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tg-construct 2.1.0 won't construct my scenery  Topic is solved

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Re: tg-construct 2.1.0 won't construct my scenery

Postby Fahim Dalvi » Sun Aug 01, 2021 11:47 am

I think you can just do ogrinfo -al <shapefile> and see all of them.
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Re: tg-construct 2.1.0 won't construct my scenery

Postby TheEagle » Sun Aug 01, 2021 12:38 pm

Yes Fahim, thank you so much !
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Re: tg-construct 2.1.0 won't construct my scenery

Postby TheEagle » Sun Aug 01, 2021 5:24 pm

@Fahim: Mind if I mention you on GitHub ?
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Re: tg-construct 2.1.0 won't construct my scenery

Postby Fahim Dalvi » Mon Aug 02, 2021 6:49 am

TheEagle wrote in Sun Aug 01, 2021 5:24 pm:@Fahim: Mind if I mention you on GitHub ?


No issues at all! Happy to help.
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Re: tg-construct 2.1.0 won't construct my scenery

Postby TheEagle » Mon Aug 02, 2021 2:33 pm

Everything is working fine now, but … slow. tg-construct needs 3 hours for ONE TILE (when I include everything - when I just use AirportObj, Airport Area, SRTM, Default and GraasCover, it takes 1 minute) !!! It uses only one of two CPU cores, and I would like it to use both. Tried with --threads=2, --threads=10 and --threads=999 - same result. What to do ?
Also, is there any way to monitor tg-construct's progress ?
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Re: tg-construct 2.1.0 won't construct my scenery

Postby pb321 » Mon Aug 02, 2021 2:58 pm

Please ignore earlier post here...responded to your latest post without reading your previous posts.
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Re: tg-construct 2.1.0 won't construct my scenery

Postby ludomotico » Mon Aug 02, 2021 3:01 pm

Building scenery is slow, but 3 hours for one tile seems too long.

I'm not sure if you are running terragear inside docker or in a virtual machine. If this is the case, are you sure you are not limiting resources?

On the other hand, if you have two cores, I'm quite sure you can build two tiles in about three hours in total by running two instances of terragear in parallel.
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Re: tg-construct 2.1.0 won't construct my scenery

Postby TheEagle » Mon Aug 02, 2021 3:17 pm

I am runngint TerraGear normally like a program installed by the package manager.
On the other hand, if you have two cores, I'm quite sure you can build two tiles in about three hours in total by running two instances of terragear in parallel

But - won't one instance overwrite the results of the other ??? Nothing - I overread the small word "two" :oops:
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Re: tg-construct 2.1.0 won't construct my scenery

Postby TheEagle » Mon Aug 02, 2021 5:08 pm

Also, why do I get output as
Code: Select all
~$ tg-construct --threads=10 --output-dir=../fgscenery/MtBrocken-landing-strip/Terrain/ --work-dir=work --priorities=../.local/share/TerraGear/default_priorities.txt --tile-id=3122034 AirportObj AirportArea SRTM-3 Default EvergreenForest GrassCover Lake Stream
[....]
0.00 [ALRT]:general    3122034 - Construct in e010n50/e010n51 tile 1 of 1 using thread 140676167161600
[...]

140 Billions of threads ? :shock: :? :shock:
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Re: tg-construct 2.1.0 won't construct my scenery

Postby wkitty42 » Tue Aug 03, 2021 12:12 am

that's the "name" of the thread ;)
"You get more air close to the ground," said Angalo. "I read that in a book. You get lots of air low down, and not much when you go up."
"Why not?" said Gurder.
"Dunno. It's frightened of heights, I guess."
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Re: tg-construct 2.1.0 won't construct my scenery

Postby frtps » Tue Aug 03, 2021 11:46 am

Fun fact: If you look at the last few digits of the thread "name" you can see how the same numbers pop up as each thread moves on to the next task.
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Re: tg-construct 2.1.0 won't construct my scenery

Postby TheEagle » Tue Aug 03, 2021 10:17 pm

There is one thing I don't understand about tg-construct. If I build the scenery with AirportObj AirportArea SRTM-1 Default EvergreenForest GrassCover (which amount to 8.0 MB of data), tg-construct takes almost exactly one minute, and produces 1.6 MB of terrain files. But when I add Lake Railroad Road Stream Town Urban (which amount to another 4.8 MB; makes 12.8 MB of data), it runs 1½ hours ! FOR ONE TILE !!! Why ?

EDIT: I have rerun it with all the materials, and now it took only 17 minutes ????? :? :shock: :roll: I don't understand this …
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Re: tg-construct 2.1.0 won't construct my scenery

Postby TheEagle » Fri Aug 06, 2021 10:06 pm

I have another small problem with ogr-decode on GeoFabrik shapefiles:
I used to decode everything from osm_traffic, osm_transport and osm_roads into the Roads material with a width of 10, and everything from osm_water into the Lake material. The result were huge roads of 10 meters width where there is only a small street of 2 meters or even only a small footpath, and big blue lakes, where I see marsh land on the online OSM map. So I decided to decode marshs into Marsh, lakes into Lakes, and give every street an appropriate width. For that, I wrote a bash script. The problem is, after I ran tg-construct with all these materials, I got no lakes and roads at all. What could I have done wrong ? I double-checked that the --spat arguments I gave to ogr-decode are exactly the corners of the 3122034 tile.
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Re: tg-construct 2.1.0 won't construct my scenery

Postby frtps » Sat Aug 07, 2021 3:45 pm

I suggest first double-checking that the working directory indeed contains the results of ogr-decode that you expect (ie some non-empty files). Then you could also check that your new road material names (Road-Trunk and so on) are included in the default_priorities.txt file at a higher priority than the landclass that they sit upon (maybe something is getting put on top of them).
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Re: tg-construct 2.1.0 won't construct my scenery

Postby TheEagle » Sat Aug 07, 2021 4:25 pm

@frtps: thank you for your response: None of the output directories are empty. And the only materials that have higher priorities than the roads are Hole, Ocean and Default (Default is first in the file). But maybe this is also the reason for my missing streams … Do you think it is possible that the Default material is alwasy put over the roads ? I will try putting the roads and lakes at he very top …
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