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osm2city worldbuild

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Re: osm2city worldbuild

Postby merspieler » Mon Jun 14, 2021 1:38 pm

if it's "osm2city" then it's the new one... you can't get the old anymore (except if you've got an outdated copy of the scenery but then the dialog would still be set to "osm2city")
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Re: osm2city worldbuild

Postby Robertfm » Mon Jun 14, 2021 1:50 pm

Well I am using 2020.3.8 with auto update for scenery using terrasync and the dialogue box as illustrated by the other poster is they show, not osm2city. Any assistance would be welcome. I am not seeing any noticeable difference in scenery to illustrate I have osm2city loaded.
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Re: osm2city worldbuild

Postby merspieler » Mon Jun 14, 2021 2:38 pm

It always depends on where you are... check with https://osm.org that where you're flying are buildings...
Apart from that, I can not help you... I just build the scenery, never touched the fg code... so you might need to ask someone else for help
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Re: osm2city worldbuild

Postby Robertfm » Mon Jun 14, 2021 2:54 pm

Thanks for your response, we can only hope one of the Devs clarifies this.
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Re: osm2city worldbuild

Postby sfr » Mon Jun 14, 2021 3:19 pm

Robertfm wrote in Mon Jun 14, 2021 2:54 pm:Thanks for your response, we can only hope one of the Devs clarifies this.



hi,

i don't know about 2020.3 but on next the option is called OpenstreetMap Data, not osm2city.
But anyway it works fine. Maybe you're testing it in an area without OSM data. One user on the Discord channels reported that he didn't see/notice OSM buildings in his area, somewhere in Finnland.

Try spawning at EDDS and have a look. If you don't see any OSM buildings there then sth is broken (Terrasync disabled?)

DISCLAIMER: i'm not a dev ;)

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Re: osm2city worldbuild

Postby Robertfm » Mon Jun 14, 2021 4:17 pm

I'll do that, however I am flying across US with some big airports like Miami and haven't noticed a difference I will check EDDS which is Germany is it not. Thanks
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Re: osm2city worldbuild

Postby wkitty42 » Mon Jun 14, 2021 6:51 pm

i just loaded in at KMIA... there is very definitely OSM buildings and roads there... it used to be just flat empty ground... no airport buildings or much of any other buildings in the area... in fact, with the OSM stuff enabled, east coast Florida (along the US1 and interstate paths) actually looks like a populated area instead of a vast green wasteland...






FWIW: i'm also seeing some defect in the airport area... there's like a mottled purple clear coat (water shader after rain?) over everything... not only KMIA but other nearby airports, too... west palm beach airport (KPBI?) looks green like it has algae growing all over it... KSUA looks fine... as does KFPR, KVRB, and other more northern airports...
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Re: osm2city worldbuild

Postby Robertfm » Mon Jun 14, 2021 8:20 pm

Well that part of the coast is being heavily battered by storms. It's shown clearly on Weather Radar. The issue really was that OSM2City isn't in the dialogue box in Rendering when we were advised it should be for OSM3City to be active. If it's working as it should that's ok. Thanks.
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Re: osm2city worldbuild

Postby Bjoern » Mon Jun 14, 2021 9:19 pm

Dumb question: The world build does not contain tree/forestry data and won't ever do so, correct?
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Re: osm2city worldbuild

Postby merspieler » Mon Jun 14, 2021 11:11 pm

Not a dumb question at all...

The currently running next build does actually contain trees in parks and along streets etc... at least those, mapped in osm.
Forests are left to the land class definition and random vegitation.
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Re: osm2city worldbuild

Postby frtps » Wed Jun 16, 2021 8:33 am

Bjoern wrote in Mon Jun 14, 2021 9:19 pm:Dumb question: The world build does not contain tree/forestry data and won't ever do so, correct?


That's up to the scenery generation pipeline. The Australian scenery that we generated last year uses Australian government data to distribute clumps of "forest" and "agroforestry" landclass as in real life. That source database has enough detail to change tree varieties and densities as well but that becomes too data intensive. So if the Australian scenery ever gets into Terrasync there would be forestry data in the current world build. The new scenery (WS3.0) could also be generated from such databases.
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Re: osm2city worldbuild

Postby Bjoern » Wed Jun 16, 2021 7:14 pm

merspieler wrote in Mon Jun 14, 2021 11:11 pm:The currently running next build does actually contain trees in parks and along streets etc... at least those, mapped in osm.
Forests are left to the land class definition and random vegitation.

frtps wrote in Wed Jun 16, 2021 8:33 am:That's up to the scenery generation pipeline. The Australian scenery that we generated last year uses Australian government data to distribute clumps of "forest" and "agroforestry" landclass as in real life. That source database has enough detail to change tree varieties and densities as well but that becomes too data intensive. So if the Australian scenery ever gets into Terrasync there would be forestry data in the current world build. The new scenery (WS3.0) could also be generated from such databases.


Thanks to both of you.

The reason I was asking is that forests don't line up too well with photoscenery at the moment. But I guess that means waiting for WS 3.0 which hopefully contains land use- or OSM-derived forestry data.
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Re: osm2city worldbuild

Postby Delta5142 » Thu Jun 17, 2021 12:05 am

Speaking of WS 3.0, when is its expected release date? Sorry if it's straying too far from this thread, but I ask because I am more of a FG user, not dev. :wink:

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Re: osm2city worldbuild

Postby Johan G » Thu Jun 17, 2021 3:10 am

Delta5142 wrote in Thu Jun 17, 2021 12:05 am:Speaking of WS 3.0, when is its expected release date?

Soon(TM) :wink:

Could be months, could be years. Would guess on the later. I am not involved though.
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Re: osm2city worldbuild

Postby Delta5142 » Thu Jun 17, 2021 5:58 am

Could be months, could be years. Would guess on the later


Got it. Thanks. 8)
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