I may be wrong, but I'm used to working with shapefile files, because it's pretty simple and convenient to work with. I use QGIS, Gdal script and other home made tools to add elements, columns, attributes, etc in order to enrich my sources files... I also work with Scenproc and a lot with Gdal and I don't think it supports .osm files in writing but just as reading. but it's just my feeling on it of course
I take advantage that of your are here I don't know if it is already possible in blender OSM but for me your plugin will be very useful for us if:
1/ it support shapefile format as input. ( it is a much more malleable format to me)
2/ and so that it is possible to setup names of the columns to parse:
-> base altitude
-> roof type
3/ add possibility to assign a custom tileable building texture according to "category" (house, tall building, farm, etc...) for example
thank you for your opinion Schnuffelduffel, I generated the night lighting slapdash, so I would take into consideration your advice for a prospective future update.
Thank Ray, but in this case we definitely need that after broadleaf, palms, conifer & shrub, IPACS give us a Banana trees "cultivation plant"
Good question, it is true that it is not very clear. first of all know that unlike FSX for example, no need to declare anything, AFS2 check addons folders at startup.
then, for the two Addons folders this seems to be related to the steam version. I imagine that addons purchased on steam are installed in the steam folder and other addons are installed in the folder "My documents".
For " La Martinique", in fact no matter where you install it... it should work. but since this is not a steam addon I will tend to choose the addon folder in "My Documents".
>> My documents\Aerofly FS 2\addons\scenery\Martinique
Maybe it should be level 10 or level 11 size.
My idea is that by working on fixed sized squares, people could share their cultivation work easily.
In my Martinique Scenery I use Level13 square for vegetation
if the drill is dense, it already makes a lot of trees per .toc file. many of us had .toc file saturation problems resulting in the appearance of empty strip in forests, probably linked to a limit of the allowed number of trees per .toc file (if I remember well something between 100,000 and 150,000) ... this empty strip effect is linked to the tree detection algorithm organized classically by starting at the top left of the image to finish at the bottom right (so the .toc line are sorted like that). The solution I used to avoid these empty strips is random sorting of my trees before applying a tree number limitation at each toc file in order to lower the density.
Hope you've been in Péyi Gwadloup too , the same base material should be available if you know what I mean
Antoine, honeymooned in French Antilles and rhum addict (amongst others)
nope ... but I'm already on it
you're welcome Rune
No, I'm not so lucky but I had the opportunity to go there on vacation.
it no show up in AFS map
here is my cultivation.tsc:Code
<[file] <[tmsimulator_scenery_place] <[string8][type][object]> <[string8][sname][cult_Martinique]> <[string8][lname][cult_Martinique]> <[string8][icao][cult_Martinique]> <[string8][country][France]> <[string8][coordinate_system][lonlat]> <[vector2_float64][position][-61.0043615 14.5942353]> <[float64][height]> <[float64][size]> <[bool][autoheight][true]> <[list_tmsimulator_scenery_object][objects] > <[list_tmsimulator_scenery_cultivation][cultivation_files] ... > > >
for better readability, I have removed all block for each .toc file. And for information my cultivation folder contain only this .tsc file & declared .toc files
thanks to Trespassers for the tip
Yes I use this way in my Martinique scenery... look at it if you can or when i will back home, i will try to give you an example 😉
As I remember you have to write a tsc file like for airport but very basic one
so you could try with Arno first script:
annemasse.osm by your osm filename and path >> example: C:\Temp\Hawai.osm
airport.shp by your area exclusion file >> example: C:\Temp\airport.kmlCode
# Example AeroFly FS 2 scenProc script # with function to filter out objects on airport # -------------------------------------------------------- # # Load OpenStreetMap data of the area to work on # Only load highway, landuse and builidng to save memory ImportOGR|annemasse.osm|*|highway;landuse;building|NOREPROJ # # Load Shapefile that contains the area of aiports that # should be filtered out ImportOGR|airport.shp|*|*|NOREPROJ # # Split the features into a grid of 0.25 x 0.25 degrees # Do not split buildings, but filter them into thee # right grid cells SplitGrid|0.25|*|building="*" # # Place point features for the lights along roads of # type primary at 50 meter interval PlacePointsAlongLine|highway="primary"|SINGLE|50;50|0;0|25|String;point|light|hdg # # Place point features for the plants in forest polygons # using spacing of 0.00025 degrees and no randomness PlacePointsInPolygon|landuse="forest"|0.00025;0.00025|0.0;0.0 # # Filter out the buldings, lights and plants that are within # the airport polygons AddAttributeIfInside|building="*"|FROMFILE="airport.shp"|String;skip|yes AddAttributeIfInside|point="light"|FROMFILE="airport.shp"|String;skip|yes AddAttributeIfInside|FTYPE="POINT" And landuse="forest"|FROMFILE="airport.shp"|String;skip|yes UnloadFeatures|skip="yes" # # Create AF2 plants CreateAF2Plant|landuse="forest"|10;20|0|broadleaf # # Create AF2 lights CreateAF2Light|point="light"|0.8;0.8;0.8|3|0;0;1|10 # # Create AF2 buildings for polygons that are almost rectanguar # Make longer buildings industrial with a flat roof CreateAF2Building|building="*" And FAREARAT>0.7 And FLENGTH < 12|2|1|gable|residential|0 CreateAF2Building|building="*" And FAREARAT>0.7 And FLENGTH >= 12 And FLENGTH < 25|3|1|gable|residential|0 CreateAF2Building|building="*" And FAREARAT>0.7 And FLENGTH >= 25|2|1|flat|industrial|0 # # Export the AF2 TOC file ExportTOC|out|annemasse
Hi Nickhod and many thanks to work with & for us like you do with Aeroscenery
My preferred order:
1/ Smooth coastline transparency using OSM coastline data (AFS2 RGB values of sea color are R:7 G:23 B:46)
2/ Automatic image processing of stitched images (brightness / saturation... and if possible: overall hue region detection, "color matching" between region detected.
3/ Worldwide high-resolution elevation data download (from USGS) or from ALOS jaxa data >> http://www.eorc.jaxa.jp/ALOS/en/aw3d30/
something like this... no tested but it should workCode
#Load your exclude polygon ImportOGR|airport.shp|*|*|NOREPROJ AddAttribute|FTYPE="POLYGON"|Integer;Exclude|1 #Load OSM Data ... #Load Tree Data ... #load all other Data ... # Split the features into a grid of 0.25 x 0.25 degrees SplitGrid|0.25|*|building="*" #ADD attribute "skip" if a feature is inside this exclude polygon AddAttributeIfInside|*|Exclude=1|String;skip|yes ...
I'm not sure how FSET handles this as I've never used it. If it does anything better, please let me know.
FSET manages perfectly the smooth transition between land & sea, gracefully thanks to the use of "path" coast-lines draw in google earth and saved in a kml file
look at the link below, it's translated from french:
many thanks to all for your kind words
official SDK doc:
with great video tutorial on most part of the work >> https://www.aerofly.com/dokuwiki/doku.php/sdk:scenerydev4
interresting post on this forum:
OpenStreetMaps, ScenProc, building floors and Cultivation >> httlot ps://www.aerofly.com/community/forum/index.php?thread/13177-openstreetmaps-scenproc-building-floors-and-cultivation/
And you will find a lot of information on fsdeveloper forum, even if it is not the same simulator the most part of the work is identical ... For the particularities related to Aerofly FS2 you will find your happiness in the wiki of the SDK (link upper) and in many post of this forum.
fSdevelopper et Scenproc >>https://www.fsdeveloper.com/forum/forums/scenproc.131/
Of course ! Those data are a gold mine for scenery developers...
It is very accurate LIDAR data, from which you can:
- generate a very precise elevation data set
- If the LIDAR data are well sorted you can also deduce the height of the buildings +/- their altitude.
we just have to find the tools and tips to be able to exploit those data and integrate it with your OSM data.
Thanks guys ! Happy you like it
thanks Jeff for approving and validating this post