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Yep, it works!

falcon409

Moderator
Staff member
For anyone (like myself) who wondered about the autogen Annotator in the SDK, here's a test I did with Tangier Island, just to see what I'd get. You can see from the annotator window where the poly areas are that I wanted vegetation in (some produce nothing, not sure why yet). This was a generic planting of ag Forest Broadleaf_all, so I got everything from the smallest to the largest. Not realistic, but at least I know this works.
 
Thats awesome Ed! Very impressive.

In the past several months, you have become a huge scenery guru!

:ernae:

Have you thought of doing one of the islands of Cape Cod? Like perhaps Nantucket? Its a bit of a huge area though....
 
Thats awesome Ed! Very impressive.
In the past several months, you have become a huge scenery guru!
Have you thought of doing one of the islands of Cape Cod? Like perhaps Nantucket? Its a bit of a huge area though....
I'll tell ya what Bill, in these past few weeks, when I actually started doing the photoreal stuff and then moved into trying my hand at this Island set, I got an in-depth "first look" at what a developer goes through putting a project together. Granted, I'm learning this stuff as I go and that's been a lot of the trial and error sort of thing, but just the time involved in doing what would look to be a pretty simple step, ends up taking days to complete, because by then you're determined to get it right. I was going to drop the Islands because I could not get the default to disappear. But it bothered me that I felt like I was close, but something just wasn't quite right. . .one more attempt and it worked, lol. That was the incentive to go to the next step. . .and so on, lol.

So going from redoing the Airport Boundary to a different shape, then replacing the boundary altogether with photoreal scenery, then replacing an entire landmass with photoreal and seasonal autogen. Now I have to learn to do terrain mesh. . . .I know Tangier Island isn't that flat, lol.


Almost forgot, I hadn't thought about Cape Cod, but there are some great small airports and with some tiling, those could take shape as well.
 
Falcon, when using the annotator, the poly areas are additive, To get enough trees to make Pensacola look ok, I had to use 5 or 6 polys on top of each other to get some areas close to populated properly.

Keep on stacking until you've got enough vegetation.


This tip was courtesy of Bill Womack, who clued me in after I asked about the same thing.

Jim
 
Falcon, when using the annotator, the poly areas are additive, To get enough trees to make Pensacola look ok, I had to use 5 or 6 polys on top of each other to get some areas close to populated properly.
Keep on stacking until you've got enough vegetation.
This tip was courtesy of Bill Womack, who clued me in after I asked about the same thing.
Jim
Ok Jim,
I was thinking that for some reason, those areas would not accept any autogen and I was leaning towards scenery object type vegetation just to fill in, but I didn't want to do that if I could help it. I also just assumed that once an area had a poly mapped to it that that was it, you had to take what you got. I'll go back and work those areas again and see what I get.
Thanks
 
... Now I have to learn to do terrain mesh. . . .I know Tangier Island isn't that flat, lol.

Just guessing on my part and it's still early enough that I'm waiting for the coffee to kick in, but I'm figuring the island is flat because you just made a large water poly when you took the default out? If so, that's why there's no underlying landmass for any elevation data.

Remember the part about cutting the hole in the poly or doing it with detailed water polys? That's how you get elevations back.
 
Just guessing on my part and it's still early enough that I'm waiting for the coffee to kick in, but I'm figuring the island is flat because you just made a large water poly when you took the default out? If so, that's why there's no underlying landmass for any elevation data.

Remember the part about cutting the hole in the poly or doing it with detailed water polys? That's how you get elevations back.
Ohhhhhh yea. Well, I'm almost afraid to ask now, but can I accomplish that (the hole) given where I've progressed? That's one of those things, that got lost because I was just happy to have eliminated the default Islands. Thanks Meshman.
 
Well, at least what took me several day to do now only took about 10 minutes, lol. I won't go into "why" I had to start over, lol, just that I did. . .don't ask.

Anyway, I made the holes in the Hydro poly, everything looks great, but still no elevation. Could it be the exclude?
 
Falcon, when using the annotator, the poly areas are additive, To get enough trees to make Pensacola look ok, I had to use 5 or 6 polys on top of each other to get some areas close to populated properly.

Keep on stacking until you've got enough vegetation.


This tip was courtesy of Bill Womack, who clued me in after I asked about the same thing.

Jim

I got that tip from Holger. If anybody knows FS scenery, it's him. :wiggle:
 
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