cwburnett
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Release Notes: https://www.flightsimulator.com/aircraft-avionics-i-release-notes-1-30-12-0/ Manual: https://flightsimulator.azureedge.net/wp-content/uploads/2023/02/Cessna-Model-700-Operators-Guide.pdf
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apologies if this is a strange request.....for 4 days I quarreled with Xbox and Microsoft over their nonfunctioning installation (it was partially my fault with a computer glitch, but they were unable to sort out the new installation)....anyway.....
I switched to Steam, bought the program again....grrr.....and now all is well, flight wise.....I used your earlier CJ4 mod before the big rukus/crash/reload and after moving to steam tried your mod again, but I don't think its showing up.....so....two questions
1) does the mod work with a steam installation and...
2) if so....where is the community folder that applies to a steam installation.
Thanks !! Jim
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No problem using it with steam, make sure you have the latest version https://github.com/Working-Title-MSFS-Mods/fspackages/releases/tag/cj4-v0.8.3
Make sure you read the latest release notes and scroll to the bottom and download the zip file called workingtitle-aircraft-cj4-v0.8.3.zip
The default steam location for the community folder is, I think...
C:\Users\[YOUR USERNAME]\AppData\Roaming\Microsoft Flight Simulator\Packages\Community
So just open the zip file on your computer and drag the folder inside the zip called workingtitle-aircraft-cj4 into your community folder.
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Thank you SO much....I deleted all the instances of the original
workingtitle-aircraft-cj4
then downloaded and extracted the latest version and after populating the community folder, restarted. All is well. !!Thanks again !
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Hey man.
I just wanted to thank you and the team youre with for adding so much joy to my free time
I really appreciate you and I hope you're all having fun doing this.
If there's a PayPal or something where I can send a few bucks, let me know. But I hope you all have a great season with your families and friends and feel the thanks a lot of us are sending out.
Youre awesome!
Brian
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Free Warsaw airfields from Drzewiecki Design
cwburnett replied to a topic in Microsoft Flight Simulator (2020/2024)
I posted this in the Moscow thread, but thought people might like to see what they look like...hope you don't mind! -
The good news is, you don't have to specify a flight plan. So if you want to manually enter a flight plan with the knob in the G1000, you can. I get enough of that in the real thing, I certainly don't need to do that in the sim. Having the OPTION to build a flight plan in the sim menu and have it populated in the avionics is really nice. Especially now that we can build a real flight plan in simbrief and import it, it's the best of all worlds. Re-adding the SIDS and STARS in the sim takes about 5 seconds, so I don't mind that. That's how it was most of the time in P3D anyhow - most FMS imports for third party planes required you to choose the departure and arrival even after importing the main route. My only real complaint for the flight planner was the inability to type a route or edit from the navlog...having to zoom in to find each fix was quite tedious and sometimes impossible, but not with simbrief it won't matter anymore. Now if only the avionics would actually show all the fixes and allow one to navigate directly to a fix on an arrival or approach procedure, we'd be there. I'm sure that will get sorted in time...
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Cold and dark
cwburnett replied to Ianrivaldosmith's topic in Microsoft Flight Simulator (2020/2024)
I believe if you start at a parking spot instead of on a runway, engines will be off. At least that's been my experience. -
Ortho4XP for FSX/P3D
cwburnett replied to kjjj11223344's topic in FSX | FSX-SE Scenery Design Forum - How To
This is so odd @OzWhitey because I don't even have those steps. I'm running some tiles right now... here's what I get: FSX/P3D building requires both the tile and mask zooms to equal. Setting the mask zoom to the tile zoom of 14 Batch build launched for a number of 34 tiles. Dealing with tile 1 / 34 : +34-002 Step 1 : Building vector data for tile +34-002 : -------- -> Dealing with airports * Downloading OSM data for ('node["aeroway"]', 'way["aeroway"]', 'rel["aeroway"]') GMFO Oujda Angad Airport 2 runways, lat= 34.79, lon= -1.93 **** **** 1 runway , lat= 34.05, lon= -1.66 Loading elevation data and smoothing it over airports. Downloading ..\Elevation_data\+30-010\N34W002.hgt from Viewfinderpanoramas (J. de Ferranti). * Min altitude: 105.0 , Max altitude: 1829.0 , Mean: 994.7998 Auto-patched 3 runways and 10 pieces of taxiway. Number of edges at this point: 1754 -> Dealing with roads * Downloading OSM data for way["highway"="motorway"] * Downloading OSM data for way["highway"="trunk"] * Downloading OSM data for way["highway"="primary"] * Downloading OSM data for way["highway"="secondary"] OSM server DE rejected our query, new tentative in 2 sec... OSM server DE rejected our query, new tentative in 4 sec... OSM server DE rejected our query, new tentative in 8 sec... OSM server DE rejected our query, new tentative in 16 sec... * Downloading OSM data for way["railway"="rail"] * Downloading OSM data for way["railway"="narrow_gauge"] * Checking which large roads need levelling. * Buffering banked road network as multipolygon. Encoding it. * Encoding the remaining primary road network as linestrings. Number of edges at this point: 60315 -> Dealing with coastline * Downloading OSM data for way["natural"="coastline"] Number of edges at this point: 60315 -> Dealing with inland water * Downloading OSM data for rel["natural"="water"] * Downloading OSM data for rel["waterway"="riverbank"] * Downloading OSM data for way["natural"="water"] * Downloading OSM data for way["waterway"="riverbank"] * Downloading OSM data for way["waterway"="dock"] OSM server DE rejected our query, new tentative in 2 sec... OSM server DE rejected our query, new tentative in 4 sec... OSM server DE rejected our query, new tentative in 8 sec... * Building water multipolygon. Cleaning it. Encoding it. Number of edges at this point: 66234 -> Inserting edges related to the orthophotos grid -> Inserting additional boundary edges for gluing -> Transcription to the files S:/Apps/Ortho4XP_Data\zOrtho4XP_+34-002\Data+34-002.poly and .node Final number of constrained edges : 76043 Completed in 5m5sec. _________________________________________________________________________________________________ Step 2 : Building mesh for tile +34-002 : -------- -> Modifying curv_tol weight map according to runway locations. -> Modifying curv_tol weight map according to coastline location. * Recycling OSM data from ..\OSM_data\+30-010\+34-002\+34-002_coastline.osm.bz2 -> Start of the mesh algorithm Triangle4XP. Loading altitudes from DEM file. Loading curv_tol geographic weights. Computing curvatures from altitudes. Constructing Delaunay triangulation by divide-and-conquer method. Recovering segments in Delaunay triangulation. Spreading regional attributes. Adding Steiner points to enforce quality. Computing altitude and normal maps. Node file S:/Apps/Ortho4XP_Data\zOrtho4XP_+34-002\Data+34-002.1.node written to disk. Tri file S:/Apps/Ortho4XP_Data\zOrtho4XP_+34-002\Data+34-002.1.ele written to disk. Statistics: Input vertices: 74414 Input segments: 76043 Input holes: 0 Mesh vertices: 214,302 ----------------- Mesh triangles: ---> 420,295 ----------------- Mesh edges: 634596 Mesh exterior boundary edges: 8307 Mesh interior boundary edges: 75103 Mesh subsegments (constrained edges): 83410 -> Loading of the mesh computed by Triangle4XP. -> Post processing of altitudes according to vector data Smoothing inland water. Smoothing of sea water. Treatment of airports, roads and patches. -> Writing output nodes file. -> Writing final mesh to the file S:/Apps/Ortho4XP_Data\zOrtho4XP_+34-002\Data+34-002.mesh Completed in 23.00sec. _________________________________________________________________________________________________ Step 2.5 : Building masks for tile +34-002 : -------- -> Reading mesh data * S:/Apps/Ortho4XP_Data\zOrtho4XP_+34-003\Data+34-003.mesh * S:/Apps/Ortho4XP_Data\zOrtho4XP_+34-002\Data+34-002.mesh * S:/Apps/Ortho4XP_Data\zOrtho4XP_+35-003\Data+35-003.mesh -> Construction of the masks Creating 6528_8096.tif Creating 6512_8096.tif Creating 6544_8096.tif Creating 6496_8096.tif Creating 6480_8096.tif Creating 6496_8112.tif Creating 6512_8112.tif Creating 6528_8112.tif Creating 6544_8112.tif Creating 6480_8112.tif Creating 6512_8128.tif Creating 6496_8128.tif Creating 6480_8128.tif Completed in 24.26sec. _________________________________________________________________________________________________ Step 3 : Building DSF/Imagery for tile +34-002 : -------- -> Initializing providers with potential data on this tile. -> Opening download queue. -> Computing the pool quadtree Number of buckets: 64 Average depth: 3.0 , Average bucket size: 3349.375 Largest depth: 3 Downloading missing orthophoto 6512_8128_EOX214.bmp -> Encoding of the DSF file Final nbr of nodes: 222171 Downloading missing orthophoto 6496_8112_EOX214.bmp DSF file encoded, total size is : 5694072 bytes (5.4M) Downloading missing orthophoto 6544_8096_EOX214.bmp Downloading missing orthophoto 6528_8096_EOX214.bmp Downloading missing orthophoto 6480_8128_EOX214.bmp Downloading missing orthophoto 6496_8128_EOX214.bmp Downloading missing orthophoto 6512_8096_EOX214.bmp Downloading missing orthophoto 6480_8096_EOX214.bmp Downloading missing orthophoto 6496_8144_EOX214.bmp Downloading missing orthophoto 6512_8112_EOX214.bmp Downloading missing orthophoto 6480_8144_EOX214.bmp Downloading missing orthophoto 6496_8096_EOX214.bmp Downloading missing orthophoto 6528_8112_EOX214.bmp Downloading missing orthophoto 6480_8112_EOX214.bmp Downloading missing orthophoto 6528_8144_EOX214.bmp Downloading missing orthophoto 6528_8128_EOX214.bmp Downloading missing orthophoto 6512_8144_EOX214.bmp Downloading missing orthophoto 6544_8128_EOX214.bmp Downloading missing orthophoto 6544_8112_EOX214.bmp Downloading missing orthophoto 6544_8144_EOX214.bmp *Download of textures completed. *Activating DSF file. Starting ESP queue with a max of 4 processes. *Resample windows will open minimized to the task bar. This process will take a while... you will be notified when finished Completed in 10m18sec. Nowhere in my process does the word scenproc even appear. Could you post your ortho4xp.cfg file? -
Ortho4XP for FSX/P3D
cwburnett replied to kjjj11223344's topic in FSX | FSX-SE Scenery Design Forum - How To
@OzWhitey Re Scenproc, there are basically three big steps that it all comes down to, and each of these big steps needs to be in your .spc file. 1) Importing the data - so you can pull data from lots of places - shapefiles, osm files, existing AGN files, etc. 2) Processing the data - reading different pieces of the imported data and creating AGN objects from them to be written. 3) Writing the objects into AGN files. So, in this case we just want to import an OSM file, and we have the option to import only part of the data or all of the data. We can choose a geography to import and we can choose what fields to import. Remember that an OSM file is really just an XML file - so just lots of text and it is all coded by field names, so we can pick what we want to import. As for processing, we want to identify landuse types to associated autogen vegetation with and we want to import building footprints, then classify those buildings so we can assign autogen to them. Then, we want to find roads and place points along those roads for light poles. Lastly, we want to create the AGN items and write them to files. Here is a version of the script I use, which was modified from the one included: # Credit to Harry Otter for the default ScenProc script! # IMPORTOGR|@0@|*|building;landuse;natural;leisure|NOREPROJ ImportOGR|C:\Users\cwbur\Documents\GIS Files\Greece\karpathos.osm|*|landuse;highway;building;natural;leisure|AUTODETECT #ImportOGR|C:\Users\cwbur\Downloads\test.shp|*|landuse|AUTODETECT #ImportAGN|D:\ORBX Library\p3dv5\ESNQ Kiruna Airport\ORBX\FTX_EU\FTX_AA_ESNQ\Texture|EXISTINGCELLSONLY # SplitGrid|AGN|*|building="*" # SETAGNBUILDINGHEIGHT|*|0.6;0.3;0.1;0.0 #creation de la vegetation CreateAGNPolyVeg|FTYPE="POLYGON" And landuse="forest"|{a91a9e12-d0ae-433b-9153-c6c2e8143f3d};{64da6e09-6d2c-4eac-bf32-f79cbaddcffb};{f92dfb07-9e9d-4db9-a936-4dde2ece3fbf};{46537aa4-0f85-4840-ac15-bb1198111254};{51abd43d-294d-4fbb-93b1-61f35ac8891c};{b39919c5-083e-4be0-a5df-cfb43cee439d};{0a85e154-6aff-4ec6-9640-8d46758d9c55};{bcf582df-fe10-43a1-bf91-74cb004451d0};{e738b5f2-0b4e-42af-955f-96f24fc50043};{5fc298b3-6a99-40be-a6d2-51d49a1f6310};{d9139817-a733-4609-8b91-cccb3bda8528};{88a689ae-958f-4588-8805-0c48ae8d923d};{494e699d-5f5e-4191-85c9-8ed41b96aa3e};{13c6b576-38a1-4daf-bbfd-99a3da908a54};{7337b46a-4e7c-4167-85d4-31a08794317d};{08eafa28-5200-4e5e-aa76-2cbd934108aa};{3fff1747-e528-472e-a5e5-e7dfc44240b6};{cc321ca5-c258-4584-996e-0dd3f3bc531d};{f423294e-5624-499e-80ef-73d8cefe61c1};{5b87d25c-f98e-4401-a3f7-ee667749f7c3};{95dc5b85-13ca-4c36-8c90-1124b71a5769};{e258071f-4026-447a-8227-fdd1e16f5097};{6b0ae83d-41bc-4171-9f04-45b4694b43f3};{9683c859-7b37-41fb-9d40-828477713f06};{9d2d1501-9135-4b2d-808f-5c6a8d0c3ce7};{59413a8e-065d-4706-ba20-d1756f0f25e2};{c4378eea-8d57-4afc-abb6-d63eb6da9c15};{2957ebf1-5ef6-47ce-aa79-31a3d0fa849a};{64b9ff09-f918-4e96-9262-57b07629f6c0};{3daebd73-10e7-41a3-b57a-4bc9e646ac5f};{98c043f3-661a-4ac0-8239-712948a602ec} 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"|{72e37d90-824e-4e97-9187-a60491864a49};{ad0c30b6-5b47-4d96-9bab-38f58e251c5e};{b7c05b80-45e9-4faf-9548-6a3e59c02dd6};{bc6396b0-6e51-4a4f-ab4f-5386c84609a6} CREATEAGNPOLYVEG|FTYPE="POLYGON" And natural="wood"|{dcf543b7-c0d5-4fd4-b970-83965c2911c9} CREATEAGNPOLYVEG|FTYPE="POLYGON" And leisure="nature_reserve"|{dc5c8dcb-551e-4980-867d-ee6d12695c50} CREATEAGNPOLYVEG|FTYPE="POLYGON" And leisure="garden"|{2368c260-177d-4af7-94d4-da882778108f} CREATEAGNPOLYVEG|FTYPE="POLYGON" And natural="tree"|{acd89c1c-2a87-4168-8cb6-a1ca8e2859ac};{1cdb2a6c-b20f-4923-9e12-4aa636441d4d};{7dc6ef4e-92a5-4d0d-b94b-212dd1fa936d} CREATEAGNPOLYVEG|FTYPE="POLYGON" And natural="tree_row"|{51abd43d-294d-4fbb-93b1-61f35ac8891c};{b39919c5-083e-4be0-a5df-cfb43cee439d};{e738b5f2-0b4e-42af-955f-96f24fc50043};{8fa52b1e-4d35-428c-9adc-dea62fc92bab};{34126b61-fee1-4343-bdf9-1bd65ae91ae7};{5fc298b3-6a99-40be-a6d2-51d49a1f6310} CREATEAGNPOLYVEG|FTYPE="POLYGON" And natural="wetland"|{0533d2b5-2a93-4c4a-9660-069a3f73b921};{224fafba-241a-4dbb-b36f-280bcead2110};{ad0c30b6-5b47-4d96-9bab-38f58e251c5e};{0f069be1-b5ef-4a03-9455-b8507846ea73} 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} # lights # GCC roads LineToPoint|FTYPE="LINE" And highway="secondary"|CONTINUOUS|150;150|5;5|0|String;type|light|hdg # PointToPolygon|type="light"|8;8|hdg|String;type|lightpoly # CreateAGNLibObject|type="lightpoly"|{0017a263-464f-14fd-f77f-2996fed44864} # #CreateXMLLibObj|type="light"|{47c97ced4e4bc4e610b19f8e62ea9e98}|0|0|0|0 # #ExportBGL|P3D v2|lights|S:\scenprocoutput|KEEPXML # EXPORTAGN|P3D v2|C:\Users\cwbur\Documents\autogen\greece\karpathos\ So, the # is stuff that's commented out, and I tend to use that so I can easily replicate a script for a new area. One thing you'll see at the top is a commented out example of importing existing AGN - I use this when solving for the annoying area around third party airports with no autogen. We need to merge autogen to get full coverage and I just place those files in both the airport texture folder and the underlying scenery texture folder as well, to be sure I get full coverage. Remember that if you hover over things, you get a 'tooltip' that tells you how to use that function... Some notes on the above: 1) Importing OGR files like OSM or SHP files: ImportOGR|C:\Users\cwbur\Documents\GIS Files\Greece\karpathos.osm|*|landuse;highway;building;natural;leisure|AUTODETECT After the filename, there are two filter fields separated by | The first is for the geographic area you want to process - in minx;maxx;miny;maxy format, so if you only wanted to process the grid 36N16E for example, you'd swap that first * for 16;17;36;37. The second is for the fields, or attributes, you want to import. OSM files have standard attributes, and these work well: landuse;highway;building;natural;leisure The last field is for the projection. Best to leave it as AUTODETECT unless you know you're importing a dataset in a non WGS84 projection. So, if we wanted to specify a particular grid, that line would read: ImportOGR|C:\Users\cwbur\Documents\GIS Files\Greece\karpathos.osm|16;17;36;37|landuse;highway;building;natural;leisure|AUTODETECT 2) Setting building heights: SETAGNBUILDINGHEIGHT|*|0.6;0.3;0.1;0.0 This just sets a distribution for building heights in the specified region. The star can be replaced by a filter for specific autogen cells, but I don't know how to use that properly, so I actually run the script for different regions using the filter in step 1 if I want to adjust building height by area. After the second pipe, we specify distribution between buildings that are 1-2 floors;3-5 floors;6-9 floors;10-12 floors. These can each be 0-1, but for simplicity sake, I always make sure that the four add up to 1, so I can think of them as percents, so in this example, 60% of the buildings will be 1-2 floors, 30% will be 3-5 floors and 10% will be 6-9 floors. 3) Creating Vegetation Autogen Polygons: CreateAGNPolyVeg|FTYPE="POLYGON" And landuse="forest"|{a91a9e12-d0ae-433b-9153-c6c2e8143f3d};{64da6e09-6d2c-4eac-bf32-f79cbaddcffb} Here's where it gets fun. This is where we get to specify WHAT autogen objects will appear in the sim. For this you need to be sure you've setup your paths correctly and, sadly, you do need P3D installed on the computer for this to work right. I'll include my setting screen below, but basically IF you have your scenproc setup to point to your P3D version, then you can right click on the GUID and you'll get an option to "Select GUID..." and if you click that, you'll get a menu to open will hundreds of autogen options for different vegetation types. This is important if you don't want your Mediterranean island populated with Douglas Furs or your Swedish forest populated with coconut trees... Options Screen: GUID list: You can add as many GUIDs to each line as you like and it will randomize, but what you may have noticed in my Sweden autogen is that it appears to assign a different type for each autogen cell, so that's why in Sweden we see the forest abruptly change tree type at the edge of a grid - not ideal, so maybe best to stick to one or two types of trees instead of the 10 or so I selected... 4) Creating Building Autogen: So I haven't changed this at all from default, so all of the ADDATTRIBUTE and CREATEAGNGENBUILDING lines I've left alone. I'm sure they could be tweaked, but I haven't done that. So leave it as it is for now and you should get buildings. All of Sweden was created with these settings. 5) Creating Street lights or similar objects: This part I learned and added to the script from the scenproc manual. Basically what we're doing is taking a line and converting it to tiny polygons to place autogen street lights in. Again you can hover over each line to see what the variables do, but we're first creating points from a line, we're placing them every 150 meters, starting a 150 meters from the start of the line, we're offsetting them 5 meters from the line (so the light poles are next to and not in the middle of the street), and we give these new points an attribute name. Then we create 8x8 polygons for each point and give those objects a new name. Lastly, we create a library object for each polygon and here, again, we are using a GUID we have selected from the menu. 6) Writing the autogen to files: The last thing we do is write our AGN files with the EXPORTAGN line and we write them into a folder we create just for this autogen package. When this is done, you have it all. 7) Merging autogen files: The easiest way to merge autogen files is in the tools menu. Use this if you created autogen for a region from multiple scripts, for example if you did just a city with taller buildings or something like that. Basically, select your main folder (if there is no main folder, then just select any of your folders as the 'main' folder). Then select each additional folder that contains autogen that you want merged as 'other folders' and then make and select a new folder for the merged files and click 'merge'. You would only use the 'only merge AGN files that exist in the main folder' if you wanted to merger bordering areas that share an AGN cell. So for combining 4 different Lat/Long grids, just select any of the four as the main and the other three as other folders - won't matter which is which - and do not check 'only merge'. However, say you already have autogen Stockholm, but you wanted to merge in my Stockholm data also, but you didn't want all the rest of my autogen for all of Sweden. Then, you'd select your existing Stockholm autogen as the Main, you'd select mine as the "Other" and then you'd choose 'only merge AGN files that exist in main folder" - that would DISCARD all of my autogen that isn't in the same area as your autogen is in, and would merge yours and mine in the region covered by your existing autogen. This can be particularly useful for merging autogen with that of a third party airport. Hopefully that helps get you started! Let me know if you run into trouble or need help trying to get some specific outcome. I am FAR from an expert, but have managed to get it to work for my needs. -
Ortho4XP for FSX/P3D
cwburnett replied to kjjj11223344's topic in FSX | FSX-SE Scenery Design Forum - How To
Mine just says this; I left the scenproc untouched pointed to an invalid directory... ESP_scenproc_loc=C:\\Users\\fery2\\Desktop\\scenproc_latest_development_release_x64\\scenProc.exe ESP_scenproc_script=default.spc I think you could either delete those lines or just don't actually point scenproc to the right place. I'd try it just as a test at least. -
Ortho4XP for FSX/P3D
cwburnett replied to kjjj11223344's topic in FSX | FSX-SE Scenery Design Forum - How To
Based on your update, I think it is because you're running scenproc each time. I'd suggest initially disabling scenproc, or in any case, only running it once. or better yet, don't use scenproc connected to O4XP, but instead run it separately with data downloaded (much faster) from http://download.geofabrik.de/index.html Scenproc is intimidating, but I used the script that came with O4XP and modified it. That gives you the flexibility to adjust vegetation types and building heights for the region you're running it on. I'd be happy to share my scenproc script. I added street lights to it as well. -
Ortho4XP for FSX/P3D
cwburnett replied to kjjj11223344's topic in FSX | FSX-SE Scenery Design Forum - How To
Since I don't have my scenproc stuff specified, since I run that separately, maybe that's the difference? But, here's how I'm setup... I use my 8-drive QNAP NAS for all this stuff, so everything's on the NAS. The share is mapped as my S: drive. I run two instances of Ortho4XP (just duplicated the folder and renamed it) so I can run two instances downloading at the same time. In Ortho4XP I just have specified the same base folder, which was just an empty folder called Ortho4XP_Data, so they both use that folder and a new subfolder gets created with various data for each grid I process. However, as you note, the OSM data is stored separately in the actual Ortho4XP folder in OSM_data. So I guess I'm not sure why yours is downloading again and mine isn't. -
Ortho4XP for FSX/P3D
cwburnett replied to kjjj11223344's topic in FSX | FSX-SE Scenery Design Forum - How To
Rob, when I do what you're describing, my O4XP reuses the osm files, so something different with your setup. Do you have a Base Folder setup? My step 1 and step 2 complete in 60 seconds for a grid I've already downloaded. Here's what I see when I re-run a grid... Batch build launched for a number of 1 tiles. Dealing with tile 1 / 1 : +41+027 Step 1 : Building vector data for tile +41+027 : -------- -> Dealing with airports * Recycling OSM data from ..\OSM_data\+40+020\+41+027\+41+027_airports.osm.bz2 LTBU Tekirdağ Çorlu Atatürk Airport 1 runway , lat= 41.14, lon= 27.91 Loading elevation data and smoothing it over airports. * Min altitude: -5.0 , Max altitude: 1026.0 , Mean: 204.62967 Auto-patched 1 runway and 5 pieces of taxiway. Flattened 33 helipads. Number of edges at this point: 1090 -> Dealing with roads * Recycling OSM data from ..\OSM_data\+40+020\+41+027\+41+027_big_roads.osm.bz2 * Checking which large roads need levelling. * Buffering banked road network as multipolygon. Encoding it. * Encoding the remaining primary road network as linestrings. Number of edges at this point: 32463 -> Dealing with coastline * Recycling OSM data from ..\OSM_data\+40+020\+41+027\+41+027_coastline.osm.bz2 * Encoding coastline. * Reconstructing its topology. Found 3 contiguous patch(es). Number of edges at this point: 32887 -> Dealing with inland water * Recycling OSM data from ..\OSM_data\+40+020\+41+027\+41+027_water.osm.bz2 * Building water multipolygon. * Marmara Denizi will be masked like the sea due to its large area of 11179 km^2. Cleaning it. Encoding it. Separate treatment for larger pieces requiring masks. Encoding them. Number of edges at this point: 61537 -> Inserting edges related to the orthophotos grid -> Inserting additional boundary edges for gluing -> Transcription to the files S:/Apps/Ortho4XP_Data\zOrtho4XP_+41+027\Data+41+027.poly and .node Final number of constrained edges : 73517 Completed in 42.00sec. _________________________________________________________________________________________________ Step 2 : Building mesh for tile +41+027 : -------- -> Modifying curv_tol weight map according to runway locations. -> Modifying curv_tol weight map according to coastline location. * Recycling OSM data from ..\OSM_data\+40+020\+41+027\+41+027_coastline.osm.bz2 -> Start of the mesh algorithm Triangle4XP. Loading altitudes from DEM file. Loading curv_tol geographic weights. Computing curvatures from altitudes. Constructing Delaunay triangulation by divide-and-conquer method. Recovering segments in Delaunay triangulation. Spreading regional attributes. Adding Steiner points to enforce quality. Computing altitude and normal maps. Node file S:/Apps/Ortho4XP_Data\zOrtho4XP_+41+027\Data+41+027.1.node written to disk. Tri file S:/Apps/Ortho4XP_Data\zOrtho4XP_+41+027\Data+41+027.1.ele written to disk. Statistics: Input vertices: 71374 Input segments: 73517 Input holes: 0 Mesh vertices: 201,853 ----------------- Mesh triangles: ---> 395,363 ----------------- Mesh edges: 597215 Mesh exterior boundary edges: 8341 Mesh interior boundary edges: 78983 Mesh subsegments (constrained edges): 87324 -> Loading of the mesh computed by Triangle4XP. -> Post processing of altitudes according to vector data Smoothing inland water. Smoothing of sea water. Treatment of airports, roads and patches. -> Writing output nodes file. -> Writing final mesh to the file S:/Apps/Ortho4XP_Data\zOrtho4XP_+41+027\Data+41+027.mesh Completed in 20.77sec. _________________________________________________________________________________________________ Step 3 : Building DSF/Imagery for tile +41+027 : -------- -> Initializing providers with potential data on this tile. -> Opening download queue. -> Computing the pool quadtree Number of buckets: 64 Average depth: 3.0 , Average bucket size: 3155.734375 Largest depth: 3 Process interrupted _________________________________________________________________________________________________ Process interrupted _________________________________________________________________________________________________ -
Ortho4XP for FSX/P3D
cwburnett replied to kjjj11223344's topic in FSX | FSX-SE Scenery Design Forum - How To
You need to run scenproc and set it up and when you're in there, you need to open up the config file (the .spc file is just a "scenprocconfig" file). When you setup scenproc you need to configure it for your version of P3D or FSX, but P3Dv2 is I think the latest version for autogen production. Make sure you have followed these instructions "To create autogen with ScenProc" on this page https://github.com/stackTom/Ortho4XP_FSX_P3D -- you need to scroll down and read all the instructions. Sorry, I run ScenProc separately, so that's why I can't answer your specific question.