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osm2city.py development

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Re: osm2city.py development

Postby vanosten » Sat Oct 26, 2019 10:49 am

Could you please try to give me the ca. coordinates of the houses in the front of the middle screenshot? It looks odd that they are not shader buildings and the roofs look odd, too. I would like to investigate. Thanks.
Maintaining osm2city. Contributing with ground attack stuff to the OPRF FlightGear military-simulation community.
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Re: osm2city.py development

Postby miguel » Sat Oct 26, 2019 2:12 pm

I have tried osm in EHAM.
It doesn't work, it breaks
system; win10 intel core nvidia Gforce
Thank you
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Re: osm2city.py development

Postby slawekmikula » Sat Oct 26, 2019 3:32 pm

vanosten wrote in Sat Oct 26, 2019 10:49 am:Could you please try to give me the ca. coordinates of the houses in the front of the middle screenshot? It looks odd that they are not shader buildings and the roofs look odd, too. I would like to investigate. Thanks.


Ahh, finally found it. It was just for test purposes so no hud. Coordinates on the HUD screen.

Image
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Re: osm2city.py development

Postby wkitty42 » Sat Oct 26, 2019 6:16 pm

vanosten wrote in Sat Oct 26, 2019 7:15 am:Could you please do https://osm2city.readthedocs.io/en/late ... perimental and tell me, whether it helps.

i'm doing this now and reextracting the archive again... will report back shortly...

vanosten wrote in Sat Oct 26, 2019 7:15 am:Probably we should add it as default to FGData.

that might be a good idea if it doesn't hurt having it even when not in use...


[edit]

so yes, adding that section to the global materials fixed the problem... i flew from EHAM to EGLE and back at no more than 2500ASL... very nice! my low-end GT730 GPU handled as well as could be expected... i'm positive that it will be a lot nicer when i get a better GPU to work with ;)

[edit2]

BTW: what was the decision on how to handle the vehicles on multi-lane highways? i ask because i (still) see the vehicles traveling on them as if they are on two-lane roads...

i also seem to be missing their headlights and taillights at night... maybe they aren't very bright? i would expect to see them when i'm 100AGL flying at only 40/50knots, though...
"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: osm2city.py development

Postby vanosten » Sun Oct 27, 2019 8:16 am

wkitty42 wrote in Sat Oct 26, 2019 6:16 pm:BTW: what was the decision on how to handle the vehicles on multi-lane highways? i ask because i (still) see the vehicles traveling on them as if they are on two-lane roads...

i also seem to be missing their headlights and taillights at night... maybe they aren't very bright? i would expect to see them when i'm 100AGL flying at only 40/50knots, though...


I do not know. I do not do the shader stuff.
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Re: osm2city.py development

Postby Thorsten » Sun Oct 27, 2019 11:39 am

I do not know. I do not do the shader stuff.


It's not shader stuff - every road has a coordinate direction that's determined during the OMS2City phase. The shader does not know more than that and what it gets told to do - it just divides the road along the width to create two lanes and moves cars along the design direction on one lane and into the opposite direction on the other lane.

There's a flag for reversing the directions, and there's a flag for utilizing both lanes in the same direction for a given road type.

If the roads are generated with the right coordinate orientation and the correct flags are set in the assigned effect, then any pattern of car travel should be achievable. If everything is left to chance and default, then cars will generally drive left-right on every road and not respect e.g. British left-sidedness.
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Re: osm2city.py development

Postby wkitty42 » Sun Oct 27, 2019 12:41 pm

the main thing that i notice in the new OSM scenery re: the cars on the roads is that four-lane highways have the cars going both directions on each side of the highway... i'm guessing that the flags aren't set properly, then... is that a manual setting or is it determined in the data from OSM?

i can only imagine what happens on large multi-lane highways like the loops around chicago, atlanta, new york and others which have multiple lanes (more than 2) going in each direction...
"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: osm2city.py development

Postby Thorsten » Sun Oct 27, 2019 12:59 pm

i'm guessing that the flags aren't set properly, then... is that a manual setting or is it determined in the data from OSM?


OSM2City specifies which effect file is referenced, but the effect file itself has to be written by hand (just like for aircraft -you inherit from the master file and set only the flags you need...)
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Re: osm2city.py development

Postby wkitty42 » Sun Oct 27, 2019 5:57 pm

ahhhh... i thought it generated everything needed based on the data... granted, i've not actually looked at it, yet... just the generated scenery packs that have been available :?
"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: osm2city.py development

Postby Catalanoic » Mon Oct 28, 2019 9:15 pm

@slawekmikula: "Yes, that was it (at least in my case). Now FG loads up correctly without crash."

looks really nice! quite smooth framerate even with Intel card, leave only the red framerate counter down to the right, the other one kills some fps depening on the graphic settings
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Re: osm2city.py development

Postby slawekmikula » Tue Oct 29, 2019 7:02 am

Catalanoic wrote in Mon Oct 28, 2019 9:15 pm:leave only the red framerate counter down to the right, the other one kills some fps depening on the graphic settings


Thanks, didn't know. Some time ago there was a problem with standard FPS counter (disappeared) so the debug one was turned on.
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