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Improving Half Moon Bay (KHAF)

Questions and discussion about enhancing and populating the FlightGear world.

Video of KHAF in You Tube Version 2.4

Postby openflight » Fri Jan 31, 2014 1:50 am

Video in version 2.4 is nice , but still sparsely populated with trees.

http://www.youtube.com/watch?v=_GsQtKRuovQ
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Re: Improving Half Moon Bay (KHAF)

Postby winterfill » Sat May 03, 2014 7:51 pm

someguy wrote in Sun Jan 26, 2014 3:13 pm:The current version of KHAF is partially submerged, with some bizarre elevation anomalies and two bodies of water cutting across the runway making it unusable for fixed-wing aircraft. The old tower has disappeared.

Of course, with such an antique version of fgfs, you won't see the "benefits" of scenery 2.0.


I confirm this. I am using terrasync and flightgear 3.0.1( compiled from git). Screenshot:

Image
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Re: Improving Half Moon Bay (KHAF)

Postby f-ojac » Sun May 04, 2014 7:17 am

Hi, this was known when we released the scenery and a fix was written, yet we have to produce a new world scenery to fix all concerned airports.
Hosting terrasync, World Scenery, TGWeb on my own private server. Click here to donate and help to make the service last.
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Re: Improving Half Moon Bay (KHAF)

Postby openflight » Wed Jul 08, 2020 8:01 am

I have re-started improving KHAF. Making some progress, Version 1.0 of FG.

Please remember version 1.0 of Flight Gear is a sandbox for me, ultimately I intend on posting my modifications (with adaptations to FG 2018) to the newer versions where everyone can use them.

Updates here:

https://sites.google.com/site/flightgea ... ng-scenery
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Re: Improving Half Moon Bay (KHAF)

Postby openflight » Wed Jul 08, 2020 8:46 am

The main purpose is to learn about FG scenery and come up with some methods to populate the scenery. Much of the scenery is sparsely populated, for example what will be the effect of adding 10,000 trees closely packed together? How will this affect frame rates? What about housing schemes with ten twenty houses in rows?

I have not seen this yet in FG - maybe the European Scenery has it as mentioned earlier..
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Re: Improving Half Moon Bay (KHAF)

Postby openflight » Wed Jul 08, 2020 9:16 am

X-Plane 11 scenery is the current standard, I think. https://www.youtube.com/watch?v=VLCsWjIbhXs&feature=emb_logo

So what could I add to FG?

1) Rows of trees (animated?) I know there is an animated windmill
2) The observatory
3) Rows of houses
4) Vehicles in parking lot
5) The cafe building
6) Large building on the left
7) Aircraft on tarmac
8) Aircraft Hangers
9) Tree clumps at either end of the runway
10 ) Boats - lots of boats

The terrain itself needs improvement but that will require photo-realistic scenery.

I don't need to implement everything, however if a sufficient number of trees, buildings and vehicles are added, this could be a nice airport to fly in.

Feature 1: Creating a row of trees next to the runway.

Method : Run a vehicle on the edge of the runway and log the latitude and longitude. Append the tree reference and add to stg file
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Re: Improving Half Moon Bay (KHAF)

Postby openflight » Wed Jul 08, 2020 10:29 am

Feature 1: Creating a row of trees next to the runway.

Method : Run a vehicle on the edge of the runway and log the latitude and longitude. Append the tree reference and add to stg file

Failed. The trees do not show up

Feature 3: Add a row of houses to left side of the runway.

Houses show up: I have to add adjust the height and size of the houses.

EDIT: Most of the standard trees did not show up properly for some reason, just as transparent plates. I then decided to build my own trees, first attempts were
artificial, I can manage a 3D pine tree by now. These are 3ds files and show up readily in Flight Gear with no problem.
Last edited by openflight on Wed Jul 08, 2020 3:52 pm, edited 1 time in total.
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Re: Improving Half Moon Bay (KHAF)

Postby legoboyvdlp » Wed Jul 08, 2020 12:22 pm

Is the ufo non-functional on early flightgear versions?
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Re: Improving Half Moon Bay (KHAF)

Postby openflight » Wed Jul 08, 2020 3:50 pm

It is functional alright, and very useful for placing objects to see what they look like. I could not however obtain the export parameters anywhere.

The point of using a vehicle is that you can travel slowly and surely and generate a log file of coordinates for placing objects, a little more steady than the UFO.

For more than 1 row of trees, I am thinking of generating the positions by inputting the original coordinates, the edge of the forest so to speak, and generating rows and rows of trees either using a spreadsheet or Python. All low-tech and reliable. 100 by 100 trees will be 10,000 trees, I hope my graphics card can handle that. So far the 2D trees work quite well, if they show up at all.
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Re: Improving Half Moon Bay (KHAF)

Postby openflight » Thu Jul 09, 2020 4:46 am

Updates are here: runs on HP 45 Celeron (2015)

https://sites.google.com/site/flightgea ... ng-scenery
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2018 Version UFO does make it easier

Postby openflight » Fri Jul 10, 2020 3:53 am

The UFO method works for version 2018, which makes matters much simpler. Maybe the Nasal script needs to be added to the older UFO model.

It would be not so big a task to open the stg file and edit the file with these values. I think there are several programs that aim to do this.

------------------------------ UFO -------------------------------
Latitude: 21.45093546 deg
Longitude: -157.76476572 deg
Altitude ASL: 109.1790 m (358.1988 ft)
39Heading: 134.6 deg
Ground Elev: 8.1852 m (26.8542 ft)

# w160n20/w158n21/367577.stg
OBJECT_STATIC -157.76476572 21.45093546 8.1852 225.4

http://maps.google.com/maps?ll=21.45093 ... 7&z=12&t=h
$ fgfs --aircraft=ufo --lat=21.450935 --lon=-157.764766 --altitude=358.20 --heading=126.8


------------------------ Selected Object -------------------------
Path: Models/Buildings/water-tower.ac
Latitude: 21.44821987 deg
Longitude: -157.76401180 deg
Altitude ASL: 8.2298 m (27.0006 ft)
Heading: 0.0 deg
Pitch: 0.0 deg
Roll: -0.0 deg

------------------------------------------------------------------

#
OBJECT_SHARED Models/Buildings/water-tower.ac -157.76401180 21.44821987 8.2298 0.0 0.0 -0.0
OBJECT_SHARED Models/Buildings/oil-tanks.ac -157.76368026 21.44863845 6.5114 0.0 0.0 -0.0
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Re: Improving Half Moon Bay (KHAF)

Postby openflight » Fri Jul 10, 2020 4:54 am

1) Rows of trees (animated?) I know there is an animated windmill - DONE

Next: maybe add these all at once
2) The observatory
3) Rows of houses - left side of runway
4) Vehicles in parking lot - behind cafe
5) The cafe building- including trees - tarmac
6) Large building on the left - parking area
7) Aircraft on tarmac - 5 aircraft
8) Aircraft Hangers - on hold
9) Tree clumps at either end of the runway - far right side of runway , far left of runway
10 ) Boats - lots of boats - a line of identical sailboats - maybe 20

How:

Creating a line of trees:
    Find the location where the line starts using the UFO
    Add a large object to that spot to check for visibility
    Add a row of trees by incrementing the Longitude and Latitude by 0.0001 degree
    If the row of trees is not going in the required direction, add different increments to the Lat and Longitude values

See my site for updates:

https://sites.google.com/site/flightgea ... ng-scenery
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Re: Improving Half Moon Bay (KHAF)

Postby openflight » Sat Jul 11, 2020 3:06 am

legoboyvdlp wrote in Wed Jul 08, 2020 12:22 pm:Is the ufo non-functional on early flightgear versions?


I just found out the export location, as well as fact that the data was exported to the console. So this makes things much easier.

I just wish it was not an UFO but some VTOL aircraft or a tool.

Here is some data from the export: I placed a sign on the runway in front of the UFO.

Code: Select all
 <path type="string">Aircraft/ufo/Models/sign.ac</path>
      <latitude-deg type="double">37.50845715</latitude-deg>
      <longitude-deg type="double">-122.4953611</longitude-deg>
      <elevation-ft type="double">24.32499659</elevation-ft>
      <absolute-path type="string">C:\Program Files (x86)\FlightGear\data/Aircraft/ufo/Models/sign.ac</absolute-path>
      <stg-path type="string">w130n30/w123n37/942050.stg</stg-path>
      <stg-heading-deg type="double">80</stg-heading-deg>
      <elevation-m type="double">7.414258961</elevation-m>
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Re: Improving Half Moon Bay (KHAF)

Postby portreekid » Sat Jul 11, 2020 5:32 am

At least in windows the data is also exported to the clipboard. That is easier to handle the export file.
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Re: Improving Half Moon Bay (KHAF)

Postby openflight » Sat Jul 11, 2020 5:41 am

What is the format it is exported to? Is the format I posted or is it the same as the terminal?

Using the UFO for adding rows of items like trees and houses is cumbersome. There are other scenery tools need to check those out.

I am having problems with scale sizes and textures. Custom building too big (maybe the marker will help). King air aircraft seems too small.

There is a minimum level of detail that needs to be decided on for each airport when planning the scenery - obviously all details cannot be added but also some details are essential, like trees and airport buildings, as well as buildings in approach path. close to the airport. Each user will have different preferences.
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