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How to? #1
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Hi Maksim first of all thank you for all this. Oh yeah ... I just can't get the hang of the process. I only got to the first level ... of running the first scripts. I did some terrain mesh for FSX / P3D also with the ALOS PALSAR DEM source at 12,50m. But as you already said here you have to work only with DEM it is not a terrain mesh. |
I'm reworking the whole dem-cgl generation to be more intuitive and better functionalized. Until then, if you can't understand it, it is not your fault, but mine. |
Thanks! I'm very appreciative. |
What can I say, You are very courteous and helpful. Thank you! I am very grateful, |
Hi muumimorko |
Looking forward to seeing more of the process. I have a bunch of 1, 5 and 10m DEM files to process, but must I change format from a GeoTIFF? |
Hi muumimorko |
Not necessary. Current version uses Blue Marble Global Mapper, and it can process "anything". I'm working on moving away from Global Mapper to QGIS, because of GM license cost, 550$, although affordable in GIS world, is still a large sum of money. What comes to higher resolution DEMs, I believe now that at the moment it is not possible to load higher than level 12 from disk. (Means 40 meter resolution on the equator, better on higher latitudes) Reasons for that being:
The game does load level 8 CGLs from Azure, there is https involved, but the game "obeys" master certificate and windows proxy setting, so it seems "injection" there is possible :) That would maybe make level 14 possible (10 m on the equator). Also would allow loading textured TINs for extreme resolution.
I am not familiar with BGLs, but if they can be "unpacked" to raw elevation data, it should be easy to process to cgl. Would it make sense to do so, instead of processing from original data, though? |
Thanks a lot muumimorko for giving us such valuable explanations; in fact, very different from FSX/P3D; I don't know the way (if any) for extracting elevation data from FSX bgl's, I am only able to generate them from GeoTiff's with the resampler in the SDK. Should you need a sample file, I would be glad to send you some piece of that work. |
Would it make sense to do so, instead of processing from original data, though? |
TINs are used for photogrammetry areas in game. So also terrain. |
Hello @muumimorko, Happy New Year! Well, what I was missing in your workflow was that I had to create a catalog file with Global Mapper (I don't have much experience with GM). a) Created the .gmc catalog file b) After entering the geographical coordinates LatLon (-4.5930, 12.7525) in files 1_, 3_ and 4_if not padded, edges will go to zero elevationpx, py = bingtile.LatLongToPixelXY (-4.5930, 12.7525.6)
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New version is up. If there is further questions, please ask. In other news, there is GDAL-based heightmap generation script "genHeightmaps.py", which is able to generate BGL heightmaps. No docs for it, but it might give inspiration :) To be integrated with QGIS based "thing". |
The work done here is nothing short of amazing. Thank you for your incredible effort to the flightsim community! I will be sure to generate some heightmaps for Norway soon. Only thing that confuses me:
Can you simply put in the path to the map catalog here? |
Yes. |
What can I say? Except it works indeed. There's just one problem. MSFS will according to debug tile download DEM data from Azure instead of loading terrain from disk, so to use the CGL, offline mode must be enabled. Do you know if there's a way around this? |
No known way to "override" Azure, if there is higher resolution data in the cloud, the game will load it and ignore local data. And I agree that offline mode is not really an option. |
Very nice! Does this mean we can generate higher (or same) LODs as Azure and therefore override Azure? |
That's pretty good news. Will you be able to make the pyramid generation parameters match the game's parameters to fix spiking? |
Finally everything is fine ... the workflow is now very simple ... thank you very much !!! In GM we see the altitude of 1440,094 meters. ALOS Palsar file n44e034.tif has been translated into EGM2008. In MSFS2020 the altitude is 1388.289 mt / 4554.753 ft. The difference in altitude is 52 meters (lower altitude in MSFS). |
I don't know. Maybe it could be figured out by correlating input data and it's result in game. (Response test to known signal)
Same issue, kind of. Because pyramid generation algorithm does not match what the game does in inverse when it loads the terrain, the elevation values will not be absolutely correct, especially where there are large altitude changes.
Does it go away if you go close to it? |
Yes, when I get close they disappear (the shadow remains on the surface anyway). I downloaded scenery-glitch-fixes-for-update-1-12-13-0 and replaced the four default "vecnXXX.cgl" (H: \ MSFS_2020 \ Official \ OneStore \ fs-base-cgl \ CGL \ 120 ) with the update mod (vecn321, vecn330, vecn 323 and vecn 332). The result does not change, the artifacts are still visible. On my Google Drive you can find the _temp folder (I send you the relative link with a private message on "FSDeveloper") The Mesh_ETM12 folder contains the source files .tif ALOS Palsar while the _msl.tif files have been translated with egm208.tiff, as the DEM included in an ASF's ALOS PALSAR RTC product was converted from the orthometric height of the source DEM to ellipsoid height using the ASF MapReady geoid_adjust tool. The MiG-ETM12m-crimea-lvl12_EGM2008 folder The MiG-ETM12m-crimea-lvl12_ALOS_MD folder The MiG-ETM12m-crimea-lvl12_ALOS folder has the produced CGL files https://geographiclib.sourceforge.io/cgi-bin/GeoidEval?input=44.41102+33.51939&option=Submit |
Not fully understand how to use? =)
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