Clayton,
your TSC file contains commas, which have to be deleted:
[153.12675, -27.38824]>
You must despair of us amateurs
Clayton,
your TSC file contains commas, which have to be deleted:
[153.12675, -27.38824]>
You must despair of us amateurs
Can you see a new folder called "outputoutput"
This is what I get after conversion. The aircraft has been placed at the start of the runway. You can see the PAPI lights are level with it as is the autogen but the ground is many metres recessed/below. It's like I'm in a crater as once I get to the edge of the area covered by the airport I've made the ground rises up like a cliff to normal height. I already set all the objects in the AC3D model to Y=0
SDK is 14 July, AC3D package g#has September dates.
For the second one just enter "output" as the path. Even if that doesn't exist, the converter will make it and you'll see what's going on
Look at the output folder summary - it assumes that the output folder is a subfolder from the root folder and appends the two,so its trying to output to
H:\photos1\....H:\photo1\...
Interesting. Now you mention it I had that feeling as well yesterday flying over the mountains of the Lake District.
Send the log files, they explain the errors. If the error is just about BMPs or JPGs not being used that's OK
I love the biplane. Its great in VR. Really responsive handling but not too extreme like the stunt plane. Altitude in km takes a little getting used to.
All these toys for Christmas: New aircraft, cultivation, Rodeo's airport tutorials and we've only just had Colorado. You guys are on fire! And for VR flyers shortly we'll get the new Oculus Dash home environment which should allow us to include windows in cockpit to view a PDF,
Great work Rodeo - That's my task for tomorrow. I was hoping for a final bit at the end that showed how to do a quick export of what you had in order to get it to appear in FS2. Oh well, I'll be patient.
I've been doing more tweaks to Rodeo 's scenProc file and now we finally have rows of terraced houses, a familiar feature in the UK. I've just realised they need to be a bit taller but that's an easy fix. I've also noticed that FS2 boosts the vibrance of cultivated buildings quite a bit compared to the BMPs. I've been trying to take out some of the saturation of the red roofs but it's still there.
The other thing I've been experimenting with is ReplacePolygonByBuildingRectangles in order to show some of the more interesting irregularly shaped buildings, and I came up against the "feature" that FS2 currently randomises its choice of building as you can see above where a commercial building now has a mixture of shades to its roof.
Here's my latest scenProc file in case others want to use it with OS OpenData.
# AeroFly FS 2 scenProc script
# with function to filter out objects on airport
# Author of scenProc Arno Gerretsen
# Script amended, modified and enhanced by Rodeo
# Tweaked by Spit40
# --------------------------------------------------------
#
# KML files from OS OpenData, opened in QGIS and exported with EPSG co-ordinate system
# Loading data for the 'SD' grid - see https://upload.wikimedia.org/wikipedia/comm…tional_Grid.svg
# The only attribute I'm bothering to load is FEATCODE
ImportOGR|D:\aerofly_fs_2_sdk_tools_oct17\Cultivation\OS Download\opmplc_essh_sd\sd_building.kml|*|FEATCODE|NOREPROJ
ImportOGR|D:\aerofly_fs_2_sdk_tools_oct17\Cultivation\OS Download\opmplc_essh_sd\sd_road.kml|*|FEATCODE;CLASSIFICA|NOREPROJ
ImportOGR|D:\aerofly_fs_2_sdk_tools_oct17\Cultivation\OS Download\opmplc_essh_sd\sd_woodland.kml|*|FEATCODE|NOREPROJ
ImportOGR|D:\aerofly_fs_2_sdk_tools_oct17\Cultivation\OS Download\opmplc_essh_sd\sd_importantbuilding.kml|*|FEATCODE|NOREPROJ
#
# Load Shapefile that will be excluded from processing
# Skipped for now
#ImportOGR|D:\aerofly_fs_2_sdk_tools_oct17\Cultivation\OS Download\opmplc_essh_sd\exclude.kml|*|*|NOREPROJ
#
# Split the features into a grid of 0.25 x 0.25 degrees
# Do not split buildings, but filter them into the right grid cells
# I need to ask Rodeo why he commented this out
# SplitGrid|0.25|*|FEATCODE="15014"
#
# Lights
# Place point features for the lights along roads
# B roads and minor roads - skip the lights
PlacePointsAlongLine|FEATCODE=15719|SINGLE|45;55|6;6|25|String;point|plight|hdg
PlacePointsAlongLine|FEATCODE=15710|SINGLE|45;55|6;6|25|String;point|plight|hdg
PlacePointsAlongLine|FEATCODE=15723|SINGLE|45;55|6;6|25|String;point|plight|hdg
PlacePointsAlongLine|FEATCODE=15743|SINGLE|40;40|4;4|20|String;point|slight|hdg
# PlacePointsAlongLine|FEATCODE=15750|SINGLE|30;35|4;4|10|String;point|tlight|hdg
# PlacePointsAlongLine|FEATCODE=15762|SINGLE|30;30|4;4|10|String;point|rlight|hdg
#
# Plants
# Place point features for the plants in forest polygons
# using spacing of 0.00025 degrees and full randomness
PlacePointsInPolygon|FEATCODE=15999|0.00025;0.00025|1.0;1.0
#
# Filter out the buldings, lights and plants
# that are within the exclude polygons
# Skip for now
#AddAttributeIfInside|building="*"|FROMFILE="exclude.kml"|String;skip|yes
#AddAttributeIfInside|point="light"|FROMFILE="exclude.kml"|String;skip|yes
#AddAttributeIfInside|FTYPE="POINT" And landuse="forest"|FROMFILE="exclude.kml"|String;skip|yes
#UnloadFeatures|skip="yes"
#
#
# Create AF2 plants
# More broadleaf than conifer in the UK
CreateAF2Plant|FEATCODE=15999 And FRAND >= 0.25|8;25|broadleaf
CreateAF2Plant|FEATCODE=15999 And FRAND < 0.25|10;20|conifer
#
# Create AF2 lights
CreateAF2Light|point="plight"|0.9;0.8;0.7|5|0;0;1|10
CreateAF2Light|point="slight"|0.9;0.7;0.5|3|0;0;1|8
CreateAF2Light|point="tlight"|0.6;0.6;0.7|3|0;0;1|6
CreateAF2Light|point="rlight"|0.9;0.6;0.3|3|0;0;1|6
# Identify the buildings, add a BUILDTYPE attribute
# 1 = Small building
# 2 = House / Terrace
# 3 = Commercial or wide modern house
# 4 = Church
# 5 = Other special buildling
# NB: I'm assuming that length is always the longest side !!
AddAttribute|FEATCODE=15014 And FAREARAT>0.7 And FLENGTH < 10|Integer;BUILDTYPE|1
AddAttribute|FEATCODE=15014 And FLENGTH >= 10 And FWIDTH < 20|Integer;BUILDTYPE|2
AddAttribute|FEATCODE=15014 And FLENGTH >=10 and FWIDTH>=20|Integer;BUILDTYPE|3
AddAttribute|FEATCODE=15025|Integer;BUILDTYPE|4
AddAttribute|FEATCODE>=15018 and FEATCODE<=15028 and FEATCODE<>15025|Integer;BUILDTYPE|5
# Split bigger buildings into smaller if area ratio<0.7
# We store but don't actually use the SPLITBUILD attribute
ReplacePolygonByBuildingRectangles|FEATCODE>=15014 and FEATCODE<=15028 and FAREARAT<=0.7 and FLENGTH>=10 and FWIDTH>=20|0.8;4;4|0.25;2.0;0.25|Integer;SPLITBUILD|1
#
# Create AF2 buildings
CreateAF2Building|BUILDTYPE=1|1|flat|residential
CreateAF2Building|BUILDTYPE=2|1|gable|residential
CreateAF2Building|BUILDTYPE=3|3|flat|industrial
CreateAF2Building|BUILDTYPE=4|5|gable|residential
CreateAF2Building|BUILDTYPE=5|4|flat|industrial
#
# Export the AF2 TOC file
ExportTOC|D:\aerofly_fs_2_sdk_tools_oct17\Cultivation\OS Download\opmplc_essh_sd|map_sd
Yes, yes, yes... i'm going to take a break from my cultivation for this.
Do people generally have the upload bandwidth for sharing? Quite a few gb in photoreal. My download is 8mb, but upload 0.5mb.
When GeoConvert came out, I was super excited and I made sceneries like mad. But now I have stopped using it. Why? Because it looks very flat and lifeless without 3D cultivation. Now I know it’s not enough with only photoreal scenery. At least there need to be some trees. We are spoilt by the professional made DLC. So we really need to have some easy way to plant some trees in our GeoConvert scenery by ourselves.
I agree 100%
I can't go back now. I've been doing loads of cultivation of the UK and it makes a huge difference. We are getting spoiled though. I was amazed when I first experienced Virtual Earth geoconverted to FS2, but now its not enough without cultivation. Just wish I could get airfields working as well. Next AC3D video please Rodeo ! No rest for the gifted!
Display MoreCurrently there are only 2 classes in the TOC:
residential corresponds to BMP res_
industrial corresponds to BMP com_ (I suppose it means commercial)
The 3 lines in the SPC derive from the footprint area and length of one side.
With the first line I try to separate the garages from of houses.
(Oh, I see I have to change another value...)
The 00 and 01 are variations of the buildings automatically done by aerofly.
Did you notice that the same house may look different when you restart aerofly?
I don't know yet, but I suppose we can add even more BMP by using ascending numbers 02, 03..
These have to be included in the building_textures.txt as well before converting into final textures.
I will clarify this with IPACS.
Rodeo
That works great. I see you mix'n'match the roofs and walls/gables a bit. Still it was high time my local roofs were of dark slate rather than red clay. Just a few tweaks now as long "buildings" in the UK are more likely to be a row of terraced houses than garages.
1 unique city per month =$0
That seems worth a go.
Fantastic. I've just flown over my cultivated house and local village. It's great how easily this works. I suppose the next thing is to tweak the cultivation mappings. I live in a rural area. House are stone or red brick so the default house shape isn't the best fit. The other thing is whether cultivation technique can be used as a quicker way to add objects. For example there's a local monument on top of a hill which is cultivated as a single storey suburban house. I know I could exclude and model individually but if there was a generic monument in a library somewhere could I code up the building as that? I've read about needing to edit things in a GIS. Is there a good open source option? (I'm going to try this: http://www.qgis.org)
I'm taking a closer look at building textures now. In your scn file I see 3 types of building.
1:flat (roof):industrial
3:flat (roof):industrial
1:gable (roof):residential
In the building textures txt I see references to res (presumably residential) and com (company or common?) I also see color_00 and color_01 in there.
Can you tell me please:
Thanks!
The way I did it was to:
Then I loaded these KMLs into procScen. It works perfectly. Its really quite amazing. OS maps have just about every single building in the UK, so you'll even get a small hut appearing on a golf course or bowling green. Now I need to modify the appearance for UK style buildings.
The other thing I might try is to request a free Discovery Licence to try out their more detailed vector maps that have height data and additional detail. It would be good to autogen a tower or tall building differently from a home.
Lots of progress today. I managed to decode the attributes in the OS OpenData downloads and processed the shp files that they provide directly in scenProc. As a first pass I used a modified version of Rodeo 's scenProc file (attached), but I hope to improve this with more UK style buildings - red brick and terraces. Unfortunately the data that OS provide at this level uses a single classification for buildings and woodland.
It's not quite there yet though as I hit a stumbling block with the projection. OS maps don't store co-ordinates in the usual way but use the OS grid system. I found a conversion for it here, but something is wrong and all the houses are a few metres out of alignment. More investigation needed. Maybe it's a splitgrid issue. Any ideas anyone? Anyway, that's why my screenshots are at night !