May 4, 20233 yr Author Anyway, guys, I am downloading again, this time I am trying USA Server for the imagery Hopefully this time the ground textures look better. I noticed that there is errors again, but they are a lot less. We'll see. Usually this takes two days to complete.
May 4, 20233 yr I mean, at least when it comes to Google, Bing or Arcgis (which are, I believe, the main three choices in Ortho4*), you can check how the textures will look like directly on their maps website. It's easier than downloading from Ortho4* and waiting to see the result in the sim, no ?
May 4, 20233 yr Author Daube, the previous textures were Google on zoom level 18. It is obvious no one liked them, so I made a little research via Google and found that for south east Asia the best is the US ones. The rest of them, as you accurately pointed out are not that good, because the level of color mismatch is higher than this. Also I am at the moment trying new shading with Enshade / Envtex, hopefully this give better result. Also, I repeat, any help with ScenProc so I can add autogen, better highways and vector data will be highly appreciated, because I get 0 autogen objects creation a lot and I need help with this. Edited May 4, 20233 yr by PavlinS
May 5, 20233 yr Author Thigs are going smoothly. I am afraid however this one won't have any autogen, because I did not seen any ScenProc doing anything, so I will see after. Ofc I will share images, so you guys can tell opinions on the new polygons. Does anyone here understands ScenProc? I really need help with it. Edited May 5, 20233 yr by PavlinS
May 5, 20233 yr 15 hours ago, sim4life said: I get that you have some newly found love for Ortho and I appreciate your enthusiasm. But sorry, this looks absolutely terrible. If you enjoy doing this project for yourself then by all means continue. But if you think people are going to share your enthusiasm you're going to get very disappointed. Many of us had the same kind of enthusiasm when Tile proxy was a thing for FSX some 10-15 years ago. Back in those days photoreal scenery products were also a thing, created by people who just discovered the Ortho thing as you have now. Those sceneries still didn't look as bad as your screenshots but Tile proxy and the photoreal concept pretty much disappeared anyway. So I think you're at least 10 years too late to the party, because trying to build a realistic scenery based on 2d textures is a dead end. Many people tried and all of them failed. There's a reason why this is not how it's done anymore. Even if you get extremely detailed hires textures using perfect color matching and seasons, it's still 2d textures. You seem to thing that autogen is going to help you. Sorry, it won't. It will just make things even worse. In fact, autogen is something you should avoid. Autogen was invented as a workaround, not a solution. "We don't know how this area looks so we're just going to throw in some generic random buildings and hope it looks ok". No, this is not how you should do it anymore. Sorry but someone had to break this to you. This is the way that MSFS does it, so I am not sure what your point is Granted, they have much better looking autogen than P3D, but even just adding trees makes a massive difference to the realism of photoscenery (which is what I used to do with the Horizon UK VFR Photographic Scenery and Earth Simulations TreeScapes). Christopher Low AMD Ryzen 7 9800X3D CPU / 64GB DDR5-6000 RAM / 12GB Nvidia RTX 4070 Super GPU / Gigabyte X870E Aorus Elite Wifi 7 / 1+2TB Samsung Evo Plus M2 Nvme UK2000 Beta Tester
May 5, 20233 yr Author 1 minute ago, Christopher Low said: This is the way that MSFS does it, so I am not sure what your point is Granted, they have much better looking autogen than P3D, but even just adding trees makes a massive difference to the realism of photoscenery (which is what I used to do with the Horizon UK VFR Photographic Scenery and Earth Simulations TreeScapes). Thank you for clarification. Honestly, I was thinking similar. But I was not sure till now.
May 5, 20233 yr Author Soon will show images. Unfortunately no autogen will be available in them, but I will attempt to work the ScenProc to create autogen for the scenery. Just the imagery this time. Anyway, hope on reactions again, as last time, even if it's negative one. Thank you in advance. Here they are, coming: I think it was worth the wait. What you guys think? I am sure, that when I add the autogen, hopefully, will look good enough. Edited May 5, 20233 yr by PavlinS
May 5, 20233 yr Author currently adding sources to the script, so I can use it. Of course I will add as well the vector data I bought so I can have the whole information. This time I decided to take the latest stable release, because the most latest is not stable, still in development, hope this change the stuff.
May 5, 20233 yr Author Anyone that can help with this is so welcome 23:19 ImportOGR Information Reading file E:\P3D ALL\41.ScenProc Data\1.Malaysia Vector\filtered data\shx\vegetation-polygon.shx 23:19 ImportOGR Information Read 1694 features from file 23:19 ImportOGR Information Reading file E:\P3D ALL\41.ScenProc Data\1.Malaysia Vector\filtered data\shx\building-polygon.shx 23:19 ImportOGR Information Read 413574 features from file 23:19 SplitGrid Information Splitting features in 0.0146484375 x 0.010986328125 grid... 23:19 SplitGrid Information Features divided in 26367 cells 23:19 SetAGNBuildingHeight Information Setting autogen building height... 23:19 SetAGNBuildingHeight Information Set autogen building height for 26367 cells 23:19 CreateAGNPolyVeg Information Creating autogen polygon vegetation with filter FTYPE="POLYGON" And landuse="forest"... 23:19 CreateAGNPolyVeg Information Created 0 autogen objects 23:19 CreateAGNPolyVeg Information Creating autogen polygon vegetation with filter FTYPE="POLYGON" And landuse="orchard"... 23:19 CreateAGNPolyVeg Information Created 0 autogen objects 23:19 CreateAGNPolyVeg Information Creating autogen polygon vegetation with filter FTYPE="POLYGON" And landuse="conservation"... 23:19 CreateAGNPolyVeg Information Created 0 autogen objects 23:19 CreateAGNPolyVeg Information Creating autogen polygon vegetation with filter FTYPE="POLYGON" And natural="wood"... 23:19 CreateAGNPolyVeg Information Created 0 autogen objects 23:19 CreateAGNPolyVeg Information Creating autogen polygon vegetation with filter FTYPE="POLYGON" And leisure="nature_reserve"... 23:19 CreateAGNPolyVeg Information Created 0 autogen objects 23:19 CreateAGNPolyVeg Information Creating autogen polygon vegetation with filter FTYPE="POLYGON" And leisure="garden"... 23:19 CreateAGNPolyVeg Information Created 0 autogen objects 23:19 CreateAGNPolyVeg Information Creating autogen polygon vegetation with filter FTYPE="POLYGON" And natural="tree"... 23:20 CreateAGNPolyVeg Information Created 0 autogen objects 23:20 CreateAGNPolyVeg Information Creating autogen polygon vegetation with filter FTYPE="POLYGON" And natural="wetland"... 23:20 CreateAGNPolyVeg Information Created 0 autogen objects 23:20 CreateAGNPolyVeg Information Creating autogen polygon vegetation with filter FTYPE="POLYGON" And leisure="park"... 23:20 CreateAGNPolyVeg Information Created 0 autogen objects 23:20 CreateAGNPolyVeg Information Creating autogen polygon vegetation with filter FTYPE="POLYGON" And leisure="golf"... 23:20 CreateAGNPolyVeg Information Created 0 autogen objects 23:20 AddAttribute Information Adding attribute BUILDTYPE with value 5 to features FTYPE="POLYGON" And building="*" 23:20 AddAttribute Information Added attribute to 0 features 23:20 AddAttribute Information Adding attribute BUILDTYPE with value 1 to features FTYPE="POLYGON" And building="*" And BUILDTYPE=5 And FAREARAT>0.80 23:20 AddAttribute Information Added attribute to 0 features 23:20 AddAttribute Information Adding attribute BUILDTYPE with value 3 to features FTYPE="POLYGON" And building="*" And BUILDTYPE=5 And FNUMVERT<10 And FNUMPERPANG>3 And FNUMNOTPAR<2 23:20 AddAttribute Information Added attribute to 0 features 23:20 AddAttribute Information Adding attribute BUILDTYPE with value 4 to features FTYPE="POLYGON" And building="*" And BUILDTYPE=5 And FCONVEX=1 23:20 AddAttribute Information Added attribute to 0 features 23:20 AddAttributeIfInside Information Adding attribute BUILDCAT with value INDUSTRIAL to features FTYPE="POLYGON" And building="*" that are inside FTYPE="POLYGON" AND (LUCODE=16) 23:20 AddAttributeIfInside Information Added attribute to 0 features 23:20 AddAttributeIfInside Information Adding attribute BUILDCAT with value COMMERCIAL to features FTYPE="POLYGON" And building="*" that are inside FTYPE="POLYGON" AND (LUCODE=15) 23:20 AddAttributeIfInside Information Added attribute to 0 features 23:20 AddAttribute Information Adding attribute ROOFTYPE with value PEAKED_ALL to features FTYPE="POLYGON" And building="*" And FWIDTH>5 23:20 AddAttribute Information Added attribute to 0 features 23:20 AddAttribute Information Adding attribute ROOFTYPE with value PEAKED_SIMPLE to features FTYPE="POLYGON" And building="*" And FWIDTH>5 And FLENGTH<12 23:20 AddAttribute Information Added attribute to 0 features 23:20 AddAttribute Information Adding attribute ROOFTYPE with value PEAKED_LOW_PITCH to features FTYPE="POLYGON" And building="*" And FWIDTH>20 23:20 AddAttribute Information Added attribute to 0 features 23:20 AddAttribute Information Adding attribute ROOFTYPE with value GABLED to features FTYPE="POLYGON" And building="*" And FWIDTH>20 23:20 AddAttribute Information Added attribute to 0 features 23:20 AddAttribute Information Adding attribute ROOFTYPE with value PAVILLION to features FTYPE="POLYGON" And building="*" And FWIDTH>20 23:20 AddAttribute Information Added attribute to 0 features 23:20 AddAttribute Information Adding attribute ROOFTYPE with value PEAKED_LOW_PITCH to features BUILDCAT="INDUSTRIAL" 23:20 AddAttribute Information Added attribute to 0 features 23:20 AddAttribute Information Adding attribute ROOFTYPE with value PEAKED_LOW_PITCH to features BUILDCAT="COMMERCIAL" 23:20 AddAttribute Information Added attribute to 0 features 23:20 ReplacePolygonByBuildingRectangles Information Replacing polygons with building rectangles for polygons that match filter FTYPE="POLYGON" AND (BUILDTYPE=3) 23:20 ReplacePolygonByBuildingRectangles Information Created 0 building rectangles 23:20 CreateAGNGenBuild Information Creating autogen generic buildings with filter FTYPE="POLYGON" AND (BUILDTYPE<3 And ROOFTYPE="PEAKED_ALL") AND FWIDTH>1 AND FLENGTH>1... 23:20 CreateAGNGenBuild Information Created 0 autogen objects 23:20 CreateAGNGenBuild Information Creating autogen generic buildings with filter FTYPE="POLYGON" AND (BUILDTYPE<3 And ROOFTYPE="PEAKED_SIMPLE") AND FWIDTH>1 AND FLENGTH>1... 23:20 CreateAGNGenBuild Information Created 0 autogen objects 23:20 CreateAGNGenBuild Information Creating autogen generic buildings with filter FTYPE="POLYGON" AND (BUILDTYPE<3 And ROOFTYPE="PEAKED_LOW_PITCH") AND FWIDTH>1 AND FLENGTH>1... 23:20 CreateAGNGenBuild Information Created 0 autogen objects 23:20 CreateAGNGenBuild Information Creating autogen generic buildings with filter FTYPE="POLYGON" AND (BUILDTYPE<3 And ROOFTYPE="GABLED") AND FWIDTH>1 AND FLENGTH>1... 23:20 CreateAGNGenBuild Information Created 0 autogen objects 23:20 CreateAGNGenBuild Information Creating autogen generic buildings with filter FTYPE="POLYGON" AND (BUILDTYPE<3 And ROOFTYPE="PAVILLION") AND FWIDTH>1 AND FLENGTH>1... 23:20 CreateAGNGenBuild Information Created 0 autogen objects 23:20 CreateAGNGenBuild Information Creating autogen generic buildings with filter FTYPE="POLYGON" AND (building="*" And FWIDTH<20) AND FWIDTH>1 AND FLENGTH>1... 23:20 CreateAGNGenBuild Information Created 0 autogen objects 23:20 CreateAGNGenBuild Information Creating autogen generic buildings with filter FTYPE="POLYGON" AND (building="*" And FWIDTH>20) AND FWIDTH>1 AND FLENGTH>1... 23:20 CreateAGNGenBuild Information Created 0 autogen objects 23:20 ExportAGN Information Writing AGN files to folder E:\P3D ALL\38.Photoreal scenery P3D from Ortho\2.Lumpur 2 23:20 ExportAGN Information Written 0 autogen files 23:20 SceneryProcessor Information scenProc finished processing 23:20 SceneryProcessor Information 13.84 seconds for ImportOGR 23:20 SceneryProcessor Information 11.39 seconds for SplitGrid 23:20 SceneryProcessor Information 0.00 seconds for SetAGNBuildingHeight 23:20 SceneryProcessor Information 6.31 seconds for CreateAGNPolyVeg 23:20 SceneryProcessor Information 6.41 seconds for AddAttribute 23:20 SceneryProcessor Information 1.29 seconds for AddAttributeIfInside 23:20 SceneryProcessor Information 0.54 seconds for ReplacePolygonByBuildingRectangles 23:20 SceneryProcessor Information 4.19 seconds for CreateAGNGenBuild 23:20 SceneryProcessor Information 0.02 seconds for ExportAGN 23:20 SceneryProcessor Information 44.00 seconds total Edited May 5, 20233 yr by PavlinS
May 5, 20233 yr Author Guys, for now I am working manually on it, because this is obviously the only way for me to work on it for now. Hope someone help with all that autogen. This is my SimDirector, because I have Professional Plus license.
May 5, 20233 yr The colors on that sequence of screenshots above are much better than the initial group of screenshots, for sure. But now there might be a little bit too much saturation. It's like, the green fields are almost fluorescent. This is especially visible on that very last screenshot above. What did you do to adjust the colors, compared to the very first time ? You are definitely on the right track, but you need to adjust the settings (for color adjustment) just a little bit more. And yes, once the autogen will get on these, it will look even better.
May 5, 20233 yr Author I added HDR in Reshade. I'll remove it for the next test. Still trying with ScenProc, it is difficult, but I will find a way, no matter how much I have to try. Guys, I managed to EXTRACT BUILDINGS. Now it becomes interesting. Expect new images soon! Edited May 5, 20233 yr by PavlinS
May 5, 20233 yr Author oke, here some buildings on the landscape: It is not much, but I finally found a script that works. There will be more, because I have a lot more data and all those polygons will be filled at the end. Next is to find good tree script and then good script for transport highways and other transport vector data. And then, I sincerely hope it will be good enough to be published and work as scenery for you guys to enjoy if you want to. Btw, if it is too saturated still, no worries, I can work more on the shading.
May 6, 20233 yr Author Hm. Well, obviously most of the autogen I'll have to place on my own. Except, well, to find a way to create more autogen via annotator from the Prepar3D SDK. I know, it looks the same. Needs work. A lot of work, to look good enough.
May 6, 20233 yr Author Actually, I am attempting something, guys - I decided to download OSM data for ScenProc from Ortho4XP_P3D. That way I am covering the same area with autogen, but this time the script will be combination from the scrips for buildings / trees I developed earlier today. This might give a lot better result and a lot more intense autogen. Takes a lot more time now to process the tile, which gives me hope. That way I will have a lot less manual work. Now I only need to find how to do photorealistic water and photorealistic vector data for highways / urban transport and that's it. Btw, the fact I am using USA2 data for the tile and Google data for the autogen does not change a thing - I will copy only the data from the texture folder, which is the autogen created from ScenProc. That way I will preserve the quality of the USA2 Tile imagery for the ground. Edited May 6, 20233 yr by PavlinS
Archived
This topic is now archived and is closed to further replies.