Template Version 1 . Created a scenProc script that allows creation of Trees, Lights and Buildings (including high rise) in the one script. . The script allows for the creation of suburban houses, suburban apartment buildings, industrial areas and city high rise areas all at once. This negates the need to have separate TOCs for tall buildings, other buildings and trees. . Added some additional comments in the script to explain some values used and a few options. Templete Version 2 . Modified script to load and process single or multiple exclude files by default (assumes that all .kml files in the source folder are to be used). Substitute .shp if you are using those. . Excluded marine parks by default that usually result in "Trees in the Sea". Also handles Marine parks in Australia that don't have the word "Marine" in their name but are very conveniently consistently named. Any other Marine park without "Marine" in the name will have to be excluded using an exclude polygon. I didn't use any complicated OR statements, just stuck the 2 filters in different sections. Luckily both sections seem to work. . Added comments about the effect of the SplitGrid command on scenProc running time and output files. . Added comments and options for excluding plants. . Added comments about increasing plant density and the effect of increased density on scenProc running time. Template Version 3 . Corrected some incorrect running time notations. Template Version 4 . Modified industrial building height for greater realism as industrial building floor heights are generally greater than other building types. . Modified apartments, residential, office, commercial and retail to use building_level only where that value exists in the source file. Assumes buildings over a certain size are multi story. . Added additional code lines for apartments, residential, office, commercial and retail to create random floor levels for larger buildings with no building_level value. This change had a big impact on the city and suburban realism. Assumes buildings over a certain size are multi story. . Modified visuals for larger residential buildings to provide some variety to residential & apartment high rises overall. . Set default to comment out SplitGrid command as running time penalty is smaller than I thought. Template Version 5 . Reduced running time with correct use of SplitGrid & MergeGrid commands. . Added new plant area for wetlands. . Added new plant area for golf courses. . Added new building type for hotels. . Added new building type for retail. . Modified building creation to use building area instead of building length for greater realism for row houses and smaller apartments. . Removed shopping centre parking shade sail structures that were appearing as residential buildings. . Corrected plant areas not appearing in FS2. This occurred where the area was in 2 or more extraction categories (ie any 2 or 3 combinations of landuse, natural & leisure). So an area with values natural="wood" & leisure="nature_reserve" were in 2 polygon areas, caused the plants to disappear in FS2. . Updated tree density defaults for greater realism. Correct use of the SplitGrid/MergeGrid commands now sees little time penalty for denser trees. Template Version 6 . Added feature to filter buildings from airport areas automatically. It is no longer necessary to create an exclude for airport areas. This works in most parts of the world. . Added feature to remove trees from playing fields. In Australia UK and the USA it is common to have playing fields located in areas designated in OSM as parks. Without this update you end up with trees appearing in playing fields such as cricket pitches, hockey fields, baseball diamonds etc. European countries do not seem to categorise areas with playing fields as parks in OSM, so is not a problem for them. Note - this feature has a slight time penalty of about 2 minutes on level 10 my test area. . Corrected comments about the size splitting of houses. . Added new plant area for scrub (Australia specific I think) . Added new street lighting with traffic lights created by Kenventions. Autogen Buildings Template Version 1 . Created new template to generate houses in areas with no OSM building data using street data. . This template requires different SplitGrid values to the main template to optimise performance. These settings result in longer runtimes for some objects being created in the regular template, so a separate template must be used. . NOTE - You may need to create an include polygon for define built up areas to avoid streets lined with houses appearing in rural areas. Doesn't need to be too precise and can be for an area for the whole city rather than just the level 10 area being processed. Template Version 7 A couple of major and hopefully worthwhile changes in this update. As a result it is a much more complex script, for those who want to modify it. Even I have trouble following some parts of the script if I look at it later. In spite of the added content, performance has improved. *** NOTE:- scenProc version DEV 21/09/2019 or higher required for this script to run successfully. Performance Enhancements .Denser areas benefit most from this performance modification with my New Orleans test area dropping from well over 2 hours in ver6 to just about 20 minutes in ver7. Other areas with less density in OSM data saw a 50% decrease in processing time. This improvement was mainly due to optimising the placement and use of the various command lines, and only importing those features needed for the script from the OSM file. Circular Structures . Added feature to create circular buildings. . Added feature to create other circular structures such as:- . Water Towers (with beacon lighting) . Storage tanks (petroleum or water) . Silos . Chimneys (with beacon lighting) Towers . Added AM, FM & TV towers. Based on code from IZOJUB's cultivation tutorial ver6 based script. . Added radio masts . Added other communication towers. In OSM these seem to mostly be for mobile/cellphone towers. . For greater realism, added vertically stacked tower lights (half flashing/half not flashing) for all communication towers except smaller mobile/cellphone tower, which have just 1 flashing beacon. . For greater realism, enabled different beacon timing intervals for all tower beacons. . Added major power line towers with cement support bases. Should work in most areas as this information appears to be consistently recorded in OSM data. I have added no beacon lights as power line towers are not consistently lit in reality. Unfortunately no associated powerlines are possible using this script, but powerlines are often visible in the ground textures anyway. Buildings . Updated script to run with latest scenProc release. . Added feature to create more realistic shapes for buildings. This method splits a non-rectangular building up into a number of separate smaller rectangular buildings that can then make up different building shapes. U shaped, L shaped, T shaped, H shaped or basically any irregular shaped building are possible as long as they can be created with multiple rectangular shapes. This required a full redesign of the method of creating buildings, and results in more buildings appearing. This method can handle very complete structures, but not all building shapes. . Added feature to stop trees appearing in buildings. Building Heights . Added feature to use the "building height" value if a "building levels" value is not available in source data. . Added feature to ignore building height, when height is not a numeric value. ie shown as "50m" instead of just "50". Ignoring values like 50m will prevent buildings from being 1 level. . For greater realism, added user nominated random heights for different building categories where the building level/height is not present in OSM data. Building categories included are hospital, school, university, shop, pub, commercial, office, tower(only buildings), retail, industrial and aged care. So for instance you could nominate all Hospital buildings are to be between 5 and 10 levels where the levels/height is not recorded in the OSM data. Other minor enhancements . Added feature to add trees to botanic and other areas designated as gardens. . Added feature to remove trees from roads. . Added feature to remove trees from water areas, this prevents trees from appearing in rivers, creeks or estuaries, where they flow through an area designated with vegetation (ie forest, wood etc). . Added feature to add light covering of trees to cemetaries for greater realism. . Added feature to prevent static historical ships appearing as a building. This will prevent buildings appearing in the location of USS Missouri/Hawaii, HMS Belfast/London, Queen Mary/Long Beach and other similar static ships.