As mentioned here I'm asking fellow developers to provide community with tool that'd extract height and texture data for particular tile and covert it to msh format along with saving texture in temporary direction, and after editing of those files in 3rd party software properly incorporating them back into orbiter folder structure.
1. Advantages
- improving base developement time
- flattening only parts of base that need to be flatten (runways, launchpads etc)
- adding terrain features that can't be incorporated via heightmap and seamlessly merging them with scenery (vertices at the base of terrain feature match exactly to orbiter's terrain)
eg:
2. Feature list. - more detailed descrition later in the post
- GUI
- area selection - selcet tiles to extract
- subdivision tool - to locally increase terrain resolution (simple interpolation might do the job.
- export to external apps - basically it'll save msh (subdivided or not terrain file in msh format along with texture in dds or png format
- basic terrain + height points display
- selection files to import back to orbiter
- import function (either via putting it back to archive or just placing them with correct names and paths to local orbiter installation).
- generating txt or log file with list of files being imorted back to orbiter (so user can pack it as an add-on).
3. Selected feature description
- area selection - user should be able to enter base origin point and highlight tiles (left clisck) he wants to extract. Good idea would be to display current texture in this place (grabbed from orbiter), along with grid so user can choose which tiles he needs for this base visually instead of comparing it to google maps or something.
- subdivision tool - prior to export to external files user should be able to subdivide heightmap and texture. That can be done by simple drop down menu item with values like 2x, 4x etc.
- export to external apps - with this user should be able to export files to working directory (specified by user). Function should create msh file (it's text format and it's already compatibile with orbiter so let's keep it consistent) with height vertices being base of a plane.
Important: resulting mesh file should be 1:1 scale consistent with orbiter units.
File should be UVW mapped so user can edit both texture and msh file
example of exported file:
- basic terrain + height points display - - top down projection on texture with height points (few pixel wide) shaded dependent on height.
- import function - either via putting it back to archive or just placing them with correct names and paths to local orbiter installation. I'm inclining to second option as incorporating multiple bases in the same area might break archive or result in missing files for one base after overwiting tiles with another one.
Feel free to PM me if you need clarification on some points. Unfotunatelly my coding skills can be summed up with this awesome program
So I cannot help you with coding side, however if you need GUI elements (icons, arrows, points etc) or help with testing I'm all eager to participate.
1. Advantages
- improving base developement time
- flattening only parts of base that need to be flatten (runways, launchpads etc)
- adding terrain features that can't be incorporated via heightmap and seamlessly merging them with scenery (vertices at the base of terrain feature match exactly to orbiter's terrain)
eg:
2. Feature list. - more detailed descrition later in the post
- GUI
- area selection - selcet tiles to extract
- subdivision tool - to locally increase terrain resolution (simple interpolation might do the job.
- export to external apps - basically it'll save msh (subdivided or not terrain file in msh format along with texture in dds or png format
- basic terrain + height points display
- selection files to import back to orbiter
- import function (either via putting it back to archive or just placing them with correct names and paths to local orbiter installation).
- generating txt or log file with list of files being imorted back to orbiter (so user can pack it as an add-on).
3. Selected feature description
- area selection - user should be able to enter base origin point and highlight tiles (left clisck) he wants to extract. Good idea would be to display current texture in this place (grabbed from orbiter), along with grid so user can choose which tiles he needs for this base visually instead of comparing it to google maps or something.
- subdivision tool - prior to export to external files user should be able to subdivide heightmap and texture. That can be done by simple drop down menu item with values like 2x, 4x etc.
- export to external apps - with this user should be able to export files to working directory (specified by user). Function should create msh file (it's text format and it's already compatibile with orbiter so let's keep it consistent) with height vertices being base of a plane.
Important: resulting mesh file should be 1:1 scale consistent with orbiter units.
File should be UVW mapped so user can edit both texture and msh file
example of exported file:
- basic terrain + height points display - - top down projection on texture with height points (few pixel wide) shaded dependent on height.
- import function - either via putting it back to archive or just placing them with correct names and paths to local orbiter installation. I'm inclining to second option as incorporating multiple bases in the same area might break archive or result in missing files for one base after overwiting tiles with another one.
Feel free to PM me if you need clarification on some points. Unfotunatelly my coding skills can be summed up with this awesome program
Code:
10 print "Loru can't code"
20 goto 10
So I cannot help you with coding side, however if you need GUI elements (icons, arrows, points etc) or help with testing I'm all eager to participate.