Fs2004 Srtm Global Terrain Maps

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By Justin Tyme / FSGenesis

  1. Srtm 90
  • See also FS2004 SDRTM Global Mesh here. (Shuttle Radar Topography Mission. Part 1 The canada 19 m terrain mesh fsx is designed using the cded elevation models.
  • The highly compressed FS Global terrain files. On barely corrected SRTM data. A coverage map of the.
  • Top 100 Files of the Year World Map Search World Airliners Quick. What is a good mesh for FS2004? There is a freeware 70m SRTM terrain mesh for the whole.
Fs2004 Srtm Global Terrain Maps

Terrain Mesh: What It Is and What It Can Do for You

FS X - Canada 19 M - Terrain Mesh - Part 1 The canada 19 m terrain mesh fsx is designed using the cded elevation models data - geobase.ca - It offers an improved terrain mesh for the whole of Canada - This is File 1 - of Canada 19 m freeware project.

I'm sure some of the old-timers can remember back to the dawning of the age of desktop flight simulators--the pool table flatness of FS4 and FS5, the synthetic tiled blobs of color that served as mountains in FS5.1 and the hand drawn 3D polygons FSGenesis created for Pennsylvania, Delmarva, and West Virginia for FS98. The floating airports that would settle down to tile-level as you approached closer to the runway threshold. The processors of the day just could not keep up with keeping track of tens of millions of elevation points, although there was a rudimentary terrain mesh system in the code. Back then it was purely visual and I remember one experiment that ended when I flew right through the terrain mesh as if it wasn't there.

FS2000 brought terrain mesh into the forefront by converting a low-resolution global dataset (GTOPO30) into terrain mesh BGLs and we were able to fly over and through some sort of accurate rounded mountains with elevation points spaced more than a kilometer apart. There were some improvements to FS2002 and more higher-resolution areas in FS2004, but the high-resolution terrain mesh was pretty much left to third-party developers.

And so it began with the add-on terrain mesh, as more regions were covered by ever more higher-resolution terrain. By the time FSX rolled around, most of the world was covered by at least 76m terrain mesh and many more areas of 38m terrain mesh was available and the contiguous United States and later Europe was available in 10m.

So as we bask in a Golden Age of Terrain Mesh, of sorts.. There are still many who have yet to partake in the profound improvements that can be achieved by the simple addition of highly-accurate, high-resolution topography, making the virtual world much closer to its real-world counterpart.

What Is Terrain Mesh?

This will be a simplified layman's explanation aimed at the casual simmer, but anyone wishing more technical detail, see my friend Adam Szofran's, a chief designer of the FSX terrain engine, excellent paper Global Terrain.

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Simply stated, terrain mesh is the shape of the ground. It is the mountains, the valleys and the plains. Other elements of the terrain engine include landclass, phototextures, flatten polygons, and various lines and polygons, such as transportation elements, lakes, streams, coastlines, and airport property polygons. They all work independently and are blended together at runtime to create the scene out your window at any given moment, and FS does this many times a second. We will be focusing only on the terrain mesh portion of that mixture.

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The resolution of the terrain mesh generally determines its detail and accuracy. Very low-resolution terrain has a much farther distance between elevation points, sometimes up to a kilometer, which results in rounded approximations of even the most craggy mountain ranges. As the distance between elevation points decreases, the detail and accuracy increases. This is due to an exponential increase in the number of elevation points as the distance between them decreases from 1226m to 612m to 306m to 153m to 76m to 38m to 19m to 10m. It is at the lower resolutions (38m, 19m and 10m) where detail and accuracy are brought into a sharp focus and your enjoyment of the FS environment is brought to a new level. The higher the resolution, the more detailed and accurate the terrain (output being as good as the source data). The lower the resolution, the less detailed the terrain.

FS terrain mesh is a Digital Elevation Model (DEM) that has been processed into a BGL file that is understood by the terrain engine, which converts it into what you see at runtime.

A DEM (for our purposes) is an array of elevation values spaced evenly apart that represent real-world elevation data. This data has been collected over the years by various methods and by various government as well as private entities. It is this source data that is used to create a file that is recognized by Flight Sim (a *.BGL file). The distance between elevation points in the source DEM is the resolution. A shorter distance between elevation points will create more detailed terrain. Source DEMs can come in a variety of resolutions, such as 1km, 300m, 100m, 90m, 30m, 10m, and so on, and determines the highest optimal resolution of the resulting terrain mesh *.BGL file.

For instance, if you have 90m source data and make a 10m BGL, the result is a massive increase in the number of elevation points that will greatly slow performance, but won't actually add any detail. If you want to make 10m terrain mesh it's best to start with 10m, or higher source resolution. While some over-sampling will result in an overall improvement, such as making 19m terrain mesh from 30m source data, the best result will be obtained by starting with the highest resolution source data you can find. Sometimes this presents problems such as high cost or is simply not available.

The quality of the end result mostly depends on the quality of the source data. Somtimes the quality of the source data is uneven and questionable and may require time-consuming manual adjustments and editing to remove spikes and pits before it can be released as a commercial product. (These are just a couple of the pitfalls and challenges facing a terrain mesh developer.)

Level of Detail (LOD) is what Flight Simulator uses to determine resolution output. LOD divides the world into squares. Lower LODs have larger, fewer squares covering the world. Conversely, higher LOD means smaller, more numerous squares. The more squares, the more detail.

For instance, LOD 6 represents 612 meters (612m) spacing between the elevation points. This is the default terrain resolution for most of the world in FSX. This relatively low resolution turns majestic and jagged mountains into slightly rounded hills. FSGenesis detailed terrain mesh, for instance, pushes that up to 9.6m (LOD12) in the United States and Europe while other areas are increased to 19m (LOD11) and 38m (LOD10). The rest of the world is increased and upgraded to 76m (LOD9), which brings out the sharp points and steep faces of the most rugged mountains, as well as the subtle undulations of the plains.

FSX Default Terrain Mesh

LOD7-9 (306m-76m)

Srtm 90

These maps show the coverage for the default FSX terrain mesh. While better than FS2004, only a small portion of the world is in higher resolutons and none are in the maximum resolution FSX is capable of.