CONDOR

The Competition Soaring Simulator
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 Post subject: RunwayCreator released
PostPosted: Sun Jul 09, 2006 10:45 am 
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Location: France
I put the program on the Scenery Objects Database(http://3d.lowlands-cup.com).

With this program, you can generate automatically runway, with the specified size.

This program create automatically runway for Condor, in 3ds format.
Two file are generated:
-nameG.3ds: the ground surface, with texture (grass or asphalt)
-nameS.3ds: the simplified version for the surface.

If you keep the option to launch automatically the CXConverter,
this last program will popup two times for each creation (nameG and nameS to be converted).
The CXConverter must be closed manually (and the Runway creator will wait on that).

For using the CXConverter from the Runway creator, these programs must be in the same folder.


For creating your airport, here the simple methode:
In CST Landscape Editor, create your aiport, with the correct info for runway.
Generate the generic 3d model for your airport (if you want to have some buildings).
You will have:
nameG.x
nameO.x
nameS.x

Remove nameG.x, and nameS.x.

Use the Runway creator to generate you runway (put the same runway info).
You will have:
nameG.cx
nameS.cx

Copy these 2 files in the correct folder in your Landscape.
Copy also the texture (rnwyend.tga and rnwymid.tga or rnwyenda.tga and rnwymida.tga for asphalt).
I recommend to put these texture in one specific folder for your airport, so you can adapt them for this
specific airport (runway direction...)

Edit nameG.x with notepad, and change the path of the texture, like:

instead of

TextureFilename {
"RNWYENDA.TGA";
}

change to

TextureFilename {
"Landscapes/Alsace/Airports/Lahr/RNWYENDA.TGA";
}



More complexe methode:
If you want to have multiple runway on your airport, you will need a 3d modeller.
Generate the runways, and import the differents 3ds files.
Don't forget to put the correct object name for the surface object (by default Grass1 or Asphalt1).
Export all grounds in one nameG.3ds file and all surface in one nameS.3ds. Convert them to cx file,
and change the texture path in it.


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Alsace scenery
RunwayCreator
Forestmap tutorial


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 Post subject:
PostPosted: Sun Jul 09, 2006 10:48 am 
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Location: France
Screenshot of the Lahr runway, an old NATO base (3000 meters length!)

But the winch is put in the middle of the runway, so just 1500 m of winch :(


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Alsace scenery
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 Post subject:
PostPosted: Sun Jul 09, 2006 11:14 am 
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Location: France - Paris
Hi PBY,

I am not a scenery creator but I'm sure that your program will be very useful to those who are. Apparently it will save time and make things easier.

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PostPosted: Sun Jul 09, 2006 11:22 am 
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Location: Czech republic
PBY, I love you! :) That is what we need! It will save lot of our work. Excellent job!

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 Post subject:
PostPosted: Sun Jul 09, 2006 1:37 pm 
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Joined: Sat Jun 17, 2006 9:41 pm
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I cant get my head around how this works...

I create the CX files and copy them to landscapes airport folder but the original files are *.X files... do i just rename my CX file to X or is there a bit im missing

Little help please :cry:


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 Post subject:
PostPosted: Sun Jul 09, 2006 1:48 pm 
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Location: France
jagster wrote:
I cant get my head around how this works...

I create the CX files and copy them to landscapes airport folder but the original files are *.X files... do i just rename my CX file to X or is there a bit im missing

Little help please :cry:


No, delete the originals *.X, you just must have:

nameG.cx (from runway creator)
nameO.x (from generic airport from CST Landscape Editor)
nameS.cx (from runway creator)

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 Post subject:
PostPosted: Sun Jul 09, 2006 1:52 pm 
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ok cheers i was trying that but not having much luck... ill keep trying


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 Post subject:
PostPosted: Sun Jul 09, 2006 1:55 pm 
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Location: Gruyère, switzerland
vraiment bravo pour cet utilitaire!!!!! great job!

but I have this error when i launch your program :


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 Post subject:
PostPosted: Sun Jul 09, 2006 1:55 pm 
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vraiment bravo pour cet utilitaire!!!!! great job!

but I have this error when i launch your program :


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 Post subject:
PostPosted: Sun Jul 09, 2006 2:28 pm 
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solved, bad version of .net framework.. :oops:

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 Post subject:
PostPosted: Sun Jul 09, 2006 2:50 pm 
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xiff wrote:
solved, bad version of .net framework.. :oops:


Sorry, I forgot to mention that you need to have installed the .Net framework 2.0

http://www.microsoft.com/downloads/details.aspx?FamilyID=0856EACB-4362-4B0D-8EDD-AAB15C5E04F5&displaylang=en

I didn't included it, because it's not very small, and it's very common now.

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Forestmap tutorial


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 Post subject:
PostPosted: Sun Jul 09, 2006 3:10 pm 
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sorry for the none frenchies :)

j'ai un problème, si je mets les meme infos du cst dans le ton prog, et quand on décole, t'es à 2m à coté de la piste.... (dans le cst 30m de large et 690m de long, dans le cst 30m de large et 690m de long) est-ce qu'il faut faire une autre manip?

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 Post subject:
PostPosted: Sun Jul 09, 2006 3:18 pm 
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Going to chek this out a bit later .. :wink:

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 Post subject:
PostPosted: Sun Jul 09, 2006 3:24 pm 
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I don't know. In fact, I didn't tested a lot the integration in Condor (I wanted to release it, because I will not be able to work on it before August)

In my few test, I see that I'm on the left size of the runway (but that seems to be the norm in Condor, and in RL too).

The only time I was not on the runway, was because of not using the same width value.

I have the pivot point in the center (both axis) of the runway. Maybe that's not ok. If the Condor team can clearfy it, it will be nice.

And 690 isn't a good value, only multiple of 50m are allowed (I must block it). I think that I change the value to have correct value, but never tested it.
Is it the same problem for 700m?

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 Post subject:
PostPosted: Sun Jul 09, 2006 3:40 pm 
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Location: UK
PBY,

Great job, was this easy to design and what was this designed with.

There are a couple of ideas that I would like to put forward that may help in the scenery development.


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