The post 12.2.0 – “Chockingly” good fun appeared first on X-Plane Developer.
]]>Rolling back the time machine, Ben once discussed plugins using private art controls here and here. And that time has come once again because we have changed ALOT.
*As a Brit, it annoys me deeply having to constantly change “colours” to “colors.” So I hope you all appreciate this noble sacrifice
^ This is X-Plane’s lighting in 12.1.4. Notice how almost uniform the shading appears!
^ And this is 12.2.0. Not only are the color shades “deeper”, but colors also desaturate under direct illumination (like real life.)
The above will be addressed in 12.2.0
In addition, we are also aware of the following
We’ve radically expanded our brake system, with a plethora of different braking options and behaviours now available. Tom has ensured new documentation is available, which can be found here!
We’ve also introduced a new chocks mechanic, which is part of X-Plane’s ground handling. Only a select few default aircraft currently have this feature which includes:
How do I get chocks onto my aircraft?
We will have a new version of X-Plane2Blender out in the near future, along with documentation (and we will let you know) that allows for chock annotation, similar to particles are referenced. X-Plane provides the model for you, and references the position from the OBJ… not Planemaker.
*On the subject of documentation, Tom has been hard at work re-vamping all of our docs. I think many will be pleased at the changes, which we hope to deploy this year!
We’ve included a new Gateway cut in 12.2.0. Thank you to all our Gateway artists! We’ve left a rough list of changed airports below.
Some of you may also remember a recent request-for-comment/poll for WED assets. We’ll have a lot more to talk about after the conclusion of 12.2.0. But the spoiler here is: we listened!
Afghanistan
Albania
Algeria
Angola
Argentina
Australia
Austria
Azerbaijan
Bahamas
Belarus
Brazil
Bulgaria
Cambodia
Cameroon
Canada
Cayman Islands
China
Colombia
Congo
Costa Rica
Croatia
Cuba
Czech Republic
Egypt
Faroe Islands
Finland
France
Georgia
Germany
Gibraltar
Greece
Hong Kong
Iceland
India
Indonesia
Iran
Ireland
Italy
Japan
Korea, Republic of
Kyrgyzstan
Lesotho
Libya
Luxembourg
Madagascar
Malaysia
Marshall Islands
Martinique
Mexico
Morocco
Myanmar
Nepal
Netherlands
New Zealand
Nigeria
Norway
Pakistan
Panama
Papua New Guinea
Paraguay
Philippines
Poland
Portugal
Romania
Saint Martin (French part)
San Marino
Saudi Arabia
Singapore
Slovakia
Slovenia
Solomon Islands
South Africa
Spain
Sudan
Sweden
Switzerland
Taiwan
Tanzania
Thailand
Turkey
Turkmenistan
Ukraine
United Kingdom
United States
Venezuela
Vietnam
Virgin Islands, U.S.
Zimbabwe
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]]>Following the success of versions 12.1.2 and 12.1.4 with our scenery and gateway artists, the art department is eager to understand which airport 3D/2D assets are at the top of your wishlist, and we would appreciate your input. Read More
The post Requests for comment : WED Airport Assets appeared first on X-Plane Developer.
]]>Following the success of versions 12.1.2 and 12.1.4 with our scenery and gateway artists, the art department is eager to understand which airport 3D/2D assets are at the top of your wishlist, and we would appreciate your input.
Guidelines:
We encourage you to share your thoughts in the comments below or join the discussion on our *Discord server.
Many thanks, we look forward to your ideas!
*To access, click on this link here, and make sure you pick up the “creator” role. There you should see a channel called #rfc-wed-assets
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]]>The post 12.1.4, Scenery Gateway & New Assets appeared first on X-Plane Developer.
]]>One of the major additions for this release is more content and updates for our scenery gateway artists!
For those unaware, back in November, we welcomed Justin (MisterX) to the Laminar team. He likely needs no introduction, as his scenery work is the stuff of legend amongst the community. So we’re really excited to have him join the team, and Justin represents another infinity stone amongst our third-party hires!
Over the winter period, Petr (Our in-house legendary artist) and Justin went to town on some new scenery assets for X-Plane. Some of which, were highly nominated on our Discord feature requests. These assets include;
Trucks
Emergency/Fire Training Equipment
Airside Operations
De-Icing Equipment
Hopefully not to state the obvious, but these are not dynamic. So please don’t start placing these in areas that will obstruct the “simulator flow”.
We will have some more inbound assets over the coming months, so keep an eye peeled.
Whilst we didn’t highlight each airport in our initial release posts for 12.1.4, we did have a staggering 1400+ updated entries that we’ve included in our latest cut of the gateway. Take a look below (note, there are approximately 100 airports missing from this list)
Because of our new semantic versioning, internally we’re looking at having these cuts more frequently. Some of you have already noticed our update cadence has been picking up, and hopefully cycling in these updates more regularly will be refreshing to our gateway artists.
Gateway artists, take a bow!
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]]>X-Plane 12.1.4 Beta is here! And with it, comes another extension to our WEB APIs. Both of which have received extensive powers surrounding commands.
Now available for testing in the Web API v2:
You can find updated documentation here. Read More
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]]>X-Plane 12.1.4 Beta is here! And with it, comes another extension to our WEB APIs. Both of which have received extensive powers surrounding commands.
Now available for testing in the Web API v2:
You can find updated documentation here.
If you find any issues, please report them expediently via our bug reporter.
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]]>The post Around the Office: Friday the 13th Edition appeared first on X-Plane Developer.
]]>We should hopefully have a release candidate for 12.1.2 next week – this week the team was fixing crash bugs, and we’re down to trying to finishing up stability. Crash rates in the beta look good enough to ship. (Please consider turning on analytics – we don’t collect your personal data but we do record crashed vs non-crashed sim runs – this is how we know whether stability is getting better or worse!)
12.2.0
Dark Cockpits: Art team is evaluating Maya’s exposure fusion work. Generally things look better than the shipping product, but we discovered yesterday that the indirect lighting environment is pretty weird on cloudy days. We’ve been fixing bugs, removing old hacks we no longer need, and I’m optimistic that the update should be both better looking and closer to reality.
We also have some fixes to the PBR material model that may get X-Plane closer to Blender and Substance Painter 2. This is a double-edged sword: we don’t want to change the material model such that everyone has to repaint everything (that would be too much both for our team and for add-on makers) but we do want X-Plane to be as close to WYSIWYG possible to make development faster. Art is evaluating these changes too.
We’re targeting 12.2.0 (a “major free update”) for these changes so we can run a substantial alpha and beta program and give add-on makers time to report bugs.
12.1.X
ATC, Weather: we have two minor releases before 12.2.0 making their way through testing. The first is ATC with SIDs and STARs – as of now it looks like that will ship next, but all releases are subject to change based on bugs.*
The other update is a weather update, and it looks like it may have some substantial features:
As of now the weather branch also has network sync of trucks and jetways to external visuals. This only affects users using external visuals but for those users, it’s a big feature, and it’s also an important foundational technology for us.
* In the past we have announced “X” is next and if that code was buggy, we’d just delay shipping anything until we fixed it. We’re trying to be more flexible and ship what’s ready first, so good code doesn’t have to wait for unrelated bugs.
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]]>World Editor 2.6r1 is now available. This is the first release candidate, for which we encourage you to explore before we lock it down for release! Version 2.6 packs quite an extensive feature list. Features include :
New Shape Entities
Allowing users to define lines and polygons, and then export to .kml Read More
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]]>World Editor 2.6r1 is now available. This is the first release candidate, for which we encourage you to explore before we lock it down for release! Version 2.6 packs quite an extensive feature list. Features include :
New Shape Entities
Allowing users to define lines and polygons, and then export to .kml or .osm for use in third-party tools!
Polygonal Exclusions
A highly requested feature! (Note, these do not work on forests in current-gen scenery. The default behaviour will instead treat the defined exclusion as one large bounding box)
Terrain Objects
Some of you may have noticed that the terrain for TNCS and TFFJ in 12.1.2 looks a bit more defined. This is somewhat of an illusion, as we are still using the same base mesh that shipped in 12.0.9.
Terrain objects are designed to interface with orthophotos and create small scale 3D details.
*This is NOT a replacement/new/next-gen system for mesh-editing. But rather an additive tool that can help define more awkward structures
Dual-docking Jetway support
Another highly requested feature, WED can now support dual-docking jetways. Existing sceneries are NOT automatically ready, and must be defined by an artist first. Thanks to Michael, in a future version of X-Plane, we will push a new Gateway cut with some demo airports that are ready for dual jetways. These include (*subject to change):
EGLL | EDDF | PHNL | KORD | EDDM | KLAX | OMDB | KJFK | RCTP | RJTT | KSFO
Non-Integer Object String Spacings
Strings can now be defined down to the centimeter, instead of the meter… allowing for more accurate object spacing.
For WED newcomers
In the past, whenever users have attempted to open a scenery pack without an .XML file, all you got was an empty project. This was obviously confusing to users who did not know how to import the scenery files in. Now in WED 2.6, we analyze what is inside your scenery pack and offer to import the relevant files for you. If starting from a completely blank project folder, we now also give you the option to download directly from the gateway! These changes should help newcomers and seasoned artists get stuck into a project with ease!
Misc
In addition, a number of UI enhancements for users have been made available.
You can download Worldeditor 2.6r1 here: Download
You can also view a full changelog from Michael here: Full changelog
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]]>Besides fixing bugs, X-Plane 12.1.1 enables X-Plane’s web API*. Read More
The post Webservers, Documentation, and Terrible Titles appeared first on X-Plane Developer.
]]>Besides fixing bugs, X-Plane 12.1.1 enables X-Plane’s web API*. Basically we were asked for this so many times at FSExpo that Chris and Daniela put the remaining work on the fast track.
Our plan is to build several services into the web server; the web APIs will not be exact mirrors of the plugin SDK, but will cover enough functionality to build wide range of apps. We have plans for:
Documentation on the new web APIs can be found here.
X-Plane alum and fellow X-Plane-10-survivor Tom Kyler is back working on developer documentation for us, and has finished a first release on some of the new X-Plane 12.1.0 features:
Tom has big plans for X-Plane’s documentation; one thing that’s great to see in these docs is really good illustrations based on real sample 3-d models and test projects.
A detail texture is a repeating, high detail pattern that adds high-res detail to an otherwise lower resolution texture. Detail textures let us add fine detail at high resolution without using a ton of extra VRAM efficiently. We use detail textures with bits of “gravel” to make the runways look more realistic.
We introduced detail textures over a decade ago in X-Plane 10 to enhance ground detail around airports and in the new (at the time) autogen cities.
What we did not do was give them a good name. At the time we called them “decal” textures. This has turned out to be incredibly confusing, because in every other game engine ever, a high-res texture applied over the entire material (which is what we have) is called a detail, and a decal basically means “sticker that you stick on somewhere”. Detail textures make the ground look more rocky, decals add blood spatter and bullet holes to the walls in your zombie-shooter game.
So moving forward, we are going to try to call detail textures “detail textures” wherever possible, to be consistent with the norms of content creation. Tom and Maya will be updating labels in Blender and doc to be consistent about this.
For X-Plane 12.1.1, Maya has extended the detailing system in two ways:
You can get the 4.3.3 beta XPlane2Blender plugin here to use the new detail textures. Maya is planning on a release Real Soon Now.
* Please note that while the dataref API does use websockets, most of our web APIs are conventional REST requests over HTTP. I did consider “The X-Plane developers never REST..until now” as a section title.
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]]>The post What Gets Released Before Vegas Stays Released in Vegas appeared first on X-Plane Developer.
]]>All of this is a little bit exciting because we can’t recut the release candidate while in Las Vegas – one of the machines involved still requires a human to sit in front of it. We’ve been racing to get the RC done while we still have access to those machines, and the build system responded as you’d expect – by failing in all sorts of new ways. My plan is to just not breathe until I’m on the plane tomorrow.
(*) Because this is a release candidate you still have to check “get betas” in the installer to opt in to getting the RC; once the candidate has been out for a week, if nothing huge goes wrong, we will declare it final and it will become the official update for everyone.
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]]>The post We Are All Raster-farians Now appeared first on X-Plane Developer.
]]>The really big change we are making to base meshes is to go from a vector-centric to a raster-centric format. Let’s break that down and define what that means.
Vectors are fancy computer-graphics talk for lines defined by their mathematical end-points. (Pro tip: if you want to be a graphics expert, you just need the right big words. Try putting the word anisotropic in front of everything, people will think you just came from SIGGRAPH!) DSF started as an entirely-vector format:
This isn’t the only thing DSF does – we added raster capabilities and there is e.g. raster sound and season data in X-Plane 12, but DSF is fundamentally about vector data – saying where the edges of things go exactly.
This was great for a while, but now that we have more and more vector data (complex coastlines, complex road grids, complex building footprints) the DSFs are getting too big and slow for X-Plane.
Raster data is any data stored in a 2-d grid. This includes images (which in turn includes orthophotos) but it also includes 2-d height maps (DEMs), and the 2-d raster data we include in DSF now (e.g. sound raster data, season raster data etc). Any time we store numbers that mean something in a 2-d array, we have raster data.
Raster data has several advantages over vectors:
Twenty years ago, when I first worked on DSF, computers didn’t have the capacity to use lots of raster data – this was back when 8 MB of VRAM was “a lot”. But now we no longer need to depend on vectors for space savings.
Raster tiles are raster data broken into smaller tiles that get pieced together. Raster tiles have become the standard way to view GIS data – if you’ve used Apple Maps or Google Earth or OpenStreetMap or any of the map layers in WED, you’ve used raster tiles.
Raster tiles have a bunch of advantages too:
So our plan for the next-generation base mesh is “all raster tiles, all the time” – we’d like to have elevation data, land/water data, vegetation location data, as well as material colors all in raster tile form. This would get us much better LOD/streaming characteristics but also provide a very simple way for custom scenery packs to override specific parts of the mesh at variable resolution with full control.
Raster tiles are not the same thing as orthophotos. A raster tile is any data contained in a 2-d array, not just image data cut into squares (e.g. orthophotos). So while a raster-tile system may make it easier to build orthophoto scenery, it does not mean that the scenery can only be orthophotos.
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]]>The post A Few Notes on 12.1.0 for Developers appeared first on X-Plane Developer.
]]>As with all past X-plane 12 patches, we are planning to do a private “alpha build” test run with the developer lobby before public beta. We do this both to find out about add-on compatibility and to get the worst bugs fixed with a smaller test group. As of this writing, ATC is at the end of bug fixes, the last graphics changes are being tested, but my weather work is still mid-development.
This release turned out to have a lot for scenery developers:
The entire DECAL system (existing and new normal map decals) are also usable in OBJs for aircraft as well, and the particle system has received some upgrades that can be used everywhere.
One warning: the old “smoke puff” directive for OBJs from X-Plane 8 is now inoperative; with 12.1.0 we finally removed the old particle system completely. I suggest using the new particle system as it will give you real control over what kind of smoke comes out of your models.
Two new plugin APIs are planned for 12.1.0:
We are still putting finishing touches on the avionics APIs now, but this tech is very close to complete, and definitely usable.
Unfortunately we will not have a low level weather API in 12.1.0 – R&D on this is ongoing, but at least in better shape than it was before due to fixes to the internal weather code.
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