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Thread: Build 180 posted

  1. #1

    Default Build 180 posted

    Version 3.00 Build 180 now been posted. This build fixes a few remaining things which have come up, specifically:
    -Fix on error when cutting and pasting objects repeatedly
    -All SurfaceType displays now put in layer 9 to easily show/hide
    -Fix on movement when moving a building with a helipad
    -Paste from edit menu now drops at cursor
    -Excludes are now put in one exclude bgl file for FS2000 and above
    -improvements on the display of 3D objects for User API files. You can select from several predefined shapes, or have AFW scan the API file and try to build an outline of the object. As before, you can always define your own outline. Symbols can now be optionally filled with user specified color.

    Tom

  2. Default RE: Build 180 posted

    Hi Tom...

    RE: >>"-improvements on the display of 3D objects for User API files. You can select from several predefined shapes, or have AFW scan the API file and try to build an outline of the object. As before, you can always define your own outline. Symbols can now be optionally filled with user specified color."<<

    **Build 180 seems to work fine, although I'm confused as to how to control the way my 3D objects's apt symbols appear. I'm assuming the pre-180 function was to "have AFW scan the API file and try to build an outline of the object"? Anyway, it was working 'just the way I wanted it' before build 180 :-) -- ie: Wall objects were shown as a thin line apt symbol; proportional to the object's (the wall's) length and the symbols were rotatable to enhance ease of placing wall type objects adjacent to bldgs, etc.

    So, naturally, I would like to retain that choice for wall objects -- but I would like to also know how to control the apt symbol display types from within AFW, 'cuz that would indeed be handy for other object types. I looked in all the menu's (I think) but didn't
    notice any ways to "select from several predefined shapes" or opt to have AFW scan the API to try and build an outline of the objects.

    I'm familiar with setting up a "draw apt symbol" section in an API, however, I was always pleased with the way AFW displayed them using it's own default method. Now, some of my wall objects are the (preferred) thin lines display and some other wall objects are a simple box shape. The thin lines are easily aligned to where they're needed in the scenery, however, the box shapes are actually offset approx 45 degrees with respect to the wall.

    'Sounds like you've come up with a way to control the apt symbol's appearance -- I just can't figure out how we should do it :-).

    Thanks for all the excellent work in moving AFW 3.0 forward...

    J.R.




  3. #3
    Join Date
    Mar 2005
    Location
    Rapid City. South Dakota
    Posts
    27

    Default RE: Build 180 posted

    I would like to echo J.R.'s comments. The new symbols all look the same, for the most part. I cannot tell a light post from a building or a runway/taxiway sign - they are all small squares.

    John Hirsch
    Rapid City, SD


  4. #4

    Default RE: Build 180 posted

    The display is defined in the User API editing dialog. You can access this dialog from the Object tree or from the Edit button to the right of the API filename in the 3D Object dialog.

    The outline symbol that will be shown for this object is shown. You can select from several standard ones - rectangle, octagon or cross, or have AFW scan the API file and try to build a symbol. This was formerly the default, but caused problems. Some API files are so complicated that AFW choked when trying to scan them. You can also manually make your own symbol by editing the coordinates in the list above the drawing. You can add and delete line segments to get something unique that you like. This is a bit tedious.

    When you press save, the new outline is saved with the API file in a comment field in the header of the API file, so once you get a symbol you like it's the same in all sceneries you use that api file in.

    You'll note that fillcolor information can now also be defined by API object as well as 3D object. The intent here is to have the capability to set colors by object type. This is still being worked on.

    Hope this helps.

    Tom


  5. Default RE: Build 180 posted

    I have the same problem - most of my API's (NOVA generated) don't have any preset symbols - so I have to get AFW to scan each API in turn - extremely tedious, I agree. Anyway, it may be another problem why you can't find the menu item. If, like me, you have your screen size set to 1280x1024, many of the dialog boxes are not sized properly and some of the 'new' buttons are hidden. You have to drag the sides and/or bottom of these windows (unfortunately, everytime you open them) to get to see the hidden buttons.

    Hope this helps,

    Tim

    BTW Tom, is there any chance you might be able to get AFW to generate FS2004 compatible AFD bgl's? I use AFW to generate aerodromes that do not appear on FS and then use AFCAD2 to generate AI taxiways, etc, etc. Unfortunately, AFCAD2 only works on existing airport files and is unable to create new ones.

    Keep up the excellent work.. I know it's a slog but we really do appreciate you work.

    Regards

  6. #6

    Default RE: Build 180 posted

    Tom,

    Thanks for the constant update. Really appreciated. I am totally new to Ver 3.00, as I was using Ver 2.60.

    The following are the problems with Build 180, I am seeing in my Japanese Win XP SP1. (With RADEON 9500, Catalyst 3.9 Driver)

    1. No longtitude value in FSUIPC tool bar. (I see everything in the bar, but longtitude.)
    2. The aircraft position by FSUIPC does not move well, and keeping symbol on each position I am stopping. (See the attachement)

    Other than that, I would like to feel easier, if 3.0 installer are referring to existing Airport folder to overwrite.

    Regards,
    Nick

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