General Question flatten the ground

Luis J

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I have created several bases, but I can not get them to settle well on the ground, especially if there are runways. In that case, the tracks are undulated by the terrain.

That already happened to me:
https://www.orbithangar.com/searchid.php?ID=7050

I would like to know how to level the floor to hold a base properly.
I have only found an application to edit Elevation Tiles: "ElvTileSplitter" (https://www.orbithangar.com/searchid.php?ID=7109), but with that I can not get what I want

Do you know an easy and simple way to flatten a small area of land to put a base?

Thank you
 
Check your Utils folder for tileedit.exe
 
I know there is a lot of stuff here and there. It would nice to pull it together.
 
Thanks

I know there is a lot of stuff here and there. It would nice to pull it together.


Thanks Gattispilot:

You are absolutely right: There are many things here and there

---------- Post added at 00:54 ---------- Previous post was at 00:40 ----------

Check your Utils folder for tileedit.exe

Thank you very much GLS:

I had not seen that application: Orbiter \ Utils \ tileedit.exe
In its attached document it says that in order for it to work properly, it must first install the correct version of MATLAB-runtime.
I downloaded and installed the correct version of MATLAB-runtime:
R2015a (8.5) 64bits (Windows)
But "Tileedit.exe" keeps giving the same error message:

Could not find the vers-8.5 of MATLAB-runtime.
Attempting to load mclmcrrt8_5.dll

Do you know why this happens to me and what can I do?

Thank you very much
 
No. I just installed and ran Tileedit: It did open another window but
:Undefined function or variable "ax".

Error in tileedit>refresh_fromgui (line 607)



Error in tileedit>popupmenu1_Callback (line 1144)



Error in gui_mainfcn (line 95)



Error in tileedit (line 42)



Error in @(hObject,eventdata)tileedit('popupmenu1_Callback',hObject,eventdata,guidata(hObject))


Error while evaluating UIControl Callback

Undefined function or variable "ax".

Error in tileedit>refresh_fromgui (line 607)



Error in tileedit>pushbutton1_Callback (line 1133)



Error in gui_mainfcn (line 95)



Error in tileedit (line 42)



Error in @(hObject,eventdata)tileedit('pushbutton1_Callback',hObject,eventdata,guidata(hObject))


Error while evaluating UIControl Callback
Then I tried as admin:
and got this:
Undefined function or variable "ax".

Error in tileedit>refresh_fromgui (line 607)



Error in tileedit_tileedit_OpeningFcn (line 71)



Error in gui_mainfcn (line 220)



Error in tileedit (line 42)



MATLAB:UndefinedFunction

and it closes

---------- Post added 03-22-18 at 05:27 AM ---------- Previous post was 03-21-18 at 08:27 PM ----------

So I guess a couple of first steps is get the hi-res files, extract using OT3?.
I deleted the tileedit.mat file and it worked.

https://www.orbiter-forum.com/showthread.php?t=36683&highlight=tileedit
 
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So I guess a couple of first steps is get the hi-res files, extract using OT3?.

OT3 (Orbiter Texture Tree Tools) is a set of tools to work on the 2016 texture tree format.

One of those tools is "treeman", which you can use to inspect the various texture tree layers as well as to extract data out of them. Two of these layers are "Elev" and "Elev_mod", the terrain information. You can use treeman to extract all or only a subset of the terrain information into elevation tiles.

Another tool in OT3 is "ele2png", which can convert the elevation tiles into PNG pictures and back again. Together with a graphics program, you can edit this PNG heightmaps to modify terrain information.

"Tileedit" is a stock Orbiter GUI tool that can operate on the extracted elevation tiles in fine granularity. You have to extract all tiles first from the two above mentioned layers to use it. You can do this extraction with the stock Orbiter CLI tool "texpack" as well, no need for OT3.
 
Thanks. So do you have to use the hi res or can you use the default low res?

But hey need to be extracted and go from there
 
Thanks. So do you have to use the hi res or can you use the default low res?

I don't understand this question in this context. Whatever texture tree archive you have for the elevation is not relevant for the editing mechanisms.
 
Sorry, So It doesn't matter hi or lo res. Which ever you extract, right?
 
There was a detailed discussion about this on the OT3 (Orbiter Texture Tree Tools) thread.
Some examples are there.


I didn't test this so I can be wrong, but you can edit any tile, at any level.
But you may get visual jumps as you get closer, since elevation values will no longer match across detail levels.
Or it might just look fine, so identify the tile(s) you need and edit, and see what you get.


I think Face's OT3 tool is the best we will get for 2016. The terrain data is just hard to work with.
 
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flatten a Tile

OT3 (Orbiter Texture Tree Tools) is a set of tools to work on the 2016 texture tree format.

One of those tools is "treeman", which you can use to inspect the various texture tree layers as well as to extract data out of them. Two of these layers are "Elev" and "Elev_mod", the terrain information. You can use treeman to extract all or only a subset of the terrain information into elevation tiles.

Another tool in OT3 is "ele2png", which can convert the elevation tiles into PNG pictures and back again. Together with a graphics program, you can edit this PNG heightmaps to modify terrain information.

"Tileedit" is a stock Orbiter GUI tool that can operate on the extracted elevation tiles in fine granularity. You have to extract all tiles first from the two above mentioned layers to use it. You can do this extraction with the stock Orbiter CLI tool "texpack" as well, no need for OT3.




I see that you must have a master (or doctorate) in all this topic of "Field Tiles",
But you are very expert and I do not understand everything you say very well.

I have searched for other publications of yours, and they are even more expert, talking about:
OT3, treeman; GUI treevis, ele2png, ele23DS, etc ...
But I do not find any of this in the directory: "Orbiter \ Utils \ ...." or in any Orbiter folder.

I just wanted to flatten a Tile to put a base, without complicating things much.
Can you give me some simple and easy advice to get it?
 
Well have you extracted the files, yet. That is first step, I think
 
But you are very expert and I do not understand everything you say very well.

I know, sorry. Unfortunately I'm no good teacher or tutorial maker.

But I do not find any of this in the directory: "Orbiter \ Utils \ ...." or in any Orbiter folder.

I just wanted to flatten a Tile to put a base, without complicating things much.
Can you give me some simple and easy advice to get it?

I can give you this link to the archive download to get the above mentioned tools. I suppose you know how to extract ZIP-archives, so I skip explanation for it. Extract the files in the archive to the /utils/ directory mentioned above.
I cannot give you a simple and easy advice to flatten a tile to put a base, beyond what I've already posted elsewhere. I think this is because it is no simple and easy task to begin with.

Perhaps somebody else - well versed in tutorial making - can explain it on a less "expert" level?
 
Sounds like a learning opportunity for me

https://www.orbiter-forum.com/showthread.php?t=37452&highlight=treeman

I am getting the hi res file now. Then I will extract the files

---------- Post added at 02:45 PM ---------- Previous post was at 07:38 AM ----------

So i got the hi res files:
bhDRP77.jpg

I put them in the Textures/Earth/Archive folder.
unzipped ot3 into utils directory
FQOUirE.jpg

Not sure on the command to extract
 
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I think this is because it is no simple and easy task to begin with.

:ditto:

Orbiter 2016 terrain system is just not designed for easy editing.


Anyway, to handle the terrain editing tools, I recommend getting familiar with .BAT scripts.

Those allow you to run command line programs in sequence, along with DOS commands for moving and renaming stuff.
It will make live easier.
 
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