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Ever hear of Orthographic
Not to belittle anybody's hard work, but it's hard for me to understand the end goal with this, or why he's trying to sell the idea to Laminar and others. The idea has been tried, many times since even the XP9 days, and is a step backwards from where things are actually heading with the new tiling scenery system. From the video, it's taking textures and drawing them on top of low resolution aerial imagery tiles, e.g. where there is a forest, it's painting over a polygon of the forest. This isn't going to work because the forest polygons just cover over the actual detail, removing lines in the forest, empty patches, variation. The data inside OSM lacks the detail to do this correctly, and it would need to be much more procedural than just filling in polygons. The other major problem is that we still need the imagery to paint on to, so it still needs the same disk space as normal orthos would. He could achieve exactly the same effect just by draping textured polygons over the terrain like Simheaven does, with the advantage that painted polygons can have higher detail, normal maps, etc, something the aerial imagery can't have Correcting the aerial imagery is a good one though. The idea should be to take multiple legal aerial imagery sources and blend them together nicely to get a seamless mosaic of a large area (Many providers offer imagery from multiple years). That's a lot of work, but would be the best visual pay off for this type of scenery.
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Ever hear of Orthographic
It'll be backwards compatible, but I agree, this is one reason I essentially paused the work I was doing waiting on this (especially the tiling system)
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Ever hear of Orthographic
Never heard of this. From what I can gather, it's aerial imagery that's been manually colour matched on seams so it looks more seamless (Although the seams are still there from what I can see). He's also taken OSM data and put textures over the top of the aerial imagery where the forests are to try to blend it with the trees that are there, covering up the nice ground detail underneath. A lot of this stuff was done in the TrueEarth sceneries I did a few years ago, especially Florida (i.e. Baked tree/AO, and colour extraction for vegetation/houses). But in the age of AI, I imagine this process is much much easier now and can be done easier on scale, or with faster image processing libraries
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SimHeaven's X-World Pro available
It was on my system. It had a tweak to increase the number of cars that ended up ramping up the amount of police vehicles, especially visible at night, so I removed it and the problem went away
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SimHeaven's X-World Pro available
That's accurate 😆 In seriousness, yes, this is a bug in the xroads package that still hasn't been fixed
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SimHeaven's X-World Pro available
It's still OSM + MS building footprints + heights + the now closed Google Sketchup 3D warehouse. However, now it's just generated again with OSM2Xplane instead of World2XPlane (since that's what eventually turned into the TrueEarth sceneries and couldn't be used commercially as it's now owned by Orbx and not myself). Perhaps people have too high expectations on what it actually does?. At the end of the day, it's similar as before, but now you're paying to support the effort to build and host these, encourage more work, fix problems etc. Considering he's been hosting these for as long as I can remember for free and spending lots of time generating them, I think that's only fair he gets something out of it. In my view (and from painful experience 😊), the scenery could lose most of the unnecessary stuff such as park benches, bus stops, cemeteries etc, it just drags the sim down and makes it take longer to load and uses more memory etc. Nobody will ever see these things once up in the air.
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Just Random Musings - Improved Landclass?
Years ago (Back in the XP10 days) I actually did some experiments of doing the same land-class tile system P3D/FSX used into X-Plane, however because of the way X-Plane's scenery system was (and still is), it was all pre-baked tiles that essentially put fake orthos with realistic objects in tiles all across a large reason. Worked pretty well until we got to sloped terrain (as anyone who has used FSX/P3D will tell you), it even had the classic "roads going over nothing" feel the old sims gave us 😁 If everything they are planning to do in the next-gen scenery system actually happens, it'll open up lots of opportunities for devs to do things like this (if it's even needed).
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XP12 Addon airports. yes or no? What say you?
I rarely bother buying airports these days either (and have also stopped making them). The only ones I care about in high detail are my local ones and I'll certainly buy high quality ones, but honestly, the gateway airports are really good these days. It's a far far cry from the days when we just had a runway and nothing else. A big thanks to those who have been contributing to the WED airports database
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XP12 Platform Update presentation at FS Expo 2026
I wouldn't have super high expectations over this. It's unlikely to contain the detail MFS does, but it'll still be a big improvement. My take is that it'll be more accurate, better performing and follow real-world data better, including better art. It'll be far easier to author as well since mostly it's image masks and more modern 3D formats. Tools like Ortho4XP which build complicated meshes and try to smooth and flatten airports hopefully won't be needed, and far simpler tools just involving image manipulation can be used. Once I get my hands on the new tile format, I can work on updating my mesh tools to generate ortho tiles + DEM.
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XP12 Platform Update presentation at FS Expo 2026
I'm looking forward to finally being able to use the tiling engine, it's so badly needed (we've been asking for this abilitly for years) :)
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New addon neighborhoods allows photogrammetry in X-Plane 12
I gave it a go (I don't like just running random exes from the internet without any source-code, but I took one for the team) It's fairly hacky at best, but a decent proof of concept. The major problem is that it can't remove the mesh underneath, so it slightly raises the elevation essentially having one world floating on top of the other. It also converts in raw format, so the sceneries will be extremely heavy. This is not the fault of the tool, it's just a currently limitation of the X-Plane DSF format.
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New addon neighborhoods allows photogrammetry in X-Plane 12
It's not streaming it in, it's downloading the data from Google beforehand and creates a scenery package. You need to select the area you want, generate it and drop it into the sim.
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iniBuilds Liverpool (EGGP) = Released
As someone who uses this airport several times a year in real-life, it looks really accurate and instantly brings back the pain of waiting in long queues at the Ryanair checkin desks
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AirfoilLabs 737-Max …
I have their Cessna 172s, and for such a basic aircraft, it's extremely heavy on the framerates (although very nice). I can't even begin to imagine how heavy a full-blown 737-Max is going to be.
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Orbx TrueEarth OR in XP 12 - Lookin' Good!
Be careful with this script, it decompiles the mesh and recompiles it losing height accuracy and causes artifacts and issues at some payware airports. It also won't do much with this scenery since it uses the old style X-Plane 11 trees and water masks.