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kjjj11223344

Updated FSEarthTiles V1.1

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I have updated FSEarthTiles from the current version 1.03B to 1.1. It now supports automatic water masks creation as well as autogen creation utilizing Scenproc. Users of FSET may know that FSET is also able to create night and season masks automatically.

This builds upon HB-100’s original FSET. It couldn’t have been possible without his original work. Also, much thanks to all my beta testers.

 

Here is where to get it: https://github.com/stackTom/FSEarthTiles

  • Upvote 3

Boeing777_Banner_Pilot.jpgsig_TheBusIveBeenWaitingFor.jpg

Alfredo Terrero

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Thank you very good job!

Except one thing, in scenproc config the UPPERCASE - lowercase letters are very important!

FSXP3D config with errors:

# Credit to Harry Otter for the default ScenProc script!
IMPORTOGR|@0@|*|building;landuse;natural;leisure|NOREPROJ
#
SplitGrid|AGN|*|building="*"
#
SETAGNBUILDINGHEIGHT|*|1.0;0.5;0.0;0.0
#creation de la vegetation
CreateAGNPolyVeg|FTYPE="POLYGON" And landuse="forest"|{0053b63d-b2c0-4bd9-9853-d9d21c9ad1fa}
CreateAGNPolyVeg|FTYPE="POLYGON" And natural="scrub"|{2fde0277-1697-4dab-b481-c3985c80596f}
CREATEAGNPOLYVEG|FTYPE="POLYGON" And landuse="orchard"|{56a4998d-c1e5-416c-a37b-c35ce16504b6}
CREATEAGNPOLYVEG|FTYPE="POLYGON" And landuse="conservation"|{bc6396b0-6e51-4a4f-ab4f-5386c84609a6}
CREATEAGNPOLYVEG|FTYPE="POLYGON" And natural="wood"|{dcf543b7-c0d5-4fd4-b970-83965c2911c9}
CREATEAGNPOLYVEG|FTYPE="POLYGON" And leisure="nature_reserve"|{82f0282d-f82d-484c-a640-aac21a69be03}
CREATEAGNPOLYVEG|FTYPE="POLYGON" And leisure="garden"|{2368c260-177d-4af7-94d4-da882778108f}
CREATEAGNPOLYVEG|FTYPE="POLYGON" And natural="tree"|{7dc6ef4e-92a5-4d0d-b94b-212dd1fa936d}
CREATEAGNPOLYVEG|FTYPE="POLYGON" And natural="tree_row"|{a4a30975-075c-49ec-87fb-7e0931cb5004}
CREATEAGNPOLYVEG|FTYPE="POLYGON" And natural="wetland"|{89ed8548-e54f-40ef-9837-7653885d409c}
CREATEAGNPOLYVEG|FTYPE="POLYGON" And leisure="park"|{e04669c0-9f7b-42e8-a2c7-eee870c59d8e}
CREATEAGNPOLYVEG|FTYPE="POLYGON" And leisure="golf"|{2fbf9f8d-6ba2-4cc1-8d8e-af218f65d0e8}
# Add attribute to indicate the type of building
# 1 = ALMOST RECTANGLE (BASED ON AREA RATIO)
# 3 = REGULAR SHAPED (MANY PARALLEL EDGES)
# 4 = CONVEX POLYGONS
# 5 = CONCAVE POLYGONS
AddAttribute|FTYPE="POLYGON" And building="*"|Integer;BUILDTYPE|5
AddAttribute|FTYPE="POLYGON" And building="*" And BUILDTYPE=5 And FAREARAT>0.80|Integer;BUILDTYPE|1
AddAttribute|FTYPE="POLYGON" And building="*" And BUILDTYPE=5 And FNUMVERT<10 And FNUMPERPANG>3 And FNUMNOTPAR<2|Integer;BUILDTYPE|3
AddAttribute|FTYPE="POLYGON" And building="*" And BUILDTYPE=5 And FCONVEX=1|Integer;BUILDTYPE|4
# Classify industrial/commercial buildings
AddAttributeIfInside|FTYPE="POLYGON" And building="*"|LUCODE=16|String;BUILDCAT|INDUSTRIAL
AddAttributeIfInside|FTYPE="POLYGON" And building="*"|LUCODE=15|String;BUILDCAT|COMMERCIAL
# Add attribute for roof type
AddAttribute|FTYPE="POLYGON" And building="*" And FWIDTH>5|String;ROOFTYPE|PEAKED_ALL
AddAttribute|FTYPE="POLYGON" And building="*" And FWIDTH>5 And FLENGTH<12|String;ROOFTYPE|PEAKED_SIMPLE
AddAttribute|FTYPE="POLYGON" And building="*" And FWIDTH>20|String;ROOFTYPE|PEAKED_LOW_PITCH
AddAttribute|BUILDCAT="INDUSTRIAL"|String;ROOFTYPE|PEAKED_LOW_PITCH
AddAttribute|BUILDCAT="COMMERCIAL"|String;ROOFTYPE|PEAKED_LOW_PITCH
# Remove complex buildings
ReplacePolygonByBuildingRectangles|BUILDTYPE=3|0.8;4;4|0.25;2.0;0.5|Integer;BUILDTYPE|2
# Create buildings autogen
CreateAGNGenBuild|BUILDTYPE<3 And ROOFTYPE="PEAKED_ALL"|{c05c5106-d562-4c23-89b8-a4be7495b57c}|MAXRATIO=2
CreateAGNGenBuild|BUILDTYPE<3 And ROOFTYPE="PEAKED_SIMPLE"|{d4ee02a2-ed47-4f10-b98c-502516983383}
CreateAGNGenBuild|BUILDTYPE<3 And ROOFTYPE="PEAKED_LOW_PITCH"|{a9b0e686-0758-4294-a760-9bb4fd341621}
#
CreateAGNGenBuild|building="*" And FWIDTH<20|{5ae04eb6-934c-4f63-bb48-5e7dee601212}|MAXRATIO=2
CreateAGNGenBuild|building="*" And FWIDTH>20|{6089A0BD-CED1-4c47-9A9E-64CDD0E16983}
#
EXPORTAGN|FSX|@1@

FSXP3D config without errors:

# Credit to Harry Otter for the default ScenProc script!
ImportOGR|C:\FSTOOLS\SCENPROC\FSXP3D.osm|*|building;landuse;natural;leisure|NOREPROJ
#
SplitGrid|AGN|*|building="*"
#
SetAGNBuildingHeight|*|1.0;0.5;0.0;0.0
#creation de la vegetation
CreateAGNPolyVeg|FTYPE="POLYGON" And landuse="forest"|{0053b63d-b2c0-4bd9-9853-d9d21c9ad1fa}
CreateAGNPolyVeg|FTYPE="POLYGON" And natural="scrub"|{2fde0277-1697-4dab-b481-c3985c80596f}
CreateAGNPolyVeg|FTYPE="POLYGON" And landuse="orchard"|{56a4998d-c1e5-416c-a37b-c35ce16504b6}
CreateAGNPolyVeg|FTYPE="POLYGON" And landuse="conservation"|{bc6396b0-6e51-4a4f-ab4f-5386c84609a6}
CreateAGNPolyVeg|FTYPE="POLYGON" And natural="wood"|{dcf543b7-c0d5-4fd4-b970-83965c2911c9}
CreateAGNPolyVeg|FTYPE="POLYGON" And leisure="nature_reserve"|{82f0282d-f82d-484c-a640-aac21a69be03}
CreateAGNPolyVeg|FTYPE="POLYGON" And leisure="garden"|{2368c260-177d-4af7-94d4-da882778108f}
CreateAGNPolyVeg|FTYPE="POLYGON" And natural="tree"|{7dc6ef4e-92a5-4d0d-b94b-212dd1fa936d}
CreateAGNPolyVeg|FTYPE="POLYGON" And natural="tree_row"|{a4a30975-075c-49ec-87fb-7e0931cb5004}
CreateAGNPolyVeg|FTYPE="POLYGON" And natural="wetland"|{89ed8548-e54f-40ef-9837-7653885d409c}
CreateAGNPolyVeg|FTYPE="POLYGON" And leisure="park"|{e04669c0-9f7b-42e8-a2c7-eee870c59d8e}
CreateAGNPolyVeg|FTYPE="POLYGON" And leisure="golf"|{2fbf9f8d-6ba2-4cc1-8d8e-af218f65d0e8}
# Add attribute to indicate the type of building
# 1 = ALMOST RECTANGLE (BASED ON AREA RATIO)
# 3 = REGULAR SHAPED (MANY PARALLEL EDGES)
# 4 = CONVEX POLYGONS
# 5 = CONCAVE POLYGONS
AddAttribute|FTYPE="POLYGON" And building="*"|Integer;BUILDTYPE|5
AddAttribute|FTYPE="POLYGON" And building="*" And BUILDTYPE=5 And FAREARAT>0.80|Integer;BUILDTYPE|1
AddAttribute|FTYPE="POLYGON" And building="*" And BUILDTYPE=5 And FNUMVERT<10 And FNUMPERPANG>3 And FNUMNOTPAR<2|Integer;BUILDTYPE|3
AddAttribute|FTYPE="POLYGON" And building="*" And BUILDTYPE=5 And FCONVEX=1|Integer;BUILDTYPE|4
# Classify industrial/commercial buildings
AddAttributeIfInside|FTYPE="POLYGON" And building="*"|LUCODE=16|String;BUILDCAT|INDUSTRIAL
AddAttributeIfInside|FTYPE="POLYGON" And building="*"|LUCODE=15|String;BUILDCAT|COMMERCIAL
# Add attribute for roof type
AddAttribute|FTYPE="POLYGON" And building="*" And FWIDTH>5|String;ROOFTYPE|PEAKED_ALL
AddAttribute|FTYPE="POLYGON" And building="*" And FWIDTH>5 And FLENGTH<12|String;ROOFTYPE|PEAKED_SIMPLE
AddAttribute|FTYPE="POLYGON" And building="*" And FWIDTH>20|String;ROOFTYPE|PEAKED_LOW_PITCH
AddAttribute|BUILDCAT="INDUSTRIAL"|String;ROOFTYPE|PEAKED_LOW_PITCH
AddAttribute|BUILDCAT="COMMERCIAL"|String;ROOFTYPE|PEAKED_LOW_PITCH
# Remove complex buildings
ReplacePolygonByBuildingRectangles|BUILDTYPE=3|0.8;4;4|0.25;2.0;0.5|Integer;BUILDTYPE|2
# Create buildings autogen
CreateAGNGenBuild|BUILDTYPE<3 And ROOFTYPE="PEAKED_ALL"|{c05c5106-d562-4c23-89b8-a4be7495b57c}|MAXRATIO=2
CreateAGNGenBuild|BUILDTYPE<3 And ROOFTYPE="PEAKED_SIMPLE"|{d4ee02a2-ed47-4f10-b98c-502516983383}
CreateAGNGenBuild|BUILDTYPE<3 And ROOFTYPE="PEAKED_LOW_PITCH"|{a9b0e686-0758-4294-a760-9bb4fd341621}
#
CreateAGNGenBuild|building="*" And FWIDTH<20|{5ae04eb6-934c-4f63-bb48-5e7dee601212}|MAXRATIO=2
CreateAGNGenBuild|building="*" And FWIDTH>20|{6089A0BD-CED1-4c47-9A9E-64CDD0E16983}
#
ExportAGN|FSX|texture

Now is working well!

 

 

Edited by PanosG

Panos Georgotas

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Nice Job! 

I have seen that there is a way to enable automatic blend borders. But when I changed to "yes" in the FSEarthTiles.ini doesnt happen after scenery compile just water mask.

BlendBorders               = Yes     # yes = auto blend Borders (Blend-Transition) of an (Multi-)Area

I need to do anything else?

 

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BlendBorders= No     # yes = auto blend Borders (Blend-Transition) of an (Multi-)Area

 


Panos Georgotas

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Hello, blend borders doesn't work currently. It is a side effect of the new water masking. I might or might not add it in the future. The code is on github, so maybe someone else adds it as well.


Boeing777_Banner_Pilot.jpgsig_TheBusIveBeenWaitingFor.jpg

Alfredo Terrero

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On 7/6/2021 at 12:45 PM, martinlt290 said:

Nice Job! 

I have seen that there is a way to enable automatic blend borders. But when I changed to "yes" in the FSEarthTiles.ini doesnt happen after scenery compile just water mask.

BlendBorders               = Yes     # yes = auto blend Borders (Blend-Transition) of an (Multi-)Area

I need to do anything else?

 

Blend borders now works in the latest release, v1.2.1:

https://github.com/stackTom/FSEarthTiles/releases/tag/v1.2.1


Boeing777_Banner_Pilot.jpgsig_TheBusIveBeenWaitingFor.jpg

Alfredo Terrero

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Hello

The Resample is not working in Version 1.2. I have the newest Prepar3d Resample.exe from the SDK.

What can i do, any Idee?

 

Kind Regards

Ramon

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On 9/1/2021 at 1:31 AM, Metall4You said:

Hello

The Resample is not working in Version 1.2. I have the newest Prepar3d Resample.exe from the SDK.

What can i do, any Idee?

 

Kind Regards

Ramon

It is working for me. Any error messages? I recommend downloading the latest release, v1.3.


Boeing777_Banner_Pilot.jpgsig_TheBusIveBeenWaitingFor.jpg

Alfredo Terrero

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I've updated the program to v1.3. Here are the changes:

  1. Added support for .lay provider files from Ortho4XP
  2. Added masks width parameter to enable using Ortho imagery near the shoreline for more realistic coasts
  3. Added ability to control number of image processing threads that run at a time (before, it defaulted to 4)
  4. Fixed miscellaneous bugs (such as www button not working like it used to in FSET 1.03B)

Boeing777_Banner_Pilot.jpgsig_TheBusIveBeenWaitingFor.jpg

Alfredo Terrero

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V 1.3.1 is out. Improvements are:

This releases adds a new parameter to FSEarthTiles.ini called SkipAllWaterTiles, which, when set to "Yes", will not create BGLs for tiles which contain solely water.

Also, this releases fixes a crash that could occur when downloading very large files from OSM for scenProc autogen creation.

Edited by kjjj11223344
  • Like 1

Boeing777_Banner_Pilot.jpgsig_TheBusIveBeenWaitingFor.jpg

Alfredo Terrero

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Hello, 

I'm a rookie ortho4xp P3d user

really impressive program 🙂

I have one question.

I completed all procedure for the creation of Tiles, but when I put on my P3d, the shoreline of orthophoto blends with the default shoreline, and I see the two sceneries, default and orthophoto. 

Anyway to fix that or hide the default scenery?

Thank's.

Edited by Raul79

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On 1/12/2022 at 8:46 AM, Raul79 said:

Hello, 

I'm a rookie ortho4xp P3d user

really impressive program 🙂

I have one question.

I completed all procedure for the creation of Tiles, but when I put on my P3d, the shoreline of orthophoto blends with the default shoreline, and I see the two sceneries, default and orthophoto. 

Anyway to fix that or hide the default scenery?

Thank's.

Can you send me an example of where this happens?


Boeing777_Banner_Pilot.jpgsig_TheBusIveBeenWaitingFor.jpg

Alfredo Terrero

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FYI: the latest FSET version is 2.0.3. I’ve written a custom water masking implementation that doesn’t rely on createMesh.exe (which is essentially ortho4xp’s water masker under the hood). The result is significantly faster water masking with less time outs from the OSM servers. Download here: https://github.com/stackTom/FSEarthTiles/releases


Boeing777_Banner_Pilot.jpgsig_TheBusIveBeenWaitingFor.jpg

Alfredo Terrero

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