Comments on: No OpenSceneryX For the Airport Gateway https:/2014/05/no-opensceneryx-for-the-airport-gateway/ Developer resources for the X-Plane flight simulator Sat, 24 May 2014 15:03:30 +0000 hourly 1 https://wordpress.org/?v=6.6.1 By: Derald https:/2014/05/no-opensceneryx-for-the-airport-gateway/#comment-8744 Sat, 24 May 2014 15:03:30 +0000 http://xplanedev.wpengine.com/?p=5418#comment-8744 In reply to Ben Supnik.

This is exactly what I’d ask for. A few offending objects is no problem. Having the ability to en-mass delete/select offending objects is what I’d like. Then people could save the airports and know they are “compatible” and then further edit them using compatible objects to replace the naughty ones. Thanks a lot!

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By: Ben Supnik https:/2014/05/no-opensceneryx-for-the-airport-gateway/#comment-8729 Sat, 24 May 2014 01:54:54 +0000 http://xplanedev.wpengine.com/?p=5418#comment-8729 In reply to Derald.

Right. Please note that _now_ the validate function selects the offending object. So if you have one or two stragglers you can easily find them now…the new feature will be for “I have an OSX-based scenery and I want to use some of the runways, etc. as a starting point” where the number of objects to be found and killed will be large.

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By: Derald https:/2014/05/no-opensceneryx-for-the-airport-gateway/#comment-8728 Sat, 24 May 2014 01:35:49 +0000 http://xplanedev.wpengine.com/?p=5418#comment-8728 In reply to Ben Supnik.

Done! Good idea “select non-compatible objects” and allow one to delete them in one step. Then I could add new objects that are “compatible” and export the airport.

This would help anyone who has OpensceneryX installed and still wants to make a compatible airport. If you use an incompatible object by accident, this feature would allow you to select and delete it and fix your airport without having to hunt down every single offending object. Good idea!

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By: Ben Supnik https:/2014/05/no-opensceneryx-for-the-airport-gateway/#comment-8726 Sat, 24 May 2014 01:00:14 +0000 http://xplanedev.wpengine.com/?p=5418#comment-8726 In reply to Derald.

Hrm – we don’t have that yet, but I could add some kind of “select-by” feature to select, for example, all objects that are not in the default scenery pack.

PLEASE file a bug against WED here:

http://dev.x-plane.com/bugbase/

I just have too many things going on and these days the attention span of a 3 year old (possibly due to having a near-3-year-old 🙂 but if you put it in the bug base, it won’t go away until it’s done. And this is cheap and useful enough that I should throw it into WED 1.3.

cheeres
Ben

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By: Derald https:/2014/05/no-opensceneryx-for-the-airport-gateway/#comment-8725 Fri, 23 May 2014 23:18:21 +0000 http://xplanedev.wpengine.com/?p=5418#comment-8725 What’s the chance that WED will be able to nuke any non-conforming objects in sceneries? Let me elaborate..
I built about a dozen airports about a year ago for X-Plane 10. None of them are “Global Export” compatible. They all use some OpensceneryX files or some other objects not native to X-Plane libraries.
Is there a quick and dirty way I can forcibly exclude the non-compatible objects without having to rebuild my airports or worse, go through each one and individually delete/modify non-compatible objects?
Maybe some trigger in WED that says “you have incompatible objects for global export, delete these?” and a click box for Yes or No… Any chance of that being an option for WED?

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By: Ben Supnik https:/2014/05/no-opensceneryx-for-the-airport-gateway/#comment-8714 Sat, 17 May 2014 18:18:40 +0000 http://xplanedev.wpengine.com/?p=5418#comment-8714 In reply to Bob Marsh.

Yes – we don’t have a monopoly on anything other than what goes into the core sim.

Creating a third party projects with the -exact same- objectives as the gateway project would be silly (in that it would be a dupe of the gateway project) but creating a third party project with -slightly different- objectives (e.g. we are going to collect custom artwork for the airports too) would be a totally reasonable thing to do, just like OpenSceneryX is different from the libraries we put into X-Plane and is a totally reasonable project.

I view scenery as being a pyramid, with the base layer having the widest coverage and the least specificity and custom packs having the smallest amount of coverage and near-exact specificity. There’s no reason why people can’t implement intermediate layers too!

cheers
Ben

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By: Ben Supnik https:/2014/05/no-opensceneryx-for-the-airport-gateway/#comment-8713 Sat, 17 May 2014 18:15:53 +0000 http://xplanedev.wpengine.com/?p=5418#comment-8713 In reply to Jan Vogel.

Hi Jan,

Contributed lego brick airports will be an approximation of the real airport; if you have local knowledge of the airport, you may only be truly satisfied by hand-modeled custom scenery. But clearly it is not practical to ship 20,000 hand-made custom modeled airports with the base sim. 🙂

cheers
bEn

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By: Jan Vogel https:/2014/05/no-opensceneryx-for-the-airport-gateway/#comment-8712 Sat, 17 May 2014 06:35:35 +0000 http://xplanedev.wpengine.com/?p=5418#comment-8712 In reply to Ben Supnik.

Unfortunately the height parameter for hangars, the building most often used on airports, does not work, as far as I can tell.
The smallest hangar you can make has a height of like 10 meters, making it impractical for all but the larger airports.
I have gotten quite adept at working around this by using other facades, like wharehouse, for example, or putting the medium sized hangars in an overlapping way.

I think that acceptance of the WED-airport contribution process will hinge to a large amount on the availability of “fitting” lego pieces. I understand that initially you are saying that just “some” buildings are better than none, but with every submission the designer puts his ability on display, and we all fear the “I fly to that airport all the time, and sorry, your submission doesnt look like the real thing at all!” comment…

Jan

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By: Bob Marsh https:/2014/05/no-opensceneryx-for-the-airport-gateway/#comment-8711 Fri, 16 May 2014 21:40:26 +0000 http://xplanedev.wpengine.com/?p=5418#comment-8711 It would seem that there could well be a group of scenery bufs that could embark upon a custom project with the same objectives as those of the Official XPlane leggo developers, that of producing a simpler, smaller set of leggo buildings which would be suitable for local airports in the way that Mark has been requesting.
The most urgent objective would to create the texture set for this more general set of facade structures and make them more predictable in their appearance (by making designs less exotic in transparency, and with limited object binding.) Objects could also be generated which could be added to combinations of these simple facade definitions by laying the objects down using WED rather than as random generations made by the facade object attacher. These could be both facade structures (ex: overpasses, and even roofs) and building parts that could be stacked to provide some of the smaller airport structures typical of private and Small GA Airfields (ex: Tower appendages to single and dual story buildings, and a large selection of simple hangers of greater variety than the present offerings.) I personally have a set of textures (512×1024) 2 total – reg and LIT which can support almost any configuration of
object hanger I have ever needed to design. Experimentation with type 2 facades indicate that a careful redesign of that texture layout would result in the extention of its use additionally to a multiplicity of facade designs in addition.

It is true that this design proposal would probably not allow great flexibility in the generation of .apg structures, but in the cases being proposed, the standard leggo set provides a wealth of addons which can be used for this purpose and for smaller airfields, the need is for size flexibility, not volume.

It is just a seuggestion….

For anyone interested, this could be a custom design activity, which, if proven feasible then could be considered for X-Plane Inclusion. It would provide extra function and improved design variation.

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By: Ben Supnik https:/2014/05/no-opensceneryx-for-the-airport-gateway/#comment-8709 Fri, 16 May 2014 18:18:38 +0000 http://xplanedev.wpengine.com/?p=5418#comment-8709 In reply to myb.

For what it’s worth, the vertical height parameter on facades can select from multiple models with different vertical profiles. That’s not a ton of flexibility, but it’s there.

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