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osm2city.py development

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Re: osm2city.py development

Postby wlbragg » Mon Dec 16, 2019 8:48 pm

My point is that osm2city buildings created from a really old osm2city version suddenly lost only some buildings with a FG version change. Nothing to do with an osm2city version change. It was installed and being used the entire time since I built it (a few years ago). Then suddenly breaks after what I assume to be an FG version change, but only a small percentage of the buildings? I currently don't poses the capability to compile using the current tool chain. If someone want to run ElDorado, (Butler County) Kansas or all of Kansas I can compare and confirm if the missing building reappear. These buildings were introduce to Open Street Map by myself around the same time (a couple years ago). Maybe it is the peculiar footprint of the building, or tags. At any rate, I was only reporting it as Just another data point that was similar to some of the other recent reporting.
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Re: osm2city.py development

Postby merspieler » Tue Dec 17, 2019 3:11 am

See for your self... old vs new
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Re: osm2city.py development

Postby powoflight » Tue Dec 17, 2019 9:23 am

Dear Vanosten

I will rebuild the osm scenery around LOWG and will test it with FG 2019.1.2 and FG 2019.2

What parameters should i use

for FG 2019.1.2
#FLAG_STG_BUILDING_LIST = False # use BUILDING_LIST in stg-files in 2019.2+ format
#FLAG_STG_BUILDING_LIST_2019_1 = False # use BUILDING_LIST in stg-files in 2019.1 format

and

FG 2019.2
#FLAG_STG_BUILDING_LIST = False # use BUILDING_LIST in stg-files in 2019.2+ format
#FLAG_STG_BUILDING_LIST_2019_1 = False # use BUILDING_LIST in stg-files in 2019.1 format

to have consistent results.
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Re: osm2city.py development

Postby vanosten » Tue Dec 17, 2019 4:01 pm

I would not attempt to build for 2019.1 at all. It was experimental and I have not tested it for the last many month. For 2019.1 use only mesh (i.e. all BUILDING_LIST related parameters = False).

For 2019.2: FLAG_STG_BUILDING_LIST = True.

I will remove the possibility for 2019.1 entirely.
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Re: osm2city.py development

Postby vanosten » Sat Dec 21, 2019 9:55 am

FLAG_STG_BUILDING_LIST_2019_1 has been removed. Now either a scenery is built with or without BUILDING_LIST, no more flavours.
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Re: osm2city.py development

Postby vanosten » Sun Dec 22, 2019 3:29 pm

Thorsten wrote in 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.


Fair enough - and sorry. I tried to find these flags, but was unable to do so. If someone could tell me how the specific flags for left-sidedness and utilize both lanes are set, then I would be glad.
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Re: osm2city.py development

Postby merspieler » Sun Dec 29, 2019 12:12 pm

When running on my most up to date system, I'm now getting a deprecation waring:

venv/lib/python3.7/site-packages/pyproj/crs.py:77: FutureWarning: '+init=<authority>:<code>' syntax is deprecated. '<authority>:<code>' is the preferred initialization method.
return _prepare_from_string(" ".join(pjargs))

I've run a test using a new terrain. This increased the build time from 10 minutes to 6 hours, with all other settings remaining the same. This might beome a problem, when a new terrasync scenery rolls out.
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Re: osm2city.py development

Postby vanosten » Sun Dec 29, 2019 4:33 pm

merspieler wrote in Sun Dec 29, 2019 12:12 pm:When running on my most up to date system, I'm now getting a deprecation waring:

venv/lib/python3.7/site-packages/pyproj/crs.py:77: FutureWarning: '+init=<authority>:<code>' syntax is deprecated. '<authority>:<code>' is the preferred initialization method.
return _prepare_from_string(" ".join(pjargs))


That has already been handled and will go away in a future version.

I've run a test using a new terrain. This increased the build time from 10 minutes to 6 hours, with all other settings remaining the same. This might beome a problem, when a new terrasync scenery rolls out.


And you blame this a recent version of osm2city - or anything special in the new terrain, which makes the processing slow? Hard to guess from the description.
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Re: osm2city.py development

Postby merspieler » Mon Dec 30, 2019 10:04 am

It's the new terrain...
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Re: osm2city.py development

Postby xDraconian » Mon Dec 30, 2019 4:00 pm

Which new terrain? Hawaii, Iceland, ??
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Re: osm2city.py development

Postby merspieler » Tue Dec 31, 2019 8:14 am

FNQ (Far North Queenslan, Australia) Not published anywhere yet.
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Re: osm2city.py development

Postby vanosten » Wed Jan 01, 2020 3:55 pm

I just pushed a larger reorganisation of osm2city. It should not make a difference for your tooling. The change also required a change in osm2city-data. So if you pull osm2city, then also pull osm2city-data.
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Re: osm2city.py development

Postby vanosten » Thu Jan 02, 2020 5:41 pm

Project fg-radi/osm2city was moved to another location

The project is now located under osm2city / Osm2city

To update the remote url in your local repository run (for ssh):

Code: Select all
git remote set-url origin git@gitlab.com:osm2city/osm2city.git


or for http(s):

Code: Select all
git remote set-url origin https://gitlab.com/osm2city/osm2city.git

----------------------
Project fg-radi/osm2city-data was moved to another location

The project is now located under osm2city / Osm2city Data

To update the remote url in your local repository run (for ssh):

Code: Select all
git remote set-url origin git@gitlab.com:osm2city/osm2city-data.git


or for http(s):

Code: Select all
git remote set-url origin https://gitlab.com/osm2city/osm2city-data.git
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Re: osm2city.py development

Postby powoflight » Fri Jan 03, 2020 10:38 am

After xmas + catch a cold now i am back.
At first i have to say: "congratulation" vanosten, the speed is real good now.

Now i have tried your recommendation concerning my thread "OSM Buildings in a tile disappear"
see : viewtopic.php?f=5&t=22809&start=1140#p358274
and
viewtopic.php?f=5&t=22809&start=1155#p358304

I tried
BUILDING_LIST related parameters = False
and
for 2019.2: FLAG_STG_BUILDING_LIST = True.

Both of them give me the same result.

In the Video it happens at 22 seconds , ufo looking 84 Degree east. In the whole tile 3203641 the OSM2City buildings disappear.
See https://youtu.be/w4Hted4oQDs

1 ufo is on the airport LOWG looks north 0 degree and turn slowly to east.
2 here osmscenery disappear (only green tile 3203641 ) other adjacent (N/E/S/W) tiles with osm2city buildings are not affected.

Image

Interesting is that the scenery/terrain is not affected.
I have also a "homemade" customery scenery for LOWG . This buildings disappear too, if i activate the additional scenery.

If i activate debug mode bulk i can not see something strange.
May you give me a hint , how can I find out , what is the reason or should I ask in a other subforum (support/graphics)?
Slowly, I'm getting desperate...
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Re: osm2city.py development

Postby wkitty42 » Fri Jan 03, 2020 1:39 pm

this may or may not be related but what are your LOD settings, please... that's the only thing i can think of for objects to appear and disappear... oh but there may be something with object caching... can you try setting
Code: Select all
# increase paged LOD 2x - default is only 200
--prop:/sim/rendering/max-paged-lod=400

on your command line or in the launcher additional options and see if that helps?
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