Posts by turman

    Thanks a lot Jake for this addon ! :thumbup:


    The ORBX addon was already impressive and you added some life to it, like it should has been from the begining...


    If we could generalize ground traffic across the globe it would be fabulous. AFS2 really needs to support vector routes to manage ground traffic. Then we could import OSM roads from anywhere in the world !


    PS: I love specially the face of the guy who walks his dog next to the airport ^^

    Yes this is more than interesting ! You mean you're able to retrieve any 3D object from Google Earth/Maps ? :huh:


    Here we don't speak about the objects available from the 3D warehouse which is not more used by Google I think since they can generate every thing from the real world with their photogrammatry technics.


    But if it is possible to recover data from their photogrammetry that means that we could have ultra-realistic sceneries for most of the big cities of the world. It would be really incredible !


    But beyond the technical challenge there are inevitably legal problems, I guess it will be impossible to redistribute this kind of sceneries...

    I wonder if anybody will recognize this place

    Your challenge was too easy Antoine, specially with that big large circular road and the huge parking (I never went there but I knew the spot through Google Earth) ! ;)


    Since we are talking about places of entertainment I wonder how you have modeled the Parc des Princes, maybe with an ultra fast motion for Kylian Mbappé :/

    Impressive ! :huh:


    So If I understand correctly the Aerofly scenery will have less than 4 times less polygons than the above screenshot under FSX (yes there is two times the word "less" in my sentence). That said, from what we've seen so far, it doesn't seem to be very annoying...


    The product from IGN you have used as data source for buildings is the BD ORTHO BATI or is it something not "visible" on their website ? Sorry to be so curious ;)

    We've got our own technology to generate irregular building shapes and 3D oriented roofs on irregular shapes, the most difficult :-)

    The difference with xp concept is important : our buildings are real 3D buildings, not just facades with a flat roof that are not 3D objects with all properties to apply on...

    And the result looks really amazing !


    I'm still interested to know what is the source of your data for your building generation:

    Antoine could you please indicate which data source you used for the footprints and the heights of the buildings? OSM?


    FYI in 2015 I made scripts to import into OSM the heights (well just the number of floors) on more than 50,000 buildings in Paris, roughly half of all of the city's buildings. My data source was the open data portal of the municipality of Paris but there were things to improve and we can do even more. More info are available on the OSM wiki. With the free scene in Paris I was already very happy to see my work put to good use.


    In any case, I can't wait to be able to try this scene, which will undoubtedly be a real work of art.

    I am completely amazed by the beauty of all these screenshots! 8|


    I have never used a France VFR product but there with this AFS product I want to buy!


    I am particularly sensitive to the modeling of buildings and there it looks like it is great art!


    Antoine could you please indicate which data source you used for the footprints and the heights of the buildings? OSM?


    FYI in 2015 I made scripts to import into OSM the heights (well just the number of floors) on more than 50,000 buildings in Paris, roughly half of all of the city's buildings. My data source was the open data portal of the municipality of Paris but there were things to improve and we can do even more. More info are available on the OSM wiki. With the free scene in Paris I was already very happy to see my work put to good use.


    In any case, I can't wait to be able to try this scene, which will undoubtedly be a real work of art.


    Congratulations to you and the whole team of France VFR :thumbup:


    Thanks, Vincent.

    Bonjour Michel,


    Je n'ai pas encore eu le temps de regarder les scripts V7 de Crispy mais normalement tu dois pouvoir changer le nombre d'étages pour les maisons (lorsque celles ci n'ont pas de hauteur définie dans OSM) avec une plage de 1 à 3 par ex au lieu de 3 à 4. Dans le script V6 la détection des maisonsse se basait sur la surface du bâtiments, du coup cela ne marchait pas forcément avec les villas de milliardaires dont la surface pouvaient être trop grande. Mais c'est étrange car là tu parlais de l'ensemble des maisons et pas juste de quelques cas isolés...


    Mis à part la hauteur des bâtiments c'est vrai que ça serait super d'avoir des textures adaptées à la région, surtout pour la couleur des toits...

    Wouahou Paris in AFS ! 8|


    This is an impressive work, thanks a lot ! :thumbup:


    I am particularly sensitive because I am from Paris and I spent the first 30 years of my life in that city.


    And also because I had done a lot of work on OSM to import the height of the Parisian buildings. I had managed to update the height on more than half of the buildings in Paris (itself, not the suburbs): 49,000 out of a total of 86,000 buildings (more info here). When I have time I will have fun comparing what we can see in AFS with what we can see on F4Map (an OSM 3D viewer):

    I tried to have a look at the sport field/pool issue, so I downloaded one of the areas you mentioned. But I can't reproduce the issue. Also without seeing your entire script it is hard to see what is going on. Might be one filter is missing a condition which causes them to be included.

    Sorry for my very late response, real life constraints prevented me from playing with AFS :(


    I've tried the Crispy's technics to get some infos (ExportOGR|osm_way_id=XXX) but the log files were almost the same, no real difference (tags are sorted differently).


    Anyway I found the guilty command by feeding scenProc with an OSM file which contains only one element (a swimming pool). Then I run the script and saw in the logs the exact command which was generating a building and it was:

    Code
    CreateAF2Building|NOT building ="roof" And FAREARAT>0.7 And NOT building_levels="*" And NOT height="*" And FAREA>=200 And FAREA<700|2;3|1|gable|residential|0


    This is a stupid command because the conditions are too permissive. In fact I was thinking that only building elements was taken into account by CreateAF2Building. But apparently it's not the case so if there is a NOT building ="roof" condition there must be another condition with building_levels or height, which was not the case in my command.


    So the problem was in scenProc but in my brain ;)


    Now I have to find time to play with the Crispy's V7 scripts and the latest release of scenProc.

    Peut-être dù aux données OSM mais le script version7 me donne une forêt très dense en arbres sur une zone avec végétation de zone humide et très basse ...! inacceptable, et la forêt déborde sur l'étang marin voisin.


    Par contre la version 6 n'affiche aucun arbre !

    Désolé d'être un peu maniaque mais à la base ce thread est dédié à la création de bâtiments ;)


    Pour la création de végétation je vous propose de continuer sur ce fil pour ne pas mélanger tous les sujets: Vegetation creation with scenProc

    Thanks a lot Arno, that looks perfect !


    And thanks also Chris for all your explanations :thumbup:


    I can not wait to get access to my computer so I can test all this stuff..


    Arno: are you able to reproduce my bug on swimming pools and playgrounds ?

    Sorry Chris but I'm not sure to understand very well as I don't know which bug you're talking about. But in fact my questions was about the "new feature" that we can see of your last screenshot in NewOrleans.


    Normally scenProc is unable to generate buildings if the footprint is exotic and not rectangular. That's why there is the FAREARAT>0.7 condition in order to skip non rectangular buildings.


    But in your screenshot I'm glad to see you've managed to handle a non rectangular building with 3 rectangular "sub buildings". It's not as pretty as "generic buildings" (like in X-Plane / W2XP, sorry for the comparison) but it's much better than nothing, or than an unique rectangular building !

    Hello Chris,


    Thanks a lot for your work on scenProc template files !

    Version 7 will deliver also some improved structure construction methods and a number of other improvements. Here is a little sample showing one of the building enhancements, showing a ferry terminal in New Orleans.

    This is very interesting.


    Is that "feature" due to your changes in your new template file or is it due to the latest version of scenProc ?


    In that another thread I am currently discussing the possibility of having "generic buildings", ie. buildings that correspond roughly to the real footprint (well the footprint which is defined in OSM) and with the correct height/floors of course.

    I understand what you mean with the duplication of the lines. That's not very elegant indeed. Let me think a bit about it, but the only way I see to prevent that is to modify the CreateAF2Building step so that you can specify a level attribute, height attribute and fallback level value in case no attribute exists. But that would make the step a bit more complex to use for some people as well. So let me think about that.tes value in there.

    Yes that's would a good thing to add a new attribute in CreateAF2Building for the height, in addition to the level. I don't think it would make the process more complex if the fallback is well explained.


    In fact we could imagine a "one line" solution with two fallbacks for both levels and height: if (height value exists) use it else if (levels value exists) use it else use the hardcoded value (or hardcoded values range).


    That way we could divide by 3 the number of lines for the creation of buildings (or by 2 for those which take into account only the number of floors). I think it's really worth it!


    Making scenProc only process each feature once does not fit in the concept of how scenProc works. So that will not happen.

    Ok.


    For the "generic buildings" my impression is that AF2 doesn't support them (like FSX/P3D don't). It is only possible to specify rectangular buildings in the TOC file. So that's why i can't export other shapes. Or do you see options for that?

    No sorry I don't know any options. In fact I did not even know that we could only define rectangular buildings in AFS2.


    It should have confirmation from IPACS. Perhaps it's a voluntary choice for performance reasons?


    That said if we look at some commercial sceneries from IPACS or ORBX we can obviously see non-rectangular buildings. But maybe in this case it does not go through TOC files, I admit that I have not dug the subject at all ...


    Do you see that swimming pool issue everywhere or just with some swimming pools? If I know a location where it happens I might be able to reproduce it here.

    I'm not sure it concerns all the swimming pools but most of them.


    Right now I don't have access to my PC with AFS but I'm pretty sure it's the case for theses ones:

    https://www.openstreetmap.org/way/230758739

    https://www.openstreetmap.org/way/69789322


    But note that it doesn't concern swimming pools only but most of sports playgrounds too !

    For example this tennis court: https://www.openstreetmap.org/way/554017742

    Or this beach volley pitch: https://www.openstreetmap.org/way/330042924


    For me it's a major issue and I am really surprised that the problem has not already been notified. Maybe the bug is local to my system. For now I cannot tell you the exact version of scenProc I used but it was a dev version fetched in the begin of the summer.