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LOWI city buildings

Questions and discussion about enhancing and populating the FlightGear world.

Re: LOWI city buildings

Postby radi » Thu Aug 07, 2014 12:51 pm

Yes, buildings must have a certain size to be included. Check BUILDING_* in params.ini, especially the section saying
"# -- Parameters which influence the number of buildings from OSM taken to output".
I'm a bit lost as to why you're not seeing the 1900 buildings that were written though. Any chance you can upload your .osm, .ini and elev.out somewhere?
OSM buildings for LOWI, EDDC
Custom scenery for VHXX YMML
Edit .stg via the FG Object Placement Tool
radi
 
Posts: 659
Joined: Mon Aug 25, 2008 5:24 pm
Location: YMML, EDDC

Re: LOWI city buildings

Postby dutchguy » Thu Aug 07, 2014 1:40 pm

Hey Radi,

I just tried it out for the other area again. Here it says it created about 40000 buildings, but I see none. Also this time I only see major roads, where as before I saw all roads. Perhaps the buildings are loaded somewhere though, because the framerate is massively lower than normal. Perhaps I didn't see this before because then there were only 1900 buildings. Also something strange was that it seemed to be constantly reloading the scenery. I'd see airport buildings appear, then trees, and then everything'd disappear again, only to start over a second or so later.

The files below are for the first area, and I'll only copy the first 100 lines or so, because I'm not allowed to copy the entire file (perhaps there is a size limit to copy pasting). If you want I can e-mail you the files in full.

buildings.osm:
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<osm version="0.6" generator="Overpass API">
<note>The data included in this document is from www.openstreetmap.org. The data is made available under ODbL.</note>
<meta osm_base="2014-08-07T12:28:02Z"/>

  <node id="26859227" lat="51.7383381" lon="3.8874977" version="2" timestamp="2007-10-13T00:05:08Z" changeset="138835" uid="15212" user="Sec">
    <tag k="created_by" v="Potlatch 0.4a"/>
    <tag k="name" v="Den Osse"/>
    <tag k="tourism" v="camp_site"/>
  </node>
  <node id="26859318" lat="51.7308330" lon="3.8413890" version="1" timestamp="2007-03-28T17:19:02Z" changeset="247310" uid="2566" user="Sven S_">
    <tag k="created_by" v="JOSM"/>
    <tag k="name" v="Vliedberg"/>
    <tag k="tourism" v="camp_site"/>
  </node>
  <node id="27417320" lat="51.7315099" lon="3.9457185" version="2" timestamp="2008-12-14T02:04:21Z" changeset="365670" uid="6975" user="ulfl">
    <tag k="email" v="info@camping-kijkuit.nl"/>
    <tag k="name" v="Camping Kijkuit"/>
    <tag k="phone" v="+31111691246"/>
    <tag k="tourism" v="camp_site"/>
  </node>
  <node id="34047002" lat="51.7362626" lon="3.8375259" version="3" timestamp="2012-07-17T01:33:04Z" changeset="12254792" uid="722137" user="OSMF Redaction Account">
    <tag k="description" v="sv ZSC'62 Scharendijke"/>
    <tag k="leisure" v="stadium"/>
  </node>
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    <tag k="rcn_ref" v="93"/>
  </node>
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    <tag k="AND_nodes" v="602345"/>
    <tag k="AND_nosr_p" v="10001006"/>
    <tag k="is_in" v="NL"/>
    <tag k="name" v="Nieuwerkerke"/>
    <tag k="place" v="village"/>
    <tag k="postal_code" v="4321"/>
    <tag k="source" v="AND"/>
  </node>
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Code: Select all
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params.ini:
Code: Select all
# List of parameters for osm2city

# -- Scenery folder (typically a geographic name or the ICAO code of the airport
PREFIX = LOWI

# -- Boundary of the scenery in degrees (use "." not ","). The example below is from LSZR.
BOUNDARY_WEST = 3.81226
BOUNDARY_SOUTH = 51.70703
BOUNDARY_EAST = 3.99559
BOUNDARY_NORTH = 51.76911

# -- Distance between raster points for the derived elevation map (x is horizontal, y is vertical)
ELEV_RASTER_X = 10
ELEV_RASTER_Y = 10

# -- Full path to the scenery folder without trailing slash. There must be
#    an OBJECTS/ folder below PATH_TO_SCENERY
PATH_TO_SCENERY = /home/govert/.fgfs/TerraSync/

NO_ELEV = False             # -- skip elevation interpolation
ELEV_MODE = Fgelev          # uses manual process with copy elev.in and elev.out through Nasal. Otherwise experimental direct FG invocation
FG_ELEV = /home/govert/FG-install/bin/fgelev

# -- check for overlap with static models. The scenery folder must contain an "Objects" folder
OVERLAP_CHECK = False
OVERLAP_RADIUS = 5

TILE_SIZE = 1000            # -- tile size in meters for clustering of buildings

OSM_FILE =  buildings.osm   # -- file name of the file with OSM data. Must reside in $PREFIX
MAX_OBJECTS = 50000         # -- maximum number of buildings to read from OSM data
CONCURRENCY = 1             # -- number of parallel OSM parsing threads
USE_PKL = False             # -- instead of parsing the OSM file, read a previously created cache file $PREFIX/buildings.pkl

# -- skip reading named buildings from OSM (in case there's already a static model for these, and the overlap check fails)
SKIP_LIST = ["Dresden Hauptbahnhof", "Semperoper", "Zwinger", "Hofkirche",
  "Frauenkirche", "Coselpalais", "Palais im Großen Garten",
  "Residenzschloss Dresden", "Fernsehturm", "Fernsehturm Dresden"]

# -- Parameters which influence the number of buildings from OSM taken to output
BUILDING_MIN_HEIGHT = 3.4           # -- minimum height of a building to be included in output (does not include roof)
BUILDING_MIN_AREA = 50.0            # -- minimum area for a building to be included in output
BUILDING_REDUCE_THRESHOLD = 200.0   # -- threshold area of a building below which a rate of buildings gets reduced from output
BUILDING_REDUCE_RATE = 0.5          # -- rate (between 0 and 1) of buildings below a threshold which get reduced randomly in output
BUILDING_REDUCE_CHECK_TOUCH = False # -- before removing a building due to area, check whether it is touching another building and therefore should be kept
BUILDING_SIMPLIFY_TOLERANCE = 1.0   # -- all points in the simplified building will be within the tolerance distance of the original geometry.

# -- Parameters which influence the height of buildings if no info from OSM is available.
#    It uses a triangular distribution (see http://en.wikipedia.org/wiki/Triangular_distribution)
BUILDING_CITY_LEVELS_LOW = 2.0
BUILDING_CITY_LEVELS_MODE = 3.5
BUILDING_CITY_LEVELS_HEIGH = 5.0
BUILDING_CITY_LEVEL_HEIGHT_LOW = 3.1
BUILDING_CITY_LEVEL_HEIGHT_MODE = 3.3
BUILDING_CITY_LEVEL_HEIGHT_HEIGH = 3.6
# FIXME: same parameters for place = town, village, suburb

# -- the more buildings end up in LOD rough or bare, the more work for your GPU.
#    Increasing any of the following parameters will decrease GPU load.
LOD_ALWAYS_DETAIL_BELOW_AREA = 150  # -- below this area, buildings will always be LOD detail
LOD_ALWAYS_ROUGH_ABOVE_AREA = 500   # -- above this area, buildings will always be LOD rough
LOD_ALWAYS_ROUGH_ABOVE_LEVELS = 6   # -- above this number of levels, buildings will always be LOD rough
LOD_ALWAYS_BARE_ABOVE_LEVELS = 10   # -- really tall buildings will be LOD bare 
LOD_ALWAYS_DETAIL_BELOW_LEVELS = 3  # -- below this number of levels, buildings will always be LOD detail
LOD_PERCENTAGE_DETAIL = 0.5         # -- of the remaining buildings, this percentage will be LOD detail,
                                    #    the rest will be LOD rough.
                                   
OBSTRUCTION_LIGHT_MIN_LEVELS = 15   # -- put obstruction lights on buildings with >= given levels
EXPERIMENTAL_USE_SKEL = 1         # -- use experimental skel based roofs for non square buildings
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Re: LOWI city buildings

Postby radi » Fri Aug 08, 2014 2:48 am

Yes, please email the full files or upload somewhere if elev.out/osm is too big for email. I want to re-produce the error locally.
OSM buildings for LOWI, EDDC
Custom scenery for VHXX YMML
Edit .stg via the FG Object Placement Tool
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Re: LOWI city buildings

Postby dutchguy » Fri Aug 08, 2014 10:34 am

What is your e-mail address?
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Re: LOWI city buildings

Postby radi » Fri Aug 08, 2014 11:51 am

You've got PM.
OSM buildings for LOWI, EDDC
Custom scenery for VHXX YMML
Edit .stg via the FG Object Placement Tool
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Re: LOWI city buildings

Postby radi » Fri Aug 08, 2014 2:53 pm

I used your files and ran ./osm2city.py -f LOWItest/params.ini. It created 2090 buildings. I fire up
fgfs --disable-random-objects --lon=3.84334 --lat=51.73910 --aircraft=ufo
and I see 100 or so buildings.

In params.ini, your path_to_scenery = /home/govert/.fgfs/TerraSync/
Any chance you have terrasync running? If osm2city dumps it buildings into an active terrasync folder, terrasync will overwrite that and probably also trigger a scenery reload. I suggest you
1. re-run osm2city.py
2. check you have a bunch of files LOWIcityXXXX.ac/.xml in /home/govert/.fgfs/TerraSync/Objects/e000n50/e003n51/
3. run fgfs --disable-terrasync

If that works, use
path_to_output = /home/govert/.fgfs/Scenery-osm2city/
and give add that path to your $FG_SCENERY.
OSM buildings for LOWI, EDDC
Custom scenery for VHXX YMML
Edit .stg via the FG Object Placement Tool
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Re: LOWI city buildings

Postby dutchguy » Fri Aug 08, 2014 3:58 pm

Everything works now! TerraSync was indeed the cause of the problem. Thank you for the support!
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Re: LOWI city buildings

Postby chrisb » Thu Aug 14, 2014 3:19 pm

Get all this stuff added to terrasync
For the major of players the main difference between xplane10 and flightgear will be scenery
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Re: LOWI city buildings

Postby f-ojac » Thu Aug 14, 2014 4:54 pm

There is not current easy way to add this to terrasync, as terrasync is an export of our terrain + of the objects exported from the scenemodels database. So there would be a need for an intermediate layer.
But, reading the forums, you'll see that most users are unhappy of the current scenery because of the framerate consequence. If we added worldwide city buildings derived from OSM without making it "optional", you can guess the reaction...
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Re: LOWI city buildings

Postby Johan G » Thu Aug 14, 2014 7:35 pm

chrisb wrote in Thu Aug 14, 2014 3:19 pm:Get all this stuff added to terrasync...

f-ojac wrote in Thu Aug 14, 2014 4:54 pm:...reading the forums, you'll see that most users are unhappy of the current scenery because of the framerate consequence. If we added worldwide city buildings derived from OSM without making it "optional", you can guess the reaction...

Indeed. :!:

I for example have no chance whatsoever to get a better computer, and I already have to live with 15-25 fps with shader sliders at minimum, no ALS, no random vegetation, no random buildings. With random vegetation (at 0.25-0.5 density) and ALS I get about 10-15 fps, which is hardly usable. This is with FlightGear 3.0.0, the new scenery, a simple aircraft, actively avoiding detailed airports, 10,000 meter visual range and 800 x 600 pixel resolution. I could of course use the old scenery and a shorter visual range, but... :|

I have sometimes considered adding a feature request to the issue tracker concerning an option in the rendering dialog to not use buildings at all. :roll:
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Re: LOWI city buildings

Postby Hooray » Thu Aug 14, 2014 7:42 pm

I have sometimes considered adding a feature request to the issue tracker concerning an option in the rendering dialog to not use buildings at all. :roll:</div>

have you tried --disable-random-buildings/objects ?
check --help --verbose for details - or see the minimal startup profile
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
Thanks & all the best,
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Re: LOWI city buildings

Postby onox » Fri Aug 15, 2014 6:01 am

Johan G wrote in Thu Aug 14, 2014 7:35 pm:and 800 x 600 pixel resolution.


How do you change the resolution? --geometry does not really work here because I'm using a tiling window manager and it resizes FG's window and FG just uses the number of pixels that the window manager gives it. I just need 800x600 mapped to full screen like the AAA games have been doing since the 90's :mrgreen:
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Re: LOWI city buildings

Postby Johan G » Fri Aug 15, 2014 1:41 pm

Good question actually. In my case I do run it in a small window. If in a "sparse" area in a "sparse" aircraft I sometimes maximize the window, but as you can imagine going from 800 x 600 to 1680 x 1050 has both advantages and disadvantages... (Though I am honestly surprised the fps does not drop more :) )

I guess one would have to change the display resolution manually before and after... :?
Low-level flying — It's all fun and games till someone looses an engine. (Paraphrased from a YouTube video)
Improving the Dassault Mirage F1 (Wiki, Forum, GitLab. Work in slow progress)
Some YouTube videos
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Re: LOWI city buildings

Postby radi » Fri Aug 15, 2014 2:16 pm

Erm, guys, how's that relevant to the OT here?
OSM buildings for LOWI, EDDC
Custom scenery for VHXX YMML
Edit .stg via the FG Object Placement Tool
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Re: LOWI city buildings

Postby Johan G » Fri Aug 15, 2014 3:14 pm

Ops, sorry for hijacking. :oops: Thanks for the friendly reminder.
Low-level flying — It's all fun and games till someone looses an engine. (Paraphrased from a YouTube video)
Improving the Dassault Mirage F1 (Wiki, Forum, GitLab. Work in slow progress)
Some YouTube videos
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