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| Technical Support Get help with World Wind. |
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Junior Member
Join Date: Feb 2009
Posts: 14
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attached is a 3ds max maxscript to port photoreal ms-flightSim textures to ww.data.pyramid format, maybe someone could write an executable to do the same, or a plugin to read flightsim mipmapped dxtBMPs
--------------------------------------------------------------------------------------------- --- maxscript requires FORWARD SLASHES (rather than normal backslashes) to be used in DOS / file paths --- NO SPACES are prefered for path or file names, spaces may cause commandline programs not to work --- first calculated level is level 14 (32768 x 16384) --- fs grid is a non double square 24576 x 16384, base4 quadkey, origin -180w, +90n --- multiple folders with multiple *su.bmp can be accessed to create a combined worldwind layer set --- 3ds max dds plugin has bugs - doesn't release memory so memory ramped up and script crashed after some use --- also 3ds max dds plugin save/format options aren't configureable via maxscript --- replaced max dds plugin with commandline nvidia tools, NVDXT.EXE and READDXT.EXE --- dxt3 (66kb per 256*256 tile) used for coastal area, ie includes both land and water, even though alpha is clamped to 0, 255 (ie clamped to 1 bit ... antialising against water colour is good --- dxt1 (33kb per 256*256 tile) used for land only areas --- water only area's not converted --- tested on fs2004 style textures (4.8m/pixel) --- _levelProgress.txt created file shows progress, and allows fast restart from last converted tile if script aborted / interrupted --- useful if converting large area, and script execution must be interrupted so computer can be used to do something else --- copy _levelProgress.txt to desktop or elsewhere to check progress, then open the copy as the original it is being written to after every tile conversion --- _levelProgress.txt can be edited, requires level, yTile and xTile separately in the first three lines --- to restart a layer, enter level INTEGER on first line, enter out off extent INTEGER in both lines 2 & 3, eg, zero, -1, 99999999999 --- _stopConversion.cmd allows script to abort, as pressing ESC key doesn't reliably abort script --- _stopConversion.cmd deletes commandline.EXE's (copied or checked at every script execution) --- if commandline EXE's are deleted / aren't present, script aborts --- once levels generated, manually move / rename folders and create configuration *.xml --- xml requires 'tricky' <LevelZeroTileSizeDegrees> setting ... calculate number of tiles that wrap longitudinally around the globe --- if level 0 is 512 tiles high (n-s) * 1024 tiles wide (w-e) then <LevelZeroTileSizeDegrees> equals 360./1024 = 0.3515625 --- if level 0 is 4096 tiles high (n-s) * 8192 tiles wide (w-e) then <LevelZeroTileSizeDegrees> equals 360./8192 = 0.0439453125 --- recommended to create 2 or more distinct layers ... put highest 2 to say 4 resolutions/ levels on one layer, the lower levels on another --- converts a big sized city in about 3 hours on a 3ghzP4 --- last revision 2009.02.18 --- future changes ... check fsX compatibility, fade out alpha on lower levels --- for research / private /non-commercial/ open-source use only, paypal me for commercial use :-) --- conversion of commercially sourced flight sim photoreal textures may breach end user licence agreements ant in nz :-) Last edited by antdavison; 02-18-2009 at 09:03 AM. |
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