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scenery conflict (Read 476 times)
Dec 7
th
, 2003 at 9:04am
mag_ddave
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Ddave Ops-CFS Scenery
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??? I am building a scenery in cfs1 on Guernsey Island.I have the RAF662 Charlie base there. I can put in a runway and other polygons and the scenery works ok. I add hangers and other buildings, then when I go into the scenery, all the images are blurred terribly,has a pyschedelic look, the horizon and ground floats. So I removed Charlie base and viola! No more problems.What causes this and is there a fix ? ( There were no seed bgls in Charlie base scenery file).Is it possible that a synthetic tile was used in making Charlie base and that causes the conflict? I tried making my scenery with and without a synthetic tile but I still get the floating horizon amd multiple images when i load hangers and buildings. Any ideas??
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Last Edit: Dec 7
th
, 2003 at 11:56pm by mag_ddave
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Dec 23
rd
, 2003 at 3:08pm
Dan
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No idea. Hagar....
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Jan 7
th
, 2004 at 8:54am
mag_ddave
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Well, I had to take out Charlie base and now everything works perfectly. I have noticed when i add too many trees or too many lights that I get the same multiple image,blurred effect. I'd still would like to know what causes the scenery conflicts.I had the same problem when I tried to add the 66th Base at Guernsey 2 years ago. Same thing happens in the Guines,Calais,Audembert area.I think sceneries that are too close together "read" off each other and the scenery "overloads" ,thus the multiple image effect,much the same like too many lights or trees.Too many api macros competing for "resources". I guess its just a limitation of the sim's scenery characteristics. Hmm....oh well. The scenery is done and is now available here at Simviation.
don wory, b hopy&&&&
http://www.geocities.com/ddave_9af/
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Jan 7
th
, 2004 at 9:23am
Hagar
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Hi Dave. Wish I could help but it's long time now since I had CFS1 installed. I can only assume there is some sort of conflict with various 3rd party scenery areas & your new stuff. I think you already figured that out yourself.
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Jan 23
rd
, 2004 at 6:56pm
mag_ddave
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The more I read ,the more I think that bgl size and synthetic tile size becomes the issue. I think the "area size" you use (Seed area ) also comes into play. When you get a conflict,you just know you have one, but you don't know what characteristics of the "offending" scenery are to cause it.One or a combination of all three.
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