.5 0.75 0.7305 0.6133
	RWSEG6 1 0.1 0.5 0.75 0.5 0.03125
	RWSEG7 1 0.007 0.5 0.75 0.6133 0.5
	RWSEG8 6 0.538 0.5 0.75 0.5 0.03125
	RWSEG9 1 0.007 0.5 0.75 0.5 0.6133
	RWSEG10 1 0.1 0.5 0.75 0.03125 0.5
	RWSEG11 1 0.007 0.5 0.75 0.6133 0.7305
	RWSEG12 1 0.06 0.5 0.75 0.03125 0.5
	RWSEG13 1 0.007 0.5 0.75 0.7305 0.852
	RWSEG14 1 0.025 0.5 0.75 0.852 1
	RWSEG15 1 0.025 0.5 0.75 0.852 1
END
RUNWAYLIGHTS
	END1 -8220 -3 -600
	END2 -12670 -12 -3155
	WIDTH 100
	PAPI 20.0 3.0 -2000
	VASI 1.5 152 671
	TD_DISP 257
	TD_LENGTH 1000
	DECISION_DIST 300
	APPROACH_START 1000
END
RUNWAY
	END1 6860 0 11805
	END2 4978 0 9398
	WIDTH 100
	ILS1 132.6
	ILS2 132.6
	RWTEX Runway2
	NRWSEG 9
	RWSEG1 1 0.018 0.25 0.5 1 0.875
	RWSEG2 1 0.088 0 0.25 0.5 0
	RWSEG3 1 0.018 0.25 0.5 0.75 0.625
	RWSEG4 1 0.088 0 0.25 0.5 0
	RWSEG5 5 0.576 0 0.25 1 0.5
	RWSEG6 1 0.088 0 0.25 0.5 0
	RWSEG7 1 0.02 0.25 0.5 0.625 0.75
	RWSEG8 1 0.088 0 0.25 0 0.5
	RWSEG9 1 0.02 0.25 0.5 0.875 1
END
RUNWAYLIGHTS
	END1 6860 -13 11805
	END2 4978 -7 9398
	WIDTH 100
	TD_DISP 0
	TD_LENGTH 800
	DECISION_DIST 300
	APPROACH_START 1000
END
END_OBJECTLIST

BEGIN_SURFTILELIST
2 -462 160 3
2 -461 160 3
2 -462 161 3
2 -461 161 3
2 -462 162 3
2 -461 162 3
2 -462 163 3
2 -461 163 3
2 -460 164 3
3 -920 320 3
3 -919 320 3
3 -918 320 3
3 -917 320 3
3 -920 321 3
3 -919 321 3
3 -918 321 3
3 -920 322 3
3 -919 322 3
3 -918 322 3
3 -920 323 3
3 -919 323 3
3 -918 323 3
3 -917 323 3
3 -920 324 3
3 -919 324 3
3 -918 324 3
3 -917 324 3
3 -920 325 3
3 -917 325 3
3 -920 326 3
3 -919 326 3
3 -918 326 3
3 -920 327 3
3 -919 327 3
4 -1838 650 3
4 -1837 650 3
4 -1836 650 3
4 -1835 650 3
4 -1838 651 3
4 -1837 651 3
4 -1836 651 3
4 -1835 651 3
END_SURFTILELIST
 

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  • No runway.jpg
    No runway.jpg
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  • Orbiter.log
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Last edited by a moderator:

kuddel

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Here's the base config for Cape Canaveral:
..I would expect that the runway is "below" the base tiles.
You can check that if you zoom in closer (~ serveral meters from 'ground') and pan with the mouse so that you can see "from below the surface".
I expect that you see the runway there.
Be advised however that the runway texture is transparent from one (bottom) side, so you might have to 'look' at a very shalow angle 'between' base-tile and runway.
If my assumtion is correct, you should be able to see the runways top 'below' the base-tiles bottom (which is also transparent from 'below').

Enough confusion? ;)

/Kuddel
 
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