Airports creation tool
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Lately I stambled on this:
http://airportediting.com/index.html
It has and git hub:https://github.com/InfiniteFlightAirportEditing
Says it’s open source…
It’s for xplane…Could it be used to export things for Falcon after some serious community coder take it in his hands?
Hmmm??? how about it?
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IMHO X-plane architecture and the way it’s done can teach us A LOT of things
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Lately I stambled on this:
http://airportediting.com/index.html
It has and git hub:https://github.com/InfiniteFlightAirportEditing
Says it’s open source…
It’s for xplane…Could it be used to export things for Falcon after some serious community coder take it in his hands?
Hmmm??? how about it?
we have exactly the same tool
this is called EDITOR …and this is improved continuously for better handling and also to follow code improvments
and no , we can not export things since the Taxi system , which looks indeed similar, is not the same …
For instance, they use some boundary boxes defined as points to limit areas where AC can taxi, which is not necessary in BMS since we have object detection routine
The same system though in BMS is used for carrier deck detection, where the deck geometry is defined by new List of points (not in 4.33 of course )
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I was talking for 3d models to be exported for 3d database. Sorry i should clear that.
And Mav well falcon editor is not doing what this tool does.
And in Editor for example we can create things after the 3D airport is ready, unless u create them as Falcas does for Europe theater.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Also Mav-jp think of it like that:
Ok we have the tool but it has it’s limitations and you can’t create the 3d staff and markings… also you must use other tools for ils - frequencies and etc…
The airport editing tool I believe it’s a complete tool.
You have the code for Falcon Editor and you have access to the airport tool for xplane, so you can implement and adjust features to Falcon editor and make it a complete tool for the airports.
If I understood it well it has the assets so u don’t actually paint taxiways and rwy markings or create the lighting system and etc.
Example for taxiways it has curves which don’t exist in Falcon Editor.
So instead of creating each airport one by one you create a complete library and then provide the application platform to create the basic airport layout.
All basic 3d objects are just plane 2D actually.
All markings have the same logic and parameters.
The rest like papi lights or antennas or guidance lighted boxes etc can be easily made to cover the whole aspect… they are just simple boxes that need different textures.Also as RedDog says we can learn and benefit from the xplane way.
I know that it’s hard. I know the human resources issue and all. Just a suggestion. Maybe a talented coder that has free time can start it and with some help from the BMS team miracles can happen. You never know.
But when you want to create 90+ airports… and it takes about a month for each one… well…
Now imagine that for 4-5 theaters… -
Also Mav-jp think of it like that:
Ok we have the tool but it has it’s limitations and you can’t create the 3d staff and markings… also you must use other tools for ils - frequencies and etc…
The airport editing tool I believe it’s a complete tool.
You have the code for Falcon Editor and you have access to the airport tool for xplane, so you can implement and adjust features to Falcon editor and make it a complete tool for the airports.
If I understood it well it has the assets so u don’t actually paint taxiways and rwy markings or create the lighting system and etc.
Example for taxiways it has curves which don’t exist in Falcon Editor.
So instead of creating each airport one by one you create a complete library and then provide the application platform to create the basic airport layout.
All basic 3d objects are just plane 2D actually.
All markings have the same logic and parameters.
The rest like papi lights or antennas or guidance lighted boxes etc can be easily made to cover the whole aspect… they are just simple boxes that need different textures.Also as RedDog says we can learn and benefit from the xplane way.
I know that it’s hard. I know the human resources issue and all. Just a suggestion. Maybe a talented coder that has free time can start it and with some help from the BMS team miracles can happen. You never know.
But when you want to create 90+ airports… and it takes about a month for each one… well…
Now imagine that for 4-5 theaters…Yes and for instance you have nonneed curves in BMS taxiway
The code automatically computes the curves for AI in between two points and adding curve points would break the taxi code
You can’t apply one model to another
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The code automatically computes the curves for AI in between two points and adding curve points would break the taxi code
Ok can you make that code create the taxiway markings and display them in 3D world ? Let’s say u can. Will it be a complete one covering all the airport? or just the parts needed by the ATC?
I’m not talking just for the taxiing of AI and ATC and how the code handles it.
I’m talking about a tool to build from scratch an airport and it’s representation in the 3d world.
Rwy and twy areas are of specific or measured data.
rwy markings are on a book and have specific sizes offsets and distances. Same goes for twy. -
The airport editing tool I believe it’s a complete tool.
It’s a very similar tool to the old
but it’s not a complete tool. To create a great and realistic scenery still uses up: GMax, 3DsMax and other 3D tools… -
Ok can you make that code create the taxiway markings and display them in 3D world ? Let’s say u can. Will it be a complete one covering all the airport? or just the parts needed by the ATC?
I’m not talking just for the taxiing of AI and ATC and how the code handles it.
I’m talking about a tool to build from scratch an airport and it’s representation in the 3d world.
Rwy and twy areas are of specific or measured data.
rwy markings are on a book and have specific sizes offsets and distances. Same goes for twy.I don’t understand your question
The markings have to be done in a 3D tool
Markings are completely independant from taxi code than have to be defined independently
Dont mix GFX with ATC / AI brain
Editor can do everything you need for setting up airbase in BMS
The rest is GFX with a GFX tool like 3ds max
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Mav why r u glued to the taxi code?
Forget the taxi code please.
Runway polygon and rwy markings are not actually 3d. they are 2D. They have x and y there is no z. we create them and export them from 3ds max but they are 2D.
So u have Falcon editor. U will have the code from Mortesil’s tool for 3d manipulation so do the mix.
U have the 3d library and u already use it as features in the airport objective.
To rephrase it is like adding 2D drawing tools in the Falcon editor app for the airports.
Those 2d drawing tools exist in the github of the airport editing tool from xplane.
On those 2d drawing tools you must have and a 2D library, like this runway is x.xxx meters long so place the centerline and other markings automatically. For destruction purposes divide this long runway to smaller pieces.
Designate the joint twy-rwy areas.
For the runway tarmac select from a library or import your image.
Add another layer of tiremarks from a library or import yours.Then do the magic using Mortesil’s tool or whatever with automation and auto do what is needed to be done instead of the today method. Like auto import to 3ddb, auto create entries in Falcon Editor (the DB) auto turn the features (Rwy-Twy).
Now let’s get back to the taxi code… if I was going to use the taxi code would be like that: the taxicode follows the path (taxi points - parking points, take - leave rwy) that is designed in Falconeditor and u calculate the turn as the AI travel on the twy. ok one step furter for 2d representation take those lines created in Falcon editor, use your turn calculations and put the layer of the taxiway on top of the twy tarmac layer. Why redraw the twy in 3dsmax and then redraw it to create the texture.
Then export it, then import to the 3ddb then create the records in Falcon editor then edit the objective then park the features then do the points then open Terrain editor to create the comms and the ils… then you are done.