Re: Escenarios fotorealistas
Publicado: Enero 30, 2009, 20:25
Jose, ¿me puedes pasar la dirección del WMS de la IDAE? me gustaría ver la resolución de las ortofotos y compararlas con las del PNOA.
Hola, bajé el programa, he intentado configurarlo, pero me da error y no funciona. Intenté bajar los archivos ya configurados pero dice que no existe el fichero.josecond escribió:Hola:
Os envio mis ficheros de configuracion.
En el FSEarthTiles.ini debereis cambiar:
Working Folder poner el path de vuestra carpeta work
Scenery Folder poner el path de donde quereis que se os generen los escenarios.
Con estes ficheros solo tendreis el servidor de fotos PNOA como service1. Si quereis configurar otros servidores buscar en el google.
Cuando arranqueis el programa so os situara encima de barajas. Tener en cuenta que hasta zoom 3 o inferior no veremos ortofotos sino cartografia.
Para instalar estos ficheros sobreescribir los originales y listo.
Un saludo
Jose Conde
BOG015
Código: Seleccionar todo
#--- Services Configuration --- # you can add up to 9 Services entries
[Service1]
ServiceCodeing = xyinvz
ServiceUrl = http://khm1.google.com/kh?v=64%s
#Referer = http://khm0.google.com
#UserAgent = Mozilla/4.0
ServerVariations = khm0,khm1,khm2,khm3
[Service2]
ServiceCodeing = 0123
ServiceUrl = http://ecn.t1.tiles.virtualearth.net/tiles/a%s.jpeg?g=488&mkt=en-us&n=z
#Referer = http://a1.ortho.tiles.virtualearth.net #optional (older versions g=104, g=52)
#UserAgent = Mozilla/4.0 #optional
ServerVariations = ecn.t0,ecn.t1,ecn.t2,ecn.t3
[Service3]
ServiceCodeing = xyz
ServiceUrl = http://maps3.yimg.com/ae/ximg?v=1.9&t=a&s=256&.intl=en&%s
#Referer = http://us.maps3.yimg.com/ # (old versions v=1.7, v=1.5)
#UserAgent = Mozilla/4.0
[Service4]
ServiceCodeing = X1Y1X2Y2
ServiceUrl = http://www.idee.es/wms/PNOA/PNOA?REQUEST=GetMap&VERSION=1.1.1&SERVICE=
WMS&SRS=EPSG:25830&BBOX=621273.70693,4415651.72439,624119.18488,4418025.
77891&WIDTH=1008&HEIGHT=841&LAYERS=pnoa&STYLES=default&FORMAT=
image/jpeg
#//EPSG:4258 ETRS89 //EPSG:4230 ED50 //EPSG:4326 WGS80
#UserAgent = Mozilla/4.0
[ProxyList] #if you want to use proxies (web/http) add them here
direct #use the word "direct" in the List to mark a connection without Proxy
#127.0.0.1:8118 #local proxy (example for TOR net)
#130.149.49.26:3124 #external proxy example
#direct #you may enter the same Proxies more than one time in this list if you like
#132.239.17.224:68664 #Use the next button to change cycle throughthe proxy list manualy. (note original I planed a proxy change automatisation but didn't implement it at the end)
#---FS Earth Tiles Start up default values---
[FSEarthTiles]
WorkingFolder = C:\Users\Spark\Downloads\Editores\FSEarthTilesV1_0\work #working space folder.
SceneryFolder = C:\Users\Spark\Downloads\Editores\FSEarthTilesV1_0\Scenery #scenry folder. Note it stores the files in the texture and scenery Sub-folder (also creates any missing folders)
DownloadResolution = 1 #-4...8
StartWithService = Service4
SelectedSceneryCompiler = FSX #choose: FSX or FS2004
AreaSnap = Off #Off/LOD13/LatLong/Tiles/Pixel, IMPORTANT: Select LOD13 for FS2004 to avoid water borders!
CreateAreaMaskBmp = Yes #if Yes Area Mask Bitmap will be created that are used for Blend and Water and Seasons. (note FS2004 does not know blend)
CompileScenery = Yes #Yes = Compile the Scenery, No = Download the Area only.
AutoReferenceMode = 1 # 1..4 only active if AreaSnap is not off
# 1 = match exact Area Dimensions, 2 = allow to go one large, 3 = maximum freedom in going larger (largest areas simular to Area Snap Off), 4 = divide into single units
Zoom = 4 # -4...18
AreaDefinitionMode = 1Point #1Point / 2Points
AreaSizeX = 1 #[nm] Usage of this value depends on your AreaDefinitionMode setting (used on 1Point)
AreaSizeY = 0.6 #[nm] Use point for broken numbers here such as 1.5 or 0.75 no matter what language setting you use
CenterLatitude = 44deg 25min 00sec north #Usage of this value depends on your AreaDefinitionMode setting (used on 1Point)
CenterLongitude = 8deg 51min 00sec east
NorthWestCornerLatitude = 44deg 25min 00sec north #Usage of this value depends on your AreaDefinitionMode setting (used on 2Points)
NorthWestCornerLongitude = 8deg 51min 00sec east
SouthEastLatitude = 44deg 25min 00sec north #Usage of this value depends on your AreaDefinitionMode setting (used on 2Points)
SouthEastLongitude = 8deg 51min 00sec east
#-- Additional Settings --
TextureUndistortion = PerfectHighQualityFSPreResampling # choose: Off/Good/Perfect/PerfectHighQualityFSPreResampling. It corrects the texture to ensure accuracy on large areas and in best mode it heavy improves FSCompiler result but costs a lot memory
# Off -> Not recommended (inaccurate on large areas)
# Good -> Fast with Good Quality, small Memory usage
# Perfect -> Remarkable slower but perfect accuracy, small Memory usage
# PerfectHighQualityFSPreResampling -> Increase of Texture Quality through Pre-Resampling (Doing FS's job, just with much more quality result). Heavy Memory usage (6 times more). As slows as Undistortion Perfect.
FSPreResampleingAllowShrinkTexture = Yes # Yes = Shrink the Texture on resampling instead enlarging. That generates one LOD Level less. Saves HD and memory space. Sharper but less Antialiasing effect. (only aktive if TextureUndistortion = PerfectHighQualityFSPreResampling)
FSPreResampleingShrinkTextureThresholdResolutionLevel = 3 # Textures with selected Resolution Level less or equal this values becomes shrink instead enlarged. Usefull if HD space is limited to get the maximum quality for the highest LOD.
# Example. The Default value 3 means: Dl Res 3 was earlier converted to one LOD up: LOD14, and with this it will be shrinked/converted in LOD13 (which match more with the table on the GUI). Dl Res 4 will still be converted upward to LOD13 (only active if FSPreResampleingAllowShrinkTexture = Yes)
Brightness = -6.0 #[percent] Texture Color Enhancement. Brighness is best set to BrighnessValue = - 0.5 * ContrastValue;
Contrast = +12.0 #[percent] Texture Color Enhancement.
DownloadFailTimeOut = 1800 #Time out in seconds. If connection breaks and the tile flow stops this is the time after which the download attempts stops.
MaxDownloadSpeed = 20 #Max download Speed in Tile per Seconds [Tile/Sec]. You can enter broken values like 0.1. One Tile is about 12kByte in transfear. 20 Tile/Sec is max (Internal hardcoded speed limit for fairness reason)
MaxMemoryUsageFactor = 1.0 #Factor of Maximum of Memory Usage of detected allocable texture memory. (there is already a 5% marging).
WebBrowserRecoverTimer = 15 #[sec] If the WebBrowser Tile flow stops due not accessible pages or redirected or user interruptuions etc the flow is auto restarted after this time
WebBrowserNoTileFoundKeyWords = Not Found,HTTP Error 404,Bad Request #If a WebPage with any of this KeyWords are found (seperated with comma) instead a Tile, The No Tile Found Tile will be used. (else it tries again and again and again..endless..a WebBrowser only problem...(no proper HTTP error msg accessable or I found none)).
#Note that the Words used here are Service dependent. Also make sure there is no collision with the Windows internal Page if connection breake. The Wordsyou use should not apear on the Windows connection lost info page else you get No Tile Founds on connection breake also which we don't want.
#--- Yes/No Switches --
UseCSharpScripts = Yes #If yes then the Scripts will be loaded and usesd.
KeepAreaInfFile = Yes #if Yes then this keeps the Area.inf File (used for FS scenery compilation with resample.exe with no Water or Season Masks)
KeepAreaMaskInfFile = Yes #if Yes then this keeps the AreaMasks.inf File (used for FS scenery compilation with resample.exe with Water Masks)
KeepAreaMaskSeasonInfFile = Yes #if Yes then this keeps the AreaMasksSeasons.inf File (used for FS scenery compilation with resample.exe with Season Masks (and water))
KeepAreaEarthInfoFile = Yes #if Yes then this keeps the AreaEarthInfo.txt File (used for Water and Season creation) required input file for FSEarthMasks
KeepSourceBitmap = Yes #if Yes then this keeps the Area.bmp File (This is the original downloaded and assembled Area.bmp and is required for FSEarthMasks and scenery compilation with Area.inf)
KeepSummerBitmap = Yes #if Yes then this keeps the AreaSummer.bmp File (used in AreaMask.inf for scenery compilation with Water/Season Masks. Can be recreated through FSEarthMasks)
KeepMaskBitmap = Yes #if Yes then this keeps the AreaMask.bmp File (used in AreaMask.inf for scenery compilation with Water/Season Masks. Can be recreated through FSEarthMasks)
KeepSeasonsBitmaps = Yes #if Yes then this keeps the Various Season Bitmaps Files (used in AreaMask.inf for scenery compilation with Water/Season Masks. Can be recreated through FSEarthMasks)
FS2004KeepTGAs = Yes #choose: Yes or No (you will find them in the \yourscenery\texture\TgaSourceFiles folder)
UseInformativeAreaNames = Yes #No -> Area.bmp, Yes -> Area_Lp2_SnapLatLong_N042470000_N042400000_E010050000_E010170000.bmp
ShuffleTilesForDownload = Yes #if you want the Tiles to be shuffeled downloaded instead in plain order
ShuffleAreasForDownload = No #if you want the Areas to be shuffeled downloaded instead in plain order
AutoStartDownload = No #Automatical starts the download on application start
AutoExitApplication = No #Automatical exits the application after the work is done
OpenWebBrowsersOnStart = No #Yes = Right open the WebBrowser Engine on Start of the Application.
ShowDisplaySelector = No #Yes = shows the Display mode selector with the 2 modes Free/Tile. Usually of no use except for study/debug.
SuppressPitchBlackPixels = No #Yes = All absolut black Pixels color(0,0,0) will be transformed into color(0x01,0x01,0x01) pixels.
CompileWithAreaMask = Yes #Yes = Compiles the Scenery by useing AreaMasks (AreaFS..MasksInfo.inf) . Should best stay on yes. (only active when CreateAreaMaskBmp = Yes)
#--- FS compiler ---
UseLODLimits = Yes #Set to Yes to aktivate FSET's minimum destination LOD creation logic. (effects FSX only)
MinimumDestinationLOD = 13 #Generates at least LOD's up to this LVL to avoid FS default scenery comeing through. Only active when UseLODLimits = Yes
CompressionQuality = 100 #FS default is 100%. Some like 80 better to generate smaller bgl's on cost of teh quality.
#--- FS Compilers ---
FSXSceneryCompiler = resampleFSXSP2.exe
FS2004SceneryCompiler = resampleFS2004.exe
FS2004SceneryImageTool = imagetoolFS2004.exe #if missing the FS2004 compilation stops with the .tga's (no complete FS2004 executable scenery!)
#--- FS Earth Masks ---
FSEarthMasksTool = FSEarthMasks.exe
#--- Earth Masks Config ---
CreateWaterMaskBitmap = Yes # yes = create Water/Blend Mask. (An Area Vectors file (.Kml or .svg) is required for this!)
CreateSummerBitmap = No # yes = create Summer Texture * Important! -> *, A summer Texture is required when you want to work with FSEM's Color Adaption for Water Regions.
CreateNightBitmap = No # yes = create Night Texture
CreateSpringBitmap = No # yes = create Spring Texture
CreateAutumnBitmap = No # yes = create Autumn Texture (Thomas M. routines check FSEM Scripts)
CreateWinterBitmap = No # yes = create Winter Texture (Thomas M. routines check FSEM Scripts)
CreateHardWinterBitmap = No # yes = create Hard Winter Texture (Thomas M. routines check FSEM Scripts)
BlendBorders = No # yes = auto blend Borders (Blend-Transition) of an (Multi-)Area
#--- Third Party Tools ---
UseAreaKMLFile = Yes #yes = an AreaKML.kml File is expected in the Work Folder used for Water and Blend Vectors. You need to create that File in advance!
UseScalableVectorGraphicsTool = No #yes = Starts the SVG Tool for every Downloaded Area (Only if CreateAreaMaskBmp is on)
ScalableVectorGraphicsTool = D:\Inkscape\inkscape.exe #Used for Drawing Water and Blend Vectors creating a .SVG File
Código: Seleccionar todo
using System;
using System.Collections.Generic;
using System.Text;
using FSEarthTilesInternalDLL;
namespace FSEarthTilesDLL
{
public class TileCodeingScript
{
//The following Methodes will be called by FSEarthTiles:
//MapAreaCoordToTileCode(Int64 iAreaCodeX, Int64 iAreaCodeY, Int64 iAreaCodeLevel, String iUseCode)
public String MapAreaCoordToTileCode(Int64 iAreaCodeX, Int64 iAreaCodeY, Int64 iAreaCodeLevel, String iUseCode)
{
String vResultCode = "";
if (EarthCommon.StringCompare(iUseCode, "xyz")) // example Service 3 thank's to Steffen I.
{
}
else if (EarthCommon.StringCompare(iUseCode, "X1Y1X2Y2" ) ) // examples Services type NPOA (Spanish geografic institute) or
OpenLayers (Provided by MetaCarta, http://openlayers.org/)
{
Double vWestBorderLongitudeOfTile = EarthMath.GetAreaTileLeftLongitude (iAreaCodeX, iAreaCodeLevel);
Double vEastBorderLongitudeOfTile = EarthMath.GetAreaTileRightLongitude (iAreaCodeX, iAreaCodeLevel);
Double vNorthBorderLatitudeOfTile = EarthMath.GetAreaTileTopLatitude (iAreaCodeY, iAreaCodeLevel);
Double vSouthBorderLatitudeOfTile = EarthMath.GetAreaTileBottomLatitude (iAreaCodeY, iAreaCodeLevel);
vResultCode = vWestBorderLongitudeOfTile.ToString().Replace(",", "." ) + "," + vSouthBorderLatitudeOfTile.ToString().Replace
(",", "." ) + "," + vEastBorderLongitudeOfTile.ToString().Replace(",", "." ) + "," + vNorthBorderLatitudeOfTile.ToString().Replace(",", "." );
}
else // Quad mode, examples Services 1 and 2
{
Int64 vSteps = EarthMath.cLevel0CodeDeep - iAreaCodeLevel;
// Some Services uses same Lvl system as FSEarthTiles(funny coincidence) Service Lvl z=1 is 1 m/pixel
Int64 vServiceZ = iAreaCodeLevel;
Int64 vServiceX = iAreaCodeX;
Int64 vServiceY;
if (iAreaCodeLevel < EarthMath.cLevel0CodeDeep)
{
Int32 vYConvertPower = (Int32)(EarthMath.cLevel0CodeDeep - iAreaCodeLevel - 1); //-1 because Service uses positive and negative numbers for Y
vServiceY = (1 << vYConvertPower) - 1 - iAreaCodeY; // 1<<vYConvertPower (is equal to 2^vYConvertPower)
}
else
{
//lvl 18, whole world is not covered correct, you can only get the upper (y=0)or lower (y=-1) world half instead the whole.
//so make that tile unavailable
vServiceX = 0;
vServiceY = 0;
vServiceZ = 100;
}
vResultCode = "x=" + vServiceX + "&y=" + vServiceY + "&z=" + vServiceZ;
}
else // Quad mode, examples Services 1 and 2
{
Int64 vSteps = EarthMath.cLevel0CodeDeep - iAreaCodeLevel;
Int64 vXStart = 0;
Int64 vXStop = EarthMath.GetAreaCodeSize(iAreaCodeLevel) - 1;
Int64 vYStart = 0;
Int64 vYStop = EarthMath.GetAreaCodeSize(iAreaCodeLevel) - 1;
Int64 vXHalf;
Int64 vYHalf;
Char vC0;
Char vC1;
Char vC2;
Char vC3;
vC0 = iUseCode[0];
vC1 = iUseCode[1];
vC2 = iUseCode[2];
vC3 = iUseCode[3];
for (Int64 vCon = 1; vCon <= vSteps; vCon++)
{
vXHalf = (vXStart + vXStop + 1) >> 1;
vYHalf = (vYStart + vYStop + 1) >> 1;
if (iAreaCodeY < vYHalf)
{
if (iAreaCodeX < vXHalf)
{
vResultCode += vC0;
vYStop = vYHalf;
vXStop = vXHalf;
}
else
{
vResultCode += vC1;
vYStop = vYHalf;
vXStart = vXHalf;
}
}
else
{
if (iAreaCodeX < vXHalf)
{
vResultCode += vC2;
vYStart = vYHalf;
vXStop = vXHalf;
}
else
{
vResultCode += vC3;
vYStart = vYHalf;
vXStart = vXHalf;
}
}
}
}
return vResultCode;
}
}
}
}
return vResultCode;
}
El botón Export no hace nada y ya no sé que más leer, así que ni con fs earth tiles, ni con fwtools, ni con nada.Se puede hacer en el OpenEV. La verdad es que es una opción que está un poco escondida:
Exportar > Marcar la opción Advance Options > Draw ROI mode > y marcas sobre la imagen la parte que quieres guardar.