addon

Geolizer HTTP stats

Sample Geolizer output (fragment)

About Geolizer

This is an enhanced version of the popular Webalizer HTTP server statistics generator. It's main feature is an ability to discover visitor's country by his/her IP address. Default Webalizer method is to extract host suffix from the reversal DNS query (obtained directly from log files, or by webazolver program if HTTP server doesn't reverses client IPs), which is slow and imprecise (for example, Brazilian host could be reversed as .com). Geolizer relies on the GeoIP library API to do the same thing. Thus, no more DNS queries are required, and results are much more precise. Geolizer also has some additional features: it displays file sizes in a human-readable form (bytes/KB/MB/GB/TB) instead of default kilobytes. It also compiles under MinGW/MSYS now, so you can process your UN*X log files on your Windows box. And, finally, Geolizer features a nice eye-candy: country flags! Smiling

Beware as Geolizer also has some bad features (read "bugs"): for example, webazolver won't work anymore, and already resolved hosts aren't handled well. Want to see how it looks like, at all? Take a look at some sample statistics! Or see who else uses Geolizer to produce their server stats.

Tips

  • The country flag pictures can be downloaded at http://flags.blogpotato.de/. Just download and unzip world.small.zip & special.small.zip to the flags/ subdirectory in your HTML output path.
  • You may enhance your Webalizer further (allowing it to identify more user agents, referrers and search engines than normal) using extended configuration files, provided by Enric Naval and available at http://griho.udl.es/webalizer/.
  • It is possible to use multiple configuration files on Webalizer. Just specify them at the command line:
    webalizer -c common.conf -c user_stas.conf
  • Why don't you try also AWStats & WebDruid?!


It is easy to located an internet service which provides low prices for voip. Simply by downloading the software the service of the voip can be utilized, though for this a fast wireless internet is also required. This is especially benefical for small website hosting companies to contact their clients at a low cost.

stas » January 16, 2007 » 14:00

X11 FrontEnd for the Rio Utility

XRio FrontEnd

X11 FrontEnd for the Rio Utility v1.07 made by guys from the Snowblind Alliance. Surely not the best nor the most beautiful of all GUIs made to manage the famous Rio MP3 Player, but I tried to implement some of the ideas that the "real" managers doesn't implement. List of some "interesting" features:

  • 2 windows side-by-side like in Norton Commander legacy managers
  • treats M3U playlists as directories
  • displays the space remaining on the device as you select files to upload
  • current file & overall progress bars
  • realtime display of the transfer speed
Note that you need Tk8.0 extension for Perl (and the Perl itself) to get this frontend running! The GUI works under ActivePerl Win32 environment out-of-shelf, but I haven't tested if the interaction with the rio.exe is OK. You can download it here and test for yourself! However, I would suggest you to use my Diamond Rio PMP300 FS-plugin for Total Commander.

P.S. - if you get problems downloading files with long names, apply the patch I provided below on the Rio Utility source (not XRio itself!) and recompile it.

stas » January 8, 2007 » 09:37

my ring tones


T68i mobile phone

A collection of the ring tones I made for my Sony Ericsson T68i mobile phone. All of them (except As The Worm Turns, which notes my brother gave to me!) were converted from a Google-gathered MIDI file using the excellent Ringtone Tools software. Why?! Just because I like these melodies; and because I think they are pretty distinctive ringtones!

P.S. - and yes, I didn't respected the tempo, for several reasons!

stas » January 3, 2007 » 22:12

ACFTools (for X-Plane)


ACFTools screenshot

The Plane-Maker from X-Plane v7.x is fun and easy to use... Although I found it a bit limited to edit my planes' fuselage. 20 cross-sections aren't enough, sometimes. It would be nice to export the fuselage shape into any 3D-editor and fine-tune it there... This is exactly what my ACFTools are supposed to do. Please note that X-Plane v8.x is unsupported, unless you create & edit a v7 model and then import it to Plane-Maker v8. But I believe this isn't a problem: X-Plane v8 is able to use OBJ format files (which can be imported/exported by AC3D and Blender plugins) as parts of an aircraft, thus, extremely weird shapes are perfectly possible without even touching the ACF file.
Now, what exactly ACFTools does? It is able to process the file that stores all the aircraft data (except the textures), in the binary ACF format, and dump all the data in the human-readable TXT format. It is the same format as for Tony Gondola's ACF2Text utility, which inspirited my ACFTools. Then, ACFTools can extract the 3D model of the aircraft from this data, and export it in the AC3D format. After that you can edit the aircraft's shape as you want using AC3D and make the inverse process: from .ac to .txt, and then from .txt to .acf. Here comes the brief set of ACFTools features:
  • Convert from ACF (aircraft) & WPN (weapon) formats to TXT format and vice-versa.
  • Extract AC3D model from TXT file, along with wings and propellers (using the real airfoils!).
  • Import AC3D model into TXT file (fuselage, nacelles, wheel fairings & external fuel tanks only)
3D model extractor is also useful if you want to use X-Plane generated aircrafts somewhere else; as in your own Computer Graphics compositions.
ACFTools was written in Perl, thus it is able to work under Linux, MacOS & Windows. And it is Open-Source & highly modular, so you can modify it as you want, or use my functions for your own needs. When you start ACFTools, this is what you get at your console:
##############################################################################
[ACFTools v0.62a] Set of tools to play with ACF files outside of Plane-Maker
Perl script and modules coded by Stanislaw Pusep
Site of this and another X-Plane projects of mine: http://xplane.sysd.org/

Allows you to:
* export X-Plane (www.x-plane.com) aircraft data files to human-editable
plaintext format and 3D mesh editable in AC3D modeler (www.ac3d.org).
* import plaintext/3D mesh back to ACF file.
##############################################################################

Usage: acftools.exe [parameters]
o Commands:
-extract [DEF] : extract TXT from ACF (opt: using DEF definition)
-generate : generate ACF from TXT
-merge : merge body from AC3D file to TXT
o Parameters:
-acffile FILE : name of ACF file to process
-txtfile FILE : name of TXT file to process
-ac3dfile FILE : name of AC3D file to process
-noorder : DO NOT sort vertices while merging bodies
-noac3d : DO NOT generate AC3D
-(min|max)body N: write all bodies in specified range to AC3D
-force LIST : force extraction of bodies LIST (comma-separated N)
-normalize N : normalize wings to N vert/surface (N>=2 or no wings!)
o Notes:
* You can use abbreviations of commands/parameters (-gen or even -g
instead of -generate).
* The only required parameter for "extract" command is -acffile.
Both -txtfile and -ac3dfile are derivated from it.
* "generate" command and -txtfile has the same relation.
* By default "extract" uses the latest DEF file.
* "generate" doesn't need DEF at all (it is implicit in TXT)
* If file to be created already exists backup is made automatically.
o Examples:
acftools.exe --extract=ACF700 --acffile="F-22 Raptor.acf"
(extract 'F-22 Raptor.txt' from 'F-22 Raptor.acf')

acftools.exe -e -acf "F-22 Raptor.acf"
(same as above)

acftools.exe -me -ac3d ladar.ac -txt "F-22 Raptor.txt"
(merge *single* 3D body from 'ladar.ac' to 'F-22 Raptor.txt')

acftools.exe -g -txt "F-22 Raptor.txt"
(reverse operation; generate 'F-22 Raptor.acf' from 'F-22 Raptor.txt')
The most important thing you should know is that to convert from the binary ACF format to TXT, ACFTools uses one of the files stored in the defs directory. By default, it is a ACF740.def, which works for X-Plane v7.40 and later. You can specify any definition file you want, as shown on the screen above. You can also write your own definition files, if you have the structure specification. Note that to convert TXT back to ACF, no definition is necessary, as the TXT format itself holds all the data necessary to build the binary file. The second thing is to specify the file that ACFTools should convert. The name of the converted file and every of the intermediary files will be generated from this name. When converting from ACF to AC3D formats, TXT file is generated automatically. Please note that when you want to put the edited aircraft part back into the .acf file, you must save this part as a .ac separate file, then merge it into the TXT file, and after that convert it into ACF! Yes, it would be nice to have a GUI to automate the entire process, but I'm too lazy to do that! Anyway, may the source be with you Eye-wink
I strongly recommend you to read the docs\README.txt file contained in the ACFTools package before you start using it!
stas » May 10, 2006 » 01:09

X-V8L model


X-V8L pictures

General characteristics
X-V8L experimental joined-wing ultralight design
Crew
1 pilot
Engine
two small 2-stroke engines (similar to "JPX PUL 212" or "SOLO 210")
Power
15 hp at 6000 rpm (30 hp total)
Dimensions
Wing area
40 sq.ft (3.7 m²)
Wing span
12.2 ft (3.7 m)
Wing aspect ratio
8.0
Length overall
8.2 ft (2.5 m)
Height overall
4.3 ft (1.3 m)
Weights
Max. fuel on board
40 lb (18 kg)
Weight empty
150 lb (68 kg)
Max. weight
400 lb (181 kg)
Payload
210 lb (95 kg)
Performance
Max. cruise speed
125 knots (230 km/h)
Max. climb rate
1200 ft/min (6 m/s)
Service ceiling
15000 ft (4500 m)
Stall speed (flaps down)
45 knots (83 km/h)
Take off run
1000 ft (300 m)
Landing run
1000 ft (300 m)
Max. range
400 nm (740 km)

This is a model I developed for X-Plane to test this uncommon aerodynamic scheme. It's not unique, yet: some people actually think that joined-wing design is superior to the traditional one. Here are some examples of joined-wing & box-wing aircrafts:

Ligeti Stratos Virginia Tech & Loughborough University Ikelos
Joined wing concept by Jose E. Araya
Box wing concept by Lockheed Martins

My idea was to create some kind of a "flying scooter". So, my X-V8L ultralight was based on the famous MC-15 Cricket (a.k.a. Cricri), which is the world's smallest twin-engine aircraft:

MC-15 Cricket

A "real world" reference is also important to evaluate if this thing would fly at all Smiling
Thus, X-V8L has (almost) the same power plant, weight and wing area as the MC15 Cricket. In fact, to obtain this data, I had to peek into another X-Plane model, the MC15 Cricket by Emmanuel Sanvito (a.k.a. Namu).
Now, the design itself is completely different. First of all, X-V8L has more wings and a bigger wing area. Second, it makes use of a ducted fan. This is supposed to give 50% thrust increase, and can be easily made for smaller propellers. At the time I modeled X-V8L for X-Plane, there was no ducted fan-specific option, so I had to simulate it increasing the engine power up to 22.5 hp. And rudder/elevator surfaces are currently inside the duct. This is supposed to redirect air flux to give better handling, as X-V8L has no horizontal/vertical stabilizers. On this model the effect is reforced by applying "vector trust" option to our tiny propeller engines.
The flight test results are surprising. All the data from the table shown above were obtained from the "flight tests" performed under X-Plane v7.10. And it got quite close to the "real thing": the MC15 Cricket!
stas » May 10, 2006 » 01:02

Duke3D D.M. cheater


E1L2 near the dark room elevator: enhanced brightness
E1L2 near the dark room elevator: enhanced brightness

Do you consider yourself a good Duke3D deathmatch player?! Neither I do Eye-wink
For our luck, 3D Realms released Duke3D source code under GPL license at April 1st, 2003. No, I'm not fooling you! Since then, several people are enhancing this classic game, extending it's portability and adding some cool features to it. There are ports like icculus Duke3D port and JonoF's Duke Nukem 3D Port. So, with the source in my hands, I decided to make my own version. I called it Duke Nukem 3D v1.666. It is 100% compatible with the original MS-DOS Duke3D v1.5, and adds some cheats into deathmatch games:
  • Omniscience. You can peek at your opponents screen (using "Coop View", which now works even in the deathmatch mode!), and hear the sounds they make (you may hear them scream when hit at the long distances). You are able to see in darkness all the time, without using the night vision goggles, and without that ugly green screen tinting. You'll know when your opponent drops a holoduke, so you won't waste your ammo with it. And finally, you won't see that confusing steroids trail anymore!
  • Aim bot features. Aim bot (which can be turned off!) will track the closest visible opponent automatically. If you're close enough to your opponent, aim bot will also try to kick him while shooting. And it will auto-activate med kit when you get shot! Another cool feature associated to the aim bot is the auto-jetpack. Jump from a high place, and jetpack will be activated automatically when you're close to the ground.
  • Practical enhancements. When you find a new weapon, game won't switch to it automatically. You will always see which weapon your opponent is using, without activating the "Weapon Mode". Demo viewer doesn't switches camera automatically anymore. And game doesn't prompts you with credit screens/animations when started or finished.
  • DNCROZ during multiplayer?! Even this is possible in the cheater! The only problem is: both players should type it when the game is paused, or the "Out Of Sync" condition occurs. Other cheats that work in the multiplayer game are: DNSCOTTY###; DNCOORDS, DNVIEW; DNRATE; DNBETA; DNTODD; DNSHOWMAP; DNALLEN; DNDEBUG.
  • ".ANM viewer". Just type DNENDING while playing, and the game skips right to the episode ending video Smiling
Please note that the most useful cheat, the aim bot, only works fine with the game's internal AI opponents (A.K.A. "PP bot", started with "duke3d.exe /q2 /a" command). It may work in the acceptable way on crossover 100 Mbps LAN connection (peer-to-peer), although... And the worst thing ever: Duke3D v1.666 will only work on real DOS mode, so forget it if you only have Windows NT/2k/XP (anyway, those who play Duke3D over network frequently do have Windows 9x installed for this specific purpose Smiling)
Still interested?! It's a bit difficult to install, though... First, you need to have the original Duke Nukem 3D v1.5 installed. Second, backup it!!! After that:
  1. Unpack the DN3D1666.ZIP into your Duke3D installation directory, overwriting files.
  2. Configure Duke3D. Run SETUP.EXE, and go to "Controller Setup", then "Choose Controller Type", and then select "Keyboard and External". After this, select "Setup External", "Change External Program Name", and type "DUKE3D.EXE" there. Now you can save config, but DON'T LAUNCH A GAME YET!!!
    (NOTE: it would be great if you disabled Turn_Left and Turn_Right keyboard bindings, although, if you don't plan to use "AutoAimSelfCalibrate" setting in DUKE3D.666 file or won't use Auto-Aim feature at all, you don't need to do this).
  3. Now, edit the file DUKE3D.666. Open it in your favorite editor (EDIT.COM Eye-wink), and you'll see that it's almost self-explanatory. Note that your mouse is now configured by this file, any SETUP settings will be ignored! Also note that default mouse settings for v1.666 imitates the default settings for the original Duke3D v1.5.
I also recommend you to read the "DN3D1666.ME!" file, supplied in the download package.

Relative project: GRP packer plugin for the Total Commander.

Sorry, no source code is available for direct download. However, if you're interested in it, contact me and I'll provide it to you! Thus, GPL license of the original Duke3D source wouldn't be harmed, I beleive...
stas » May 9, 2006 » 16:47
addon » C » cheat » game » graphics » hack » network » software

MD5/SHA1 checksum

An enhanced file checksum plugin for the Total Commander (TC for short). It supports both MD5 & SHA1 algorithms, and is able to checksum the entire directory trees. Note that it's MD5 checksum function is much faster than TC's internal one (70% faster on my Athlon XP 1700+ with Seagate IDE 160 GB 7200 rpm HD!). Both MD5 & SHA1 algorithms were ripped from PuTTY by Simon Tatham, who implemented them directly from the specification.
Basically, the file checksum plugin integrates the functionality of GNU utilities md5sum and sha1sum into the Total Commander GUI. This is done through the packer extension API: you simply select files/directories you want to checksum, and "Pack" (Alt+F5) them into a .md5 or .sha "archive". It will be a plain text file which looks like this (just the same format as that of above GNU utilities):
3fb2924c8fb8098dbc8260f69824e9c437d28c68  FC4-i386-disc1.iso
31fdc2d7a1f1709aa02c9ea5854015645bd69504 FC4-i386-disc2.iso
032455cdf457179916be3a739ca16add75b768b7 FC4-i386-disc3.iso
f560f26a32820143e8286afb188f7c36d905a735 FC4-i386-disc4.iso
736e1555e88740d6131c5c84fbe69ed1073ba82d FC4-i386-rescuecd.iso
Note that as TC runs on Windows, checksum plugin will use DOS line endings (CRLF). To "export" the generated checksum list to a UN*X system, you can use my ToFroWin utility, which also integrates itself into TC Smiling
Then, to verify files consistence from TC, select .md5 or .sha file and "Test archive" (Shift+Alt+F9). Files generated by *BSD md5 utility are also supported. You can also browse checksum files as they were directories; this is specially useful to locate and check for consistence a single file from the huge directory tree. To do that, just "View" (F3) a file, and TC Lister will pop you a window with content like this:
D:\_INSTALL_\stentz-binary-i386\FC4-i386-rescuecd.iso

expected: 736e1555e88740d6131c5c84fbe69ed1073ba82d
computed: 736e1555e88740d6131c5c84fbe69ed1073ba82d

SHA1 checksum OK!
Check this screenshot to see the checksum plugin in operation!

Installation:

  1. Unzip the "checksum.wcx" to the Total Commander or Windows Commander plugins directory
  2. In Windows Commander 4.0 (or newer) or Total Commander, choose 'Configuration => Options'
  3. Open the 'Packer' page
  4. Click 'Configure packer extension WCXs'
  5. Type md5 as the extension
  6. Click 'New type', and select the "checksum.wcx" file
  7. Click OK and then 'Configure packer extension WCXs'
  8. Now type sha as the extension
  9. Click 'New type', and select the "checksum.wcx" file again
  10. Click OK

Usage:

(This section uses MD5 checksums as example; for SHA1 the procedure is the
same, just replace every "md5" you see by "sha" Smiling)

  1. Generate MD5 checksum:
    1. Select files you wish to compute checksum.
    2. Then go to "Files => Pack".
    3. Select "md5" as packer.
    4. PLEASE NOTE THAT ARCHIVE PATH WILL BE IGNORED!!! ".md5" 'archive' is ALWAYS generated in current directory (where checked files are), and NOT in the opposite panel! The only exception is creating checksum of the files stored on CD-ROM media as there's no way to create files there.
    5. Press OK and check CURRENT directory for ".md5" list generated.
  2. Verify MD5 checksum:
    1. Certify that ".md5" list is in it's right place (filenames listed in it should be relative to the current directory).
    2. Select it and do "Files => Test Archive(s)".
    3. If any file doesn't matches stored MD5 checksum then "CRC error" message box appears.
    4. If everything is clear Total Commander remains quiet.
  3. Browse MD5 checksum list:
    1. Certify that ".md5" list is in it's right place (filenames listed in it should be relative to the current directory).
    2. Select it and enter it as it were a normal archive.
    3. If any file is present in the ".md5" list but wasn't found in the current directory then "?" is displayed instead of file date/time and size.
    4. PLEASE NOTE THAT FILES CAN NOT BE EXTRACTED TO YOUR DISK! ".md5" isn't an archive, it stores only the hash of the file.
    5. Select file you wish to check and press F3 (call Lister).
    6. Lister will show complete file name, expected checksum and generated checksum. If both checksum matches then the last line is "MD5 checksum OK!".
stas » May 9, 2006 » 12:17

Diamond Rio PMP300 FS-plugin


Diamond Rio PMP300 itself!!!

Diamond Rio PMP300, with only 32 MB of flash memory, was the second portable MP3 player ever released, in 1998. Unfortunately, such a revolutionary piece of hardware is very painful to interface with: as it is connected through parallel port, highest transfer rates achieved were around 80 KB/s. And the software bundled with it was too primitive. To the luck of thousands of (un)happy Rio owners, The Snowblind Alliance released their Open-Source RIO utility, which became a starting point of several alternative Rio manager interfaces. Mine is just one of them Smiling
First of all, there's absolutely no need to write the entire file manager. Total Commander (TC for short) is one of the most feature-rich file managers ever made, and it supports a very extensible plugin API. As a result, one could use TC to manage files directly on the flash memory of his/her Rio! Actually, my plugin supports listing, uploading, downloading & deleting files from Diamond Rio PMP300 internal memory. It also displays the transfer speed and the total/remaining space. Take a look at this screenshot to see it in action. Behind the GUI, my plugin uses the source of the "RIO utility v1.07" by The Snowblind Alliance.

Installation:

Just the same as for many other FS-plugins:
  1. Unzip rio.wfx & rio.cfg files to Total Commander directory
  2. Choose "Configuration => Options => Operation => FS-Plugins"
  3. Choose rio.wfx
  4. Click OK.
  5. You can now access the plugin in the "Network Neighborhood"
  6. Open rio.cfg file and set the correct LPT port address (see below for more details)
Please note that DriverLINX Port I/O Driver by Scientific Software Tools, Inc. is required for plugin to operate. Get it below.

Configuration:

In the majority of cases, the plugin may work fine "out-of-the-box". If it doesn't work at all, probably you'll need to discover and specify your PC's parallel port hardware address. Open your system's "Device Manager" (on Windows XP, open the context menu for "My Computer", click "Properties", go to the "Hardware" tab, and click the "Device Manager"). Go straight to "Ports (COM & LPT)". Now locate the port that your Rio device is attached. On my case, it's LPT1. Double-click "Printer port (LPT1)", and go to the "Resources" tab. You need the first one of  "I/O Range" numbers:

Device Manager => Printer port (LPT1) => Resources

378 is what you need. Note that this number is in a hexadecimal format. Thus, many programs (like my plugin) may accept it as 0x378. Now, open the rio.cfg file. It looks like this, by default:
# Assume that Rio is connected to LPT1
IOPort 0x378

# default
IODelayInit 20000
IODelayTx 100
IODelayRx 2

# "turbo" mode (UNSAFE!!!)
#IODelayInit 5000
#IODelayTx 1
#IODelayRx 1
Now, just update the IOPort parameter to the value you discovered.
Note all that IODelay* parameters. For the safety reasons, the delays are high by default, and, consequently, the file transfer is slow. If you comment out the default values and uncomment the turbo mode ones, you'll get a great increase in performance! But remember to only use it when your Rio battery is 100% charged, and when your Rio is turned on. It may corrupt some bits, through.
stas » May 6, 2006 » 00:26

GRP packer plugin

The .grp (group) file format, used by the game Duke Nukem 3D, is just a collection of a lot of files stored into 1 big one. The Build engine, upon which Duke Nukem 3D was constructed, went on to become one of the most successful engine in terms of number of games released. Other notable games developed using the Build engine include Witchaven, TekWar, Shadow Warrior, Blood, PowerSlave and Redneck Rampage (check for a more complete list and more stuff about the Build engine at http://www.icculus.org/BUILD/). Thus, all of them use the GRP file format Smiling
So, here is the plugin I wrote for the Total Commander (TC for short) to access .grp files directly. It is able to list, unpack & pack GRP files (file deletion is unsupported by the format itself...). By the way, this TC plugin is the first one (and probably the only one ever Smiling) to be written in the pure assembler language. I suppose that it's also the smallest TC plugin, with it's 5.5 KB size! And here's a screenshot showing it in action (opening the DUKE3D.GRP).

Installation:

The same as for most TC packer  plugins:
  1. Unzip the grp.wcx to the TC directory (usually C:\totalcmd)
  2. Choose 'Configuration - Options'
  3. Open the 'Packer' page
  4. Click 'Configure packer extension DLLs'
  5. type grp as the extension
  6. Click 'new type', and select the "grp.wcx"
  7. Click OK
stas » May 6, 2006 » 00:19

digitalized GPS-calibrated maps


Screenshot do OziExplorer exibindo mapa de São Paulo
(clique na imagem para ampliar)

Essa é uma versão digitalizada e calibrada por GPS do mapa rodoviário do estado de São Paulo. Para exibir esse mapa (e navegar através dele), é necessário ter instalado o software OziExplorer.
Como criei esse mapa? Primeiro, precisei de um mapa bastante detalhado que poderia ser exibido pelo meu Pocket PC. E não estava disposto a pagar por um, como o do Apontador Duo. O jeito é partir pra gambiarra, então Smiling
O mapa que eu queria carregar no meu bolso estava disponível para download no site oficial do DER-SP, em formato PDF. Porém esse formato vetorial era pesado demais para ser carregado no meu iPAQ h4355. Aliás, até o mapa vetorial do MapSource, da Garmin, é relativamente pesado para ser manipulado até no PC de grande porte. Aliás, o problema não era de carregar, mas de deslizar o mapa pros lados, de dar zoom, etc. Essas operações se processam melhor em imagens bitmap (ou raster). O problema da imagem bitmap é que ela não caberia na memória RAM por inteira. Bom, daí pesquisei, pesquisei, e me deparei com ele: o OziExplorer! Ele funciona no PC e no Pocket PC. Ele manipula os mapas bitmap. Além disso, ele as compacta. E o melhor: ele consegue trabalhar com fragmentos de um mapa bitmap. Assim, somente o(s) fragmento(s) atualmente exibido(s) são carregados na memória, o que a poupa bastante.
Ótimo; tendo nas mãos o mapa e o software, eu tinha que converter o mapa no formato aceitável para a importação pelo software. Ou seja: precisei converter de .pdf para .bmp. Para isso, me utilizei do Ghostscript (na realidade usei a interface GUI para o mesmo, o GSview). E o imenso bitmap resultante joguei direto no Img2ozf, que acompanha o OziExplorer.
Em seguida calibrei o mapa, usando a opção "Polynomial Calibration" do OziExplorer. Isso por que o mapa do site do DER não era linear, isso é, as linhas da latitude e longitude eram curvas. Calibrei o mapa pelos 30 pontos de intersecção de linhas de latitude e de longitude. Então especifiquei o datum como o padrão "WGS 84".
E o resultado de todas essas operações está disponível para o download no final dessa página Smiling


Screenshot do OziExplorer exibindo mapa de São Carlos/SP
(clique na imagem para ampliar)

Também fiz uma versão do mapa da cidade de São Carlos/SP. A diferença é que esse mapa estava originalmente num formato de AutoCAD, e que ele é linear, portanto pôde ser calibrado com apenas 2 pontos. O legal do OziExplorer é que ele pode trabalhar com os dois mapas, o do estado e o da cidade, paralelamente. Assim que você sai da área de cobertura do mapa da cidade, o mapa do estado se ativa automaticamente!

Nos screenshots acima, a linha azul é um caminho (track) gravado com meu Garmin eTrex Venture. Como se vê, ele se sobrepõe quase perfeitamente sobre a estrada representada no mapa. Porém um aparelho GPS não é necessário para usar esses mapas: você pode usá-los como consulta ou "guia rodoviário", tanto no Pocket PC quanto num laptop, por exemplo... Ou então pode aproveitar a calibração para obter coordenadas precisas de um ponto estratégico, e aí visualizá-lo pelo serviço Google Maps.
stas » April 20, 2006 » 11:51
addon » GPS » GUI » map
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