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Re: TerraGIT 3.2

Posted: Wed Nov 25, 2020 7:31 pm
by IAHM-COL
no prob.
Thanks for verifying
I'll test EGNO then for performance drop

IH

Re: TerraGIT 3.2

Posted: Wed Nov 25, 2020 7:36 pm
by IAHM-COL
tx.
I'll patch

I recently updated Airports/ with the P3000 jetways. but I might pull this content for groundnets

To be sincere, I was considering running d-lasers code on the newest apt.dat and see if that gives me a better output. but not sure yet.

Re: TerraGIT 3.2

Posted: Mon Dec 07, 2020 6:02 pm
by IAHM-COL
Having the P3000 with 14500+ airports installed directly in terraGIT, gives instant reward in most places

See Bengaluru Airport VOBL, just P3000 objects, and already very nicely developed

Image

http://www.jafva.com/flight/1730/

Re: TerraGIT 3.4

Posted: Fri Jan 01, 2021 3:40 am
by IAHM-COL
Hi All.
First of All, Happy New Year
(I am glad you are reading this, as it means you've made it through 2020! Awesome)

As we enter January 1st 2021, there is a Worldwide update on TerraGIT scenery, Now versioned 3.4


The first post has been updated.

I understand TerraGIT 3.2 was actually short lived (only a little over a month), but the new terraGIT correct the problem where airports with 3D layouts might have miss important structural features (aprons and lines).

With the use of the python scripts by D-LASER and D-ECHO, as indicated here by Legoboy (apple123), I was able to
1. Fetch a new APT dat from the gateway. In addition to many airports improvements, the fetched data allowed to bring about 3000 new airport layouts, which include some airports not available on Xplane distributions (think, per example SEQU, or VHXX) and many many more now drafted in terraGIT v3.4.
2. Update the NAV data directory on terraGIT to include the complete APT.dat
3. Recursively apply the patches for lines and aprons on all airports that needed it using the dsf2apt script in d-laser-tools, after updates were made so the software runs as expected on python3 ( a pull request with this fixes has been initiated)
4. Then a complete planet generation was performed, and all terrain worldwide was updated on Github repositories

Since this is a worldwide update, a new versioning occurred.

Also, as every terrain tile is affected, the best way is to clone a clean copy and re-initialize and re-update any tile desired (or the whole world).

Enjoy!

IH-COL

Re: testing TerraGIT 3.2

Posted: Fri Jan 01, 2021 3:42 am
by IAHM-COL
laserman wrote:I did
no P3000 stuff and problems with taxyways/apron at KLAS


Hi Laserman
A new terraGIT version (3.4) is now released that fixes the taxiway/aprons issues, not only at KLAS but worldwide.

Best,
IH

Re: TerraGIT 3.2

Posted: Fri Jan 01, 2021 3:44 am
by IAHM-COL
123apple wrote:AFAIK the merge request from d-echo to d-laser's repo allowed scripted conversion.

(if not, let me know, I should have a copy of the script here somewhere... albeit I preferred doing it manually in WED for more limited areas than the whole world ! :D )


Hi 123apple

The script worked worldwide, and fixed the aprons' surfaces and the lines wherever appropriate.

The new layout looks so much better after the fix.



Thanks for the pointer. And thanks to D-ECHO for designing an expandable solution.

IH-COL

Re: TerraGIT 3.4

Posted: Fri Jan 01, 2021 3:56 am
by IAHM-COL
123apple wrote:However, case in point: Warton airport EGNO.



Mmmm.
I just tested EGNO
Yes. There are cars in the parking lots.
No impact on FPS for me appeared detectable at all.

I challenge the problem you get is unrelated to the presence of P3000 Objects.
As I indicated before, these objects are Shared Objects, held on hardware resources (RAM/GRAM) only once and then rendered multiple copies as needed.

The visual aspect of these parking lot cars is good, and comes with almost no performance price.

Best,
IH-COL

Re: TerraGIT 3.4

Posted: Mon Jan 18, 2021 1:07 am
by IAHM-COL
Parked at Beijing Daxing (ZBAD);
Only terraGIT 3.4
:D

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