October 15, 201411 yr Author Commercial Member To minimize the size of your image attempt a "send to"->mail recipient and just send it to yuorself Put the .agn files in the Innsbruck photo scenery / texture folde There... AGN files are tied to a specific texture file... It has always been that way... I have made a photscenery back in the day (SCenProc was still not around so AutoGen was pianstakingly annotated via "aGenT".
October 15, 201411 yr To minimize the size of your image attempt a "send to"->mail recipient and just send it to yuorself There... AGN files are tied to a specific texture file... It has always been that way... I have made a photscenery back in the day (SCenProc was still not around so AutoGen was pianstakingly annotated via "aGenT". I don't know about the texture , but my understanding of the osm agn is simple. they are wgs84 (which i guess are geolocation tagged) hence the osm agn data generate for that location will show up exactly there. You could try to put them in the location you use and try it with the photo scenery. made it to a jpeg with paint. The buildings are the OSM data. This is Innsbruck. Ryzen 5 1600x - 16GB DDR4 - RTX 3050 8GB - MSI Gaming Plus
October 15, 201411 yr Author Commercial Member It is a little more complicated... Fs9 photo textures have a fixed name for a given position (cell), hence the cumbersome string of numbers in said name. AGN files are to be named exactly as the texture. No texture, no AGN... FS loads the texture, and then the AGN if present.
October 15, 201411 yr It is a little more complicated... Fs9 photo textures have a fixed name for a given position (cell), hence the cumbersome string of numbers in said name. AGN files are to be named exactly as the texture. No texture, no AGN... FS loads the texture, and then the AGN if present. Hmm i am not sure i follow. If it loads the agn when found that means the osm agn produced has the geo info. Ryzen 5 1600x - 16GB DDR4 - RTX 3050 8GB - MSI Gaming Plus
October 15, 201411 yr Author Commercial Member the AGN is actually tied to a specific cell of scenery by its own name. it will be loaded only if a corresponding texture with the same name is loaded by a BGL somewhere. This can be a default land class texture or a photo scenery file. You cannot however add custom autogen to a cell without addinga custom texture too! You could attempt use a library objects too, and I tried... but it kills performance immediately!
October 15, 201411 yr the AGN is actually tied to a specific cell of scenery by its own name. it will be loaded only if a corresponding texture with the same name is loaded by a BGL somewhere. This can be a default land class texture or a photo scenery file. You cannot however add custom autogen to a cell without addinga custom texture too! You could attempt use a library objects too, and I tried... but it kills performance immediately! So, it is not possible to have a defautl landclass texture, of which the autogen has been removed, and to add custom osm autogen so that it is displayed above the landclass texture? I don't know about the texture , but my understanding of the osm agn is simple. they are wgs84 (which i guess are geolocation tagged) hence the osm agn data generate for that location will show up exactly there. You could try to put them in the location you use and try it with the photo scenery. made it to a jpeg with paint. The buildings are the OSM data. This is Innsbruck. Could you post the source to the scenproc script please? Andreas Paul
October 15, 201411 yr Luis, Grab yourself the DevKit aqnd find out for yourself! it is all there! We canb start coordinating in detail... are you working on South American Roads? Standardize your job per the how-to guide and there we go! I'll PM you access to the new dropbox repository (not the current one, but one I created for all OSM W developers) simplify? in QGIS: vector->geometry tools->simplify (or was it geoprocessing tools?) OK, I started redoing Colombian roads from scratch. In the DevKit How-to, page 25, I see a page at the top. I guess LVL is the layer number, but what do you mean with W.? Line width in meters as entered into SBuilder? Best regards,Luis Hernández Main rig: self built, AMD Ryzen 7 5700X3D (with SMT off and CO -50 mV), 2x16 GB DDR4-3200 RAM, Nvidia RTX 5060Ti 16GB, 256 GB M.2 SSD (OS+apps) + 2x1 TB SATA III SSD (sims) + 1 TB 7200 rpm HDD (storage), ID-Cooling SE-224-XTS air cooler, Viewsonic VX2458-MHD 1920x1080@120-144 Hz (G-sync compatible), Windows 11. Running P3D v5.4 (with v4.5 scenery objects as an additional library, just in case), FSX-SE, MSFS2020, MSFS2024 and even FS9! Lossless Scaling for all my sims. What a godsend...Mobile rig: ASUS Zenbook UM425QA (AMD Ryzen 7 5800H APU @3.2 GHz and boost disabled, 1 TB M.2 SSD, 16 GB RAM, Windows 11 Pro). Running FS9 there .VKB Gladiator NXT Premium Left + GNX THQ as primary controllers. Xbox Series X|S wireless controller as standby/mobile.
October 16, 201411 yr Author Commercial Member Yep, width!! I'll get my hands into the base QGIS project for South America as soon as I can! You can keep up the with roads . Hopefully more people will join in!! I'll try to sell this off in other sites/forums
October 16, 201411 yr So, it is not possible to have a defautl landclass texture, of which the autogen has been removed, and to add custom osm autogen so that it is displayed above the landclass texture? Could you post the source to the scenproc script please? Andy there is no specific source of the script , i just googled it. Ryzen 5 1600x - 16GB DDR4 - RTX 3050 8GB - MSI Gaming Plus
October 16, 201411 yr Yep, width!! I'll get my hands into the base QGIS project for South America as soon as I can! You can keep up the with roads . Hopefully more people will join in!! I'll try to sell this off in other sites/forums OK. However, at least in Colombia, the roads and streams are too wide. I'm not sure if the values you set are too wide, or if I should downgrade the roads. I'll try now with Argentina with your method. Previously I only did roads and rails; I had 2 types of roads: big (16 m wide) and medium (13 m wide). Rails were just 10 m wide, and I didn't add small roads. One thing I didn't see addressed: city parks. How do you represent them? I have a rather big one 2 blocks away from me. Best regards,Luis Hernández Main rig: self built, AMD Ryzen 7 5700X3D (with SMT off and CO -50 mV), 2x16 GB DDR4-3200 RAM, Nvidia RTX 5060Ti 16GB, 256 GB M.2 SSD (OS+apps) + 2x1 TB SATA III SSD (sims) + 1 TB 7200 rpm HDD (storage), ID-Cooling SE-224-XTS air cooler, Viewsonic VX2458-MHD 1920x1080@120-144 Hz (G-sync compatible), Windows 11. Running P3D v5.4 (with v4.5 scenery objects as an additional library, just in case), FSX-SE, MSFS2020, MSFS2024 and even FS9! Lossless Scaling for all my sims. What a godsend...Mobile rig: ASUS Zenbook UM425QA (AMD Ryzen 7 5800H APU @3.2 GHz and boost disabled, 1 TB M.2 SSD, 16 GB RAM, Windows 11 Pro). Running FS9 there .VKB Gladiator NXT Premium Left + GNX THQ as primary controllers. Xbox Series X|S wireless controller as standby/mobile.
October 16, 201411 yr Author Commercial Member Maybe roads are too wide there.... yo know what? since you know the area, be flexible! not all the world is equal, and variation adds quality to this project! Feel free to experioment what width best fits a given type of road for you! City parks? Hard nut to crack... maybe they are around as holes in landuse polygons, but I am not accounting for them in the process... that will make it way too cumbersome....
October 17, 201411 yr Maybe roads are too wide there.... yo know what? since you know the area, be flexible! not all the world is equal, and variation adds quality to this project! Feel free to experioment what width best fits a given type of road for you! Wilco. City parks? Hard nut to crack... maybe they are around as holes in landuse polygons, but I am not accounting for them in the process... that will make it way too cumbersome.... Well, I've just checked, the parks appear in the Natural shapefiles, as Park type. Texture types 1201, 1202 and 1203 should do the trick. Best regards,Luis Hernández Main rig: self built, AMD Ryzen 7 5700X3D (with SMT off and CO -50 mV), 2x16 GB DDR4-3200 RAM, Nvidia RTX 5060Ti 16GB, 256 GB M.2 SSD (OS+apps) + 2x1 TB SATA III SSD (sims) + 1 TB 7200 rpm HDD (storage), ID-Cooling SE-224-XTS air cooler, Viewsonic VX2458-MHD 1920x1080@120-144 Hz (G-sync compatible), Windows 11. Running P3D v5.4 (with v4.5 scenery objects as an additional library, just in case), FSX-SE, MSFS2020, MSFS2024 and even FS9! Lossless Scaling for all my sims. What a godsend...Mobile rig: ASUS Zenbook UM425QA (AMD Ryzen 7 5800H APU @3.2 GHz and boost disabled, 1 TB M.2 SSD, 16 GB RAM, Windows 11 Pro). Running FS9 there .VKB Gladiator NXT Premium Left + GNX THQ as primary controllers. Xbox Series X|S wireless controller as standby/mobile.
October 17, 201411 yr Author Commercial Member just "park" type! there I did not think of that! Hats off to you! I was thinking of small city parks... that remains a no-go likely... This sorts out my concern of too huge VTP polygons killing the landclass by displaying a single texture for miles and miles... We may give this a try in Western Europe too...! it is just like the city areas as far as complexity, even less....
October 17, 201411 yr Regarding use of the "Parks" definition - here is a topic from the FTX support forums regarding what happens when Parks are used without careful checking of the context and the result! http://www.orbxsystems.com/forum/topic/86005-terrain-anomalies-utah/ You will need to be a member in the forums at FTX to see the topic - upshot is is that with FTXVector for FSX, the National Parks are included in the landuse definitions and got automatically coded for "Park" landclass, which looks excessively incorrect when said National Parks include the Grand Canyon, Zion Canyon, and so on!
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