Sign in to follow this  
Mariopilot

OPEN BETA/COMMUNITY PROJECT: OSM World

Recommended Posts

Hmm... Just worked on UK and Ireland today... but my FS9 stopped working... on the lookout for the cause! The BLN exporter makes the process much much faster :)

Share this post


Link to post
Share on other sites
Help AVSIM continue to serve you!
Please donate today!

Hi All,

Never mind my FS crashing...it had to do with an unlucky typo in my terrain.cfg and the fact that today is September 20 (change of seasons)... corrected now!

 

Anyway, the absence of data in UK and Ireland is now corrected, check the update folder here:

 

https://www.dropbox.com/sh/lln7i95ghptng0x/AAAFiCOMMyhQVydgWG0rJkv3a?dl=0

 

Also, the UK region was used to test a more varied city poly texture usage... now 5 textures instead of 3. Seems to have a bit of a FPS impact, but it might be me!

 

AndyPaul, please report about landclass!

Share this post


Link to post
Share on other sites

 

 


AndyPaul, please report about landclass!

 

Well, the landclass by R. Taburet for the UK does not work. But this has nothing to do with OSM World but is related to the fact that it originally was made for FS2002. There is an old thread where this is stated here on avsim (http://forum.avsim.net/topic/50472-can-fs2002-landclass-be-used-in-fs2004/). I tested a small custom landclass made by myself and it showed up. So, anyone who is using the Landclass, you might as well delete it as it doesn't do anything, not even producing an error.

 

 

 


Anyway, the absence of data in UK and Ireland is now corrected, check the update folder here:

https://www.dropbox....gWG0rJkv3a?dl=0

 

Thanks very much, tested it and works, no crashes. Now in need of a better landclass without cities (still) ;-)

Share this post


Link to post
Share on other sites

AndyPaul, great. It seems the aforementioned performance impact is caused by FS9 default London scenery... but further testing to prove :) Also, it is not the more varied city textures... done the same in Italy, where I have gazillions of add-on scenery packages, and it stays locket at VSynch FPS rates...

Share this post


Link to post
Share on other sites

Hey,

 

UK working great here! One question though: Is it possible to split the coastline into several files? As it is now, the OSM World coastline interfers with addon coastlines and this doesn't look pretty. Practical would be those files (maybe):

 

- Shetlands

- Faroer Islands

- Balears

- Iceland

 

So, the most important would be to basically have all major islands / island groups of Europe be in separate files while the continent itself can stay as is.

 

Can that easily be done? Also with respect to future OSM World contributions?

 

Cheers,

Andreas

Share this post


Link to post
Share on other sites

Hmm, yes the method used for the coastlines is pretty brutal... instead it should me subdivided in small cells, for better workability... at least this is what I am planing to instruct in the how-to guide... I will see what I can do to split the file... but separating major islands should be doable without too much trouble (e.g. copy the original file, one delete islands, the other delete the rest...).

Community driven coverage extensions will probably divide coastlines in small 4x4 areas, as it approximately is for water polygons... The first region developed was Iceland (after dividing Europe in 4 quadrants, discovering later that 80% ended in a single quadrant...) and the area is structurally inconsistent with the rest of the scenery. I was discovering how to pull all this off..

I however have no intention of reworking the water polys as they are a major PITA....

Share this post


Link to post
Share on other sites

Hi all!

The Land Use polygons have been updated! Now they feature 5x texture types. Residential areas (big and small) have been split in half: randomly selected 50% of polygons, and applied a different texture to each half. I added "large city non-grid wet" and "medium city non-grid wet". You can find the zip file in the dropbox folder... make sure to delete the old one as the previous files contain the same geometry...

Also, the BLN Export plugin is no longer in the dropbox. You can now get it via QGIS plugin manager!

Share this post


Link to post
Share on other sites

Thank you Mario. I'm looking forward to the how-to, I have a lot of waterbodies and coastlines to adjust just for completing what I did for Colombian and Argentinean roads. In the meantime, thank you very much for the BLN Export plugin, it helps a lot.

Share this post


Link to post
Share on other sites

Thank you Mario. I'm looking forward to the how-to, I have a lot of waterbodies and coastlines to adjust just for completing what I did for Colombian and Argentinean roads. In the meantime, thank you very much for the BLN Export plugin, it helps a lot.

 

Thanks for your work! Yes I'm working on the how-to, I want to include it in the release! It is a lot of work as the process for coastlines and water bodies is the heaviest! It is actually what made this scenery so long in the making. Requires a lot of manually fixing things sadly... roads and streams (e.g. VTP line data) does not generally present this kind of difficulties. If in the meantime you have questions about your work with roads, this is THE place to ask, or drop me an e-mail/PM. If people catches on on developing this scenery, I m,ay add topics here for coastlines, water/land polys, roads etc... for all the stuff that the how to guide will of course not have included despite my best efforts :D

Share this post


Link to post
Share on other sites

Well, now that you say, I haven't dared yet with streams and land-use polys. Did you do anything special with those compared to roads?

Share this post


Link to post
Share on other sites

streams (of line type) are just the same as roads, same for railways and powerlines.

Coastlines (line type) differ in the fact that they have to be MANUALLY ( :Cry: ) inspected for harbor areas where to reduce thickness to acceptable levels...

water polygons need to have no rings, this involves several steps to obtain a "mesh"... and the complex geometry causes frequent errors in SBuilder's polygon cutting algorithms... fixing them is uber painful... this is necessary in order to have ocean flattens...same applies to lakes although they do not need flattening so we extract the rings and compile them as land polygons... this means that the amount of errors in SBuilder poly slicing is much smaller... still a pain however... their coastlines are straightforward, fixed texture at fixed diameter...

landuse polys generally come out nice and smooth, with the occasional error that is generally easy to locate and fix...

then there is the "core" files. not hard to do. import all AP* on sbuilder, and import into QGIS some way or the other (example, Sbuilder ->BLN. SBuilderX or ScenProc -> SHP. I do not feel like coding a BLN importer for QGIS just for this....). Then you get extent rectangles for all polys, and manually create a scm file (not hard to do, I have an excel sheet for it) to compile an area exclude that obliterates unwanted stuff that may invade airports (sadly, it kills the surrounding autogen too, but no other way)

The masking landclass is done via LWMViewer exported bitmaps and screen-captured worldlc.bgl...

Share this post


Link to post
Share on other sites

Oh dear, this sounds like so much work :o

wonder why it took me so long to do it? Now you know... it was born as a "hey, just find a conversion algorithm!" project, and unraveled to be this troublesome pain in the neck...

Share this post


Link to post
Share on other sites

Hi All!

I thin k we have a final release version! it is now uploaded! for those that have the beta one there is a small update to the masking landclass, and the Dev-Kit in a separate pack! It will be included in the EURW release as well! Check the dropbox folder :)

I am in talk with Tom Allesworth to see if AVSim can somehow accommodate the 280MB package! If the guys around this thread wish to start working on the next area pack, let's set up! It seems Lus Miguel has something done for South America! so that may be the next package :)

Share this post


Link to post
Share on other sites

 

 

I am in talk with Tom Allesworth to see if AVSim can somehow accommodate the 280MB package!

 

Mario, we accept files upto 500Megs in the library. Please feel free to upload it and then you can link to it from your website, your signature here and elsewhere.

Share this post


Link to post
Share on other sites

Hi All!

I thin k we have a final release version! it is now uploaded! for those that have the beta one there is a small update to the masking landclass, and the Dev-Kit in a separate pack! It will be included in the EURW release as well! Check the dropbox folder :)

I am in talk with Tom Allesworth to see if AVSim can somehow accommodate the 280MB package! If the guys around this thread wish to start working on the next area pack, let's set up! It seems Lus Miguel has something done for South America! so that may be the next package :)

 

Hey Mario,

 

that is great news, thanks! I will start with a small area such as New Zealand/Oceania, just to test the workflow and to see if I can do it on my small laptop. But south america sounds like a good next candidate indeed. :)

 

Cheers,

Andreas

Share this post


Link to post
Share on other sites

Hi,

 

 I  need some help and would appreciate it.

  

 I did create roads from roads.shp for my home town , I used Qgis and exported it to .bln and converted to VTP bgl using sbuilder, i am sure the road .bgl loads up i do not see it.

 

Am I missing something ? I have openstreet data sitting on the photoscenery for Innsbruck. But the roads are for my town Bombay. Is it a texture issue  ? 

Share this post


Link to post
Share on other sites

Hi!

 

Did you use a high enough VTP layer? Level 8 is high enough to make them go over water and therefore simulate bridges! I suggest to simplify road geometry to 0.0001 deg, that is QGIS default simplify value...

In a few hours OSM world Western Europe will be available in the library! A Dev-Kit is included, there you will find information about roads! we will appreciate if you followed the instructions there so later your work could be integrated into the pertinent OSM world Package! You could as well follow the dropbox link in the first message of this forum and get yourself the dev-kit :)

Share this post


Link to post
Share on other sites

Mario, we accept files upto 500Megs in the library. Please feel free to upload it and then you can link to it from your website, your signature here and elsewhere.

Thank you Tom. I'd like to know how to do if there may be incremental updates. Or do you prefer finished parts?

Share this post


Link to post
Share on other sites

Hi! I have set up a dropbox folder where I assume we will work on the next coming packages...  so:

 

1) grab the dev kit

2) decide what area to work on and TELL US (me?)

3) gain access to our dropbox repository (I have the credentials)

4) devs split up the work for the area

5) when the area is completed, we release it into the wild :)

 

Since I suspect that you (Luis) posted at the same time as me, I repeat that Western Europe will be available in library shortly (as soon as library managers get it there...) We will not use the library for development releases or exchange of pieces of scenery... too cumbersome for us and the library managers :)

Share this post


Link to post
Share on other sites

Seems you are unfamiliar with SBuilder :)

1) switch to line mode

2) select all

3) right click, re-enter parameters for lines (texture type, width, level)

4) compile

SBuilder compiles only what is selected!!

Share this post


Link to post
Share on other sites

Seems you are unfamiliar with SBuilder :)

1) switch to line mode

2) select all

3) right click, re-enter parameters for lines (texture type, width, level)

4) compile

SBuilder compiles only what is selected!!

 

 

Yes I am new to Sbuilder , in fact i am new to the whole scenery thing and i just copy paste :)   , just using it since a couple of days. But I did make the Bgl with it before now i am surprised the same does not work.

 

I am using Polish MP using mapeditor.

 

still no go. Ah i think i will let it go. 

Share this post


Link to post
Share on other sites

Hi!

 

Did you use a high enough VTP layer? Level 8 is high enough to make them go over water and therefore simulate bridges! I suggest to simplify road geometry to 0.0001 deg, that is QGIS default simplify value...

In a few hours OSM world Western Europe will be available in the library! A Dev-Kit is included, there you will find information about roads! we will appreciate if you followed the instructions there so later your work could be integrated into the pertinent OSM world Package! You could as well follow the dropbox link in the first message of this forum and get yourself the dev-kit :)

Mario, I have now 2 questions:

 

1) I can't recall seeing it in this thread, but how do you simplify geometry?

 

2) if this is going to be a collaborative effort,I think it would be good to standardize layer numbers (for example, 8 for roads, 6 for rivers, 9 for rails, etc). Or let me say it better: what layer numbers did you use? I can recompile the rails and roads BGLs I have for Argentina and Colombia, so they can be published.

Hi!

 

Did you use a high enough VTP layer? Level 8 is high enough to make them go over water and therefore simulate bridges! I suggest to simplify road geometry to 0.0001 deg, that is QGIS default simplify value...

In a few hours OSM world Western Europe will be available in the library! A Dev-Kit is included, there you will find information about roads! we will appreciate if you followed the instructions there so later your work could be integrated into the pertinent OSM world Package! You could as well follow the dropbox link in the first message of this forum and get yourself the dev-kit :)

Mario, I have now 2 questions:

 

1) I can't recall seeing it in this thread, but how do you simplify geometry?

 

2) if this is going to be a collaborative effort,I think it would be good to standardize layer numbers (for example, 8 for roads, 6 for rivers, 9 for rails, etc). Or let me say it better: what layer numbers did you use? I can recompile the rails and roads BGLs I have for Argentina and Colombia, so they can be published.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this