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Merauke and Tsili backgrounds not showing

kdriver

Library Staff
Staff member
I have installed the above two airfield sceneries and everything is showing up except for the background bitmaps, i.e. meraukewa.bmp, tsiliwa.bmp, etc. Background textures for all other previously installed aerodromes are working fine.

Any ideas?

Thanks,
Kevin
 
Here are the aerial shots - there are runways and GSL objects but no aprons, dispersals, taxiways, etc.
 
Well, I did it according to Arndt's instructions:

[FONT=&quot]Copy the Merauke_Air_Drome Scenery folder into your root CFS2 directory [/FONT]

After activation- even without moving the folder up or down in my scenery library list- everything looks fine.

All I can tell you is that whatever the problem is, its something very simple.

BTW what do you have your Image Quality sliders set to? Make sure they are all maxed out.
 
You are quite right - the problem was very simple. I moved the slider one notch up to "Extremely Dense" and that fixed the problem.

Thanks very much MaskRider.
 
Yes, Arndt set the scenery complexity for the ground polys to extremely dense during the design process. Personally I always set mine to "normal" or leave it at the default of "very sparse"- which causes it to show up always. Arndt's is actually the more considerate way of doing things for those users with slightly slower machines.
 
Oh Lactose Intollerent

Now I see the errors of my way. Sorry 'bout that kdriver. Never knew that could happen Maskrider. So if my sim is set to Extremely Dense this will be picked up in the .bgl file. Is this correct?

Also another thing I noticed in kd's screenshot is the Landclass. It is not the one I intended for Tsili. And this is due to the fact that in my CFS2, I'm using Pen32win's Texture Guide. A bunch of renamed texture .bmp's not original to the Pactex2 version. :banghead: This weekend I will make a new LC .bgl to correct that and upload it.

Thanks for taking care of this problem Mask...and giving me a few more smarts on the subject. :ernae:
Dave
 
Hiya Dave,

Yeah scenery complexity is one of the object parameters the scenery designer can set when using FSSC- including for the polys. Back in the olden days, before GSL objects (for which no complexity parameter can be set) it was customary- I never did it :icon_lol:- to set several "layers" of scenery complexity for the APIMacro objects included in the scenery.

This was a way to accomodate different machine capabilities among users of the scenery. Folks with slower machines could set their machines to very sparse and only objects marked as very sparse would show up- say the control towers and hangars. As they added higher levels of complexity (density) more objects would show up- at the highers level maybe the more numerous trees would become visible. People with varying machine capabilities could adjust the number of scenery obejects that would need to be "drawn" by their computer by adjusting the scenery complexity level.

Being able to specify scenery complexity is one of the really nice things about using macros as opposed to GSL objects. Other nice things about macros: you can set the distance at which they will become visible and you can scale them. Disadvantage- you cann't blow them up. I still use them here and there- don't really care if I can blow them up.:)

Chris
 
And this is due to the fact that in my CFS2, I'm using Pen32win's Texture Guide. A bunch of renamed texture .bmp's not original to the Pactex2 version.
Dave

Speaking of which, Dave, is this Pwen32Wins LC guide?
000 000 Ocean, Sea, Large Lake
001 031 Y Large City Urban Grid Wet
100 000 Ocean, Sea, Large Lake
101 031 Y Large City Urban Grid Wet
102 031 Y Large City Urban Grid Dry
103 031 Y Large City Urban Non Grid Wet
121 031 Y Large City Urban
104 031 Y Large City Urban Non Grid Dry
105 035 Y Medium City Urban Grid Wet
106 035 Y Medium City Urban Grid Dry
107 035 Y Medium City Urban Non Grid Wet
108 035 Y Medium City Urban Non Grid Dry
109 047 Y Large City Suburban Grid Wet
110 047 Y Large City Suburban Grid Dry
111 047 Y Large City Suburban Non Grid Wet
112 047 Y Large City Suburban Non Grid Dry
113 008 Y Towns and Crops
114 008 Y Towns and Crops
115 047 Y Large City Suburban
116 008 Y Towns and Crops
117 047 Y Large City Suburban
118 047 Y Large City Suburban
119 008 Y Towns and Crops
120 008 Y Towns and Crops
122 001 Snow and Rock
142 001 Rock Ice
130 056 Rock
008 002 Bare Desert
019 025 Evergreen Forest And Fields
042 052 Cold Grassland
050 002 Sand Desert
069 056 Rock
129 002 Bare Desert
132 132 Coral
136 136 Cement
137 137 Tan Sand Beach
141 056 Rock Volcanic
133 133 Lava
138 138 Black Sand Beach
056 025 Forest And Field
057 025 Cool Forest And Field
131 131 Dirt
013 027 Broadleaf Forest
017 022 Coniferous Forest
005 027 Broadleaf Forest
025 027 Broadleaf Forest
054 027 Broadleaf Forest
027 022 Coniferous Forest
028 060 Montane Tropical Forests
029 027 Broadleaf Forest
032 011 Dry Tropical Woods
089 011 Moist Eucalyptus
091 011 Woody Savanna
033 019 Tropical Rainforest
045 018 Marsh Wetland
072 018 Marsh Wetland
090 059 Rain Green Tropical Forest
134 134 Park
006 027 Broadleaf Forest
003 022 Coniferous Forest
022 022 Coniferous Forest
062 022 Coniferous Forest
063 022 Coniferous Forest
020 022 Coniferous Forest
021 022 Coniferous Forest
004 022 Coniferous Forest
023 027 Cool Mixed Forest
024 027 Broadleaf Forest
060 027 Broadleaf Forest
078 027 Broadleaf Forest
055 025 Evergreen Forest
061 022 Coniferous Forest
002 052 Low Sparse Grassland
007 006 Grass
040 006 Grass
010 006 Grass
011 003 Semi Desert
016 051 Coniferous Forest
047 051 Dry Woody Scrub
046 051 Mediterranean Scrub
043 058 Savanna (Woods)
041 052 Hot And Mild Grasses And Shrubs
048 011 Evergreen Forest
058 011 Fields And Woody Savanna
051 003 Semi Desert Shrubs
064 003 Heath Scrub
052 050 Semi Desert Sage
059 050 Succulent And Thorn Scrub
094 010 Y Crops Grass Shrubs
034 027 Broadleaf Forest
044 018 Marsh Wetland
128 006 Grass
009 013 Upland Tundra
053 013 Barren Tundra
030 008 Y Cool Crops And Towns
031 008 Y Crops And Town
036 008 Y Rice Paddy And Field
092 008 Y Broadleaf Crops
038 005 Y Cool Irrigated Cropland
076 005 Y Crop And Water Mixtures
093 005 Y Grass Crops
037 005 Y Hot Irrigated Cropland
035 004 Y Corn And Beans Cropland
135 135 Golf Course
252 255 Custom Texture with All Seasons
253 255 Custom Texture
254 255 Transparent
If yes can you explain it? If not where can I get it?

Is the first number the LC value? And the second number the CFS2/TEXTURE/texture.bmp number that will match up with that LC value?

Thanks,
Chris
 
Well Chris, I just followed Pen's instructions from an older post. Maybe it is still around. I took an unaltered Pactex2 (landclass only) file and copied/pasted Pen's suggested mods into a new folder and renamed the .bmps numbers according to his guide...
http://www.sim-outhouse.com/index.php?lloc=downloads&loc=downloads&page=info&FileID=13451 ...plus this that was saved from his thread. His basic plan some time ago IIRC was to eliminate the crop rows in hilly terrain.

Pen32Win
PacTex2 Modifications.

Ice-Snow Cap
001B - PacTex2 – No Change
001H - PacTex2 – No Change

Bare Desert
002B - Stock

Semi Desert
003B – Stock

Corn And Beans Cropland
004B – PacTex2 – No Change

Hot Irrigated Cropland
005B – PacTex2 – No Change

Grass –Undefined Crops
005H – PacText2 – 003B

Wet Grassland
006B – Replace with PacTex2 – 005H

Low Sparse Grassland
006H – Replace with PacTex2 – 003B

Rice Paddy And Field
008B – Replace with PacTex2 - 063H

Crops And Town
008H – Replace with PacTex2 – 025B

Crops Grass Shrubs
010B – PacTex2 – No Change

Cool Grasses And Shrubs
010H – Replace with PacTex2 – 047H

Moist Eucalyptus
011H – Replace with PacTex2 – 008H (To get rid of some of the brown spots replace texture #5 with a copy of texture #6.

Upland Tundra
013B – PacTex2 – No Change

Marsh Wetland
018B – PacTex2 – No Change

Montane Tropical Forests
019H – PacTex2 – No Change

Seasonal Tropical Forest
021H – PacTex2 – No Change

Conifer Boreal Forest
022B – PacTex2 – No Change

Cool Forest And Field
025B – PacTex2 – No Change

Forest And Field
025H – PacTex2 – No Change

Cool Mixed Forest
027B – PacTex2 – 010H

Southern Hemisphere Mixed Forest
027H – PacTex2 – No Change

Large City Urban Non Grid Wet
031B – PacTex2 – No Change

Large City Urban Grid Dry
031H – PacTex2 – No Change

Medium City Urban Non Grid Wet
035B – PacTex2 – No Change

Medium City Urban Grid Dry
035H – PacTex2 – No Change

Small City Suburban Non Grid Wet
047B – PacTex2 – No Change

Small City Suburban Non Grid Dry
047H – Replace with PacText2 - 062H

Tall Grasses And Shrubs
052H – Replace with PacTex2 – 006B

Rock Volcanic
056B – PacTex2 – No Change

Rock
056H - PacTex2 – No Change

Rock Volcanic
057H - PacTex2 – No Change

Woody Savanna
058H – Replace with PacTex2 – 008B

Rain Green Tropical Forest
059H - PacTex2 – No Change

Tropical Degraded Forest
060H – Replace with PacTex2 – 058H

Airfield1
061H - PacTex2 – No Change

Airfield2
062H - PacTex2 – No Change

Mangrove
063H – Replace with PacTex2 – 018B

Grassland
064H – Replace with PacTex2 – 013B

Irrigated Grassland
065H - PacTex2 – No Change

Cold Grassland
066H – PacTex2 – No Change

This is all that was changed as far as landclass for the PTO. Just renaming the .bmp's.

Dave

Edit: found the thread. http://www.sim-outhouse.com/sohforums/showthread.php?t=9402
 
Thanks Chris and Dave for all this information.

I'm glad you have raised the subject of Pen32win's landclass texture modifications to Pactex2.

When they were uploaded I began to make the modifications, but then decided to wait and see what the general consensus of opinion was in regard of what the best texture/LC combination is for CFS 2.

I would be happy to see the end of ploughed fields and rice paddies on top of mountains.
 
Hey Chris,
Sorry, but I missed the part at the end of your post..
If yes can you explain it? If not where can I get it?

Is the first number the LC value? And the second number the CFS2/TEXTURE/texture.bmp number that will match up with that LC value?

Thanks,
Chris

From my limited experience so far (using EZLC) the answers would be yes and yes. In Russel Dirks Excel sheet I was keying in the first number to get the associated set of .bmp's ie 7 for 006 .bmp series grass. I had to do a lot of shuffling back and forth to the Scenedb/world/texture file to make sure the LC series had an "h" in the prefix for the southern hemisphere otherwise EZLC would randomly jump to a different texture set. If I needed a series with the "b" in the prefix the set had to be re-named. "003b2su2.bmp to 006h2su2.bmp" an off the top of my head example.
But, since the name grass is a bit vague the end result in the sim still had to be verified.
That made my head hurt...but I'm sure you get the drift.
This list from JP, although intended for G2K, also works and makes things in EZLC easier given the fact that he has cleared out all of the civil sim entries. Damn nice of him! ;)
Dave
 
Hiya Dave, thanks for that information. I did not know that about the "h" in the name but will keep it in mind.

More questions:
I have noticed that many times that LC values I was expecting to show up looking one way- come out looking like something else. Could this be because I am jumping back and forth across the equator?

In other words when I am north of the equator will the LC value for mangrove swamp, 72, look different than if I go a few degrees south of the equator?

Chris
 
Thanks Maskrider for pointing out the density problem, I always set it to extremly dense because I thought it would improve the look of the scenery.I will fix that in the future. You live and learn!
Arndt
 
Hiya Arndt. Glad to be of service and my apologies for have taken this thread a bit off track.

However, thats what happens when a new add on generates interest!

Chris
 
Hiya Dave, thanks for that information. I did not know that about the "h" in the name but will keep it in mind.

More questions:
I have noticed that many times that LC values I was expecting to show up looking one way- come out looking like something else. Could this be because I am jumping back and forth across the equator?

In other words when I am north of the equator will the LC value for mangrove swamp, 72, look different than if I go a few degrees south of the equator?

Chris

Hi Chris,
Looks like I put my foot in my mouth. The mangrove swamp did not look any different North or South of the equator. Whether in Taiwan or New Guinea it showed the same. Erasing the "b" and "h" idea from notes.

Back to square 1 on that. Has to be something else. Possibly the way the Globe is divided up in the sim. One thing I know for sure is that I cannot get the densely populated city texture that will show when you fly above London to appear in Lae just from experimenting. :kilroy:
And to make the posts in this thread even larger :icon_lol: I have this copied and saved from ??? I don't remember. I am not the author, but the first set of numbers are the ones keyed into EZLC. The number following the descriptive text will correspond to the LC texture name in scenedb/world/textures...90% of the time. I've found this to be a big help. Maybe you have seen this?
I'll highlight in green several to show what I'm trying to express.



0 None 0 1 -9999

2
Grass 6 1 0

3 < no. in EZLC Coniferous Forest 22 < Texture name ie 022hsu1.bmp 1 0

4 Coniferous Forest 22 1 -12102867

5 Broadleaf Forest 27 1 0

6 Broadleaf Forest 27 1 0

7 Grass 6 1 0

8 Bare Desert 2 1 -4546709

9 Upland Tundra 13 1 0

10 Grass 6 1 -9665231

11 Semi-desert 3 1 0

12 Snow and Rock 1 1 0

13 Broadleaf Forest 27 1 0

16 Coniferous Forest 22 1 0

17 Coniferous Forest 22 1 -11247059

19 Evergreen Forest 25 1 0

20 Coniferous Forest 22 1 0

21 Coniferous Forest 22 1 -12234962

22 Coniferous Forest 22 1 -12168405

23 Broadleaf Forest 27 1 0

24 Broadleaf Forest 27 1 -12822489

25 Broadleaf Forest 27 1 0

27 Coniferous Forest 22 1 0

28 Broadleaf Forest 27 1 -12889045

29 Broadleaf Forest 27 1 -12495063

30 Towns and Crops 8 1 0

31 Towns and Crops 8 1 -9474244

32 Evergreen Forest 25 1 0

33 Broadleaf Forest 27 1 -13216984

34 Broadleaf Forest 27 1 -11771351

35 Cropland 4 1 0

36 Marsh Wetland 18 1 -9867209

37 Cropland 4 1 0

38 Crops and Water 5 1 0

40 Grass 6 1 0

41 Bare Desert 2 1 0

42 Grass 6 1 -8816054

43 Savannah 1 1 -11639248

44 Marsh Wetland 18 1 -10261198

45 Marsh Wetland 18 1 0

46 Semi-desert 3 1 -8423599

47 Semi-desert 3 1 0

48 Evergreen Forest 25 1 0

50 Bare Desert 2 1 0

51 Semi-desert 3 1 -6649768

52 Semi-desert 3 1 0

53 Grass 6 1 -10983380

54 Broadleaf Forest 27 1 0

55 Evergreen Forest 25 1 0

56 Evergreen Forest 25 1 -12231888

57 Evergreen Forest 25 1 0

58 Evergreen Forest 25 1 -11639502

59 Semi-desert 3 1 0

60 Broadleaf Forest 27 1 0

61 Coniferous Forest 22 1 -12825046

62 Coniferous Forest 22 1 0

63 Coniferous Forest 22 1 0

64 Semi-desert 3 1 0

69 Rock 56 1 -9084070

72 Marsh Wetland 18 1 0

76 Crops and Water 5 1 0

78 Broadleaf Forest 27 1 0

89 Evergreen Forest 25 1 0

90 Broadleaf Forest 27 1 -13020119

91 Evergreen Forest 25 1 0

92 Crops and Water 5 1 0

93 Cropland 4 1 -9998019

94 Moors / heather 10 1 -11181005

100 Water/no land 0 1 -14861758

101 Large City Urban 31 1 0

102 Large City Urban 31 1 0

103 Large City Urban 31 1 -8948894

104 Large City Urban 31 1 -7437461

105 Medium City Urban 35 1 0

106 Medium City Urban 35 1 0

107 Medium City Urban 35 1 -7831448

108 Medium City Urban 35 1 -6254477

109 Large City Suburban 47 1 0

110 Large City Suburban 47 1 0

111 Large City Suburban 47 1 -6320776

112 Large City Suburban 47 1 0

113 Towns and Crops 8 1 0

114 Towns and Crops 8 1 0

115 Large City Suburban 47 1 -9079457

116 Towns and Crops 8 1 0

117 Large City Suburban 47 1 -8388608

118 Large City Suburban 47 1 0

119 Towns and Crops 8 1 -9012896

120 Towns and Crops 8 1 -6912913

121 Large City Urban 31 1 -7238009

122 Snow and Rock 1 1 -1510678

128 Grass 6 1 0

129 Bare Desert 2 1 0

130 Rock 56 1 -12568019

131 Dirt 131 1 0

132 Coral 132 1 0

133 Lava 133 1 0

134 Park 134 1 0

135 Golf Course 135 1 0

136 Cement 136 1 0

137 Tan Sand 137 1 0

138 Black Sand 138 1 -8388608

139 Dirt 131 1 0

140 Dirt 131 1 0

141 Rock 56 1 0

Dave
 
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