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Project3000 - Populate 4000 airports in 5 minutes :-)

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Project3000 - Populate 4000 airports in 5 minutes :-)

Postby pommesschranke » Sun Oct 11, 2015 9:25 am

NEW VERSION: March 2017
4096 airports (+705 compared to the last version)
20 new 3D models, 49 new oil platforms

http://fresh-scenery-for-flightgear.sou ... oject3000/
http://fresh-scenery-for-flightgear.sou ... ch2017.tgz (18MB)

all new airports are marked green on this page:
https://github.com/mherweg/d-laser-fgto ... 5f1a8dd7f9
(click "load diff")



latest version: September 2016: 3391 airports (969 new airports compared to the last version)
http://media.lug-marl.de/flightgear/pro ... ep2016.tgz (8.8MB)


new version: November 2015
http://media.lug-marl.de/flightgear/pro ... ov2015.tgz




original post:

Hello fellow scenery artists,
please have a look at my wiki page:
http://wiki.flightgear.org/Project3000

I am very fascinated, I am thrilled by the idea of making a tool to automatically convert shared objects and buildings in a GPL compliant way for more than 3000 airports.
Last edited by pommesschranke on Mon Mar 06, 2017 2:45 am, edited 9 times in total.
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Re: Populate 3000 airports in one day

Postby Catalanoic » Sun Oct 11, 2015 9:47 am

Looks promising
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Re: Populate 3000 airports in one day

Postby pommesschranke » Tue Oct 13, 2015 8:27 pm

my (python-)program is messy because it is a mix of my stuff and Radi's xplane2fg ..but it works.
It placed 1800 shared objects at EDDF. framerate is still good :-)
I made a library.txt which is very easy to extend that translates 64 different models so far.

image 1: cars, ground markings, picnic tables, trees were placed by the script
Image

image 2: jetways and other stuff were placed by the script
Image
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Re: Populate 3000 airports in one day

Postby legoboyvdlp » Tue Oct 13, 2015 9:54 pm

The first one looks good.
Second: not so good.
I wonder, could we have a hi-res or something, to view closr what is added?
It just looks a bit 'messy'.
Is that AI traffic? Or is it static?
1. It will conflict with AI if static.
2. Few free gates for me or you to park.
Sorry ro bother
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Re: Populate 3000 airports in one day

Postby pommesschranke » Tue Oct 13, 2015 11:00 pm

here is the hi-res screenshot:

http://www.23hq.com/laserman/photo/21681274/original
http://www.23hq.com/laserman/photo/21681274

All aircraft on this picture are AI traffic.
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Re: Populate 3000 airports in one day

Postby legoboyvdlp » Tue Oct 13, 2015 11:11 pm

Good. Thanks.
Seems good enough, though maybe a little messy?
Nice concept, it will be nice to have populated airports in all the world.
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Re: Populate 3000 airports in one day

Postby pommesschranke » Wed Oct 14, 2015 11:57 am

messy ? ... crowded - like a real airport :-)
the loader that you see frequently is too big and not very nice looking:
http://scenemodels.flightgear.org/app.p ... ew&id=1189
but at the moment we have no belt loader like this in FG:
Image

Trucks on grass: in the real world there is no grass at this place. I'll try to team up with the maintianers of genapts850 so that this program also uses "draped polygons" and "2D facade" from DSF files to generate a nicer airport layout.

anybody noticed the areas of grass/dirt between terminal building and apron at some airports? That happens when the scenery designer used "draped polygons" or "2D facade" instead of "taxiway" - the information of those polygons goes to the DSF file and not to apt.dat
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Re: Populate 3000 airports in one day

Postby pommesschranke » Thu Oct 15, 2015 11:53 pm

ZSPD: many jetways & trees auto-converted with dsf2stg.py

Image

http://www.23hq.com/laserman/photo/21689669/original

http://www.23hq.com/laserman/photo/21689677/original

http://www.23hq.com/laserman/photo/21689687/original

this is just a test and NOT in terrasync
Buildings & streets are made with odm2city

The terrrain/ground layout you can get from here:
http://media.lug-marl.de/flightgear/Terrain/e121n31.tgz
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Re: Populate 3000 airports in one day

Postby Thorsten » Fri Oct 16, 2015 6:21 am

I'm somewhat skeptical about the use of explicitly modeled trees. The reason we're not using randomly distributed models for trees and instead use a shader-based instancing scheme is performance - instancing trees is much faster.

I understand that the random tree scheme as it is doesn't allow to place trees at a given position, but Stuart at some point seemed to be of the opinion that the random building code should theoretically be able to be changed such as to support position list vectors, and the same would hold for the trees.

Maybe this should be discussed? Likewise for cars perhaps?
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Re: Populate 3000 airports in one day

Postby pommesschranke » Fri Oct 16, 2015 9:47 am

Thorsten:
I agree. whenever I drive a german highway in real life, I'm thinking: It would be nice if a shader can place trees on both sides of the highway.

Who ever uses my dfs2stg tool can enable or disable whatever he/she wants in library.txt
It's very easy to make a library.txt with everything but trees or everything but static aircraft.

At the moment I am still developing & testing. converting as much objects as possible an check the results.
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Re: Populate 3000 airports in one day

Postby sanhozay » Fri Oct 16, 2015 10:56 am

pommesschranke wrote in Wed Oct 14, 2015 11:57 am:but at the moment we have no belt loader like this in FG

Lake of Constance 707 (also in fgaddon) has a belt loader model.
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Re: Populate 3000 airports in one day

Postby Thorsten » Fri Oct 16, 2015 11:47 am

I agree. whenever I drive a german highway in real life, I'm thinking: It would be nice if a shader can place trees on both sides of the highway.


There is a technique to generate oriented (properly uv-mapped) roads, for these this could be done automatically by align placement masks with the road texture which mark where trees are to be placed, and then activate tree density in the road material. It's just not part of our default scenery.
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Re: Populate 3000 airports in one day

Postby pommesschranke » Fri Oct 16, 2015 5:22 pm

sanhozay wrote in Fri Oct 16, 2015 10:56 am:Lake of Constance 707 (also in fgaddon) has a belt loader model.


cool!
thanks to you for finding it and thanks to Marc for making it!
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Re: Populate 3000 airports in one day

Postby Hooray » Fri Oct 16, 2015 5:49 pm

I agree with Thorsten, while this is a pretty cool idea/concept, it seems about time to expose the placement heuristics (and possibly APIs) for trees/buildings to fgdata space, so that end-users can customize these things without core developers being the bottleneck
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: Populate 3000 airports in one day

Postby pommesschranke » Sun Oct 25, 2015 12:11 pm

status update

1.)
dsf2stg.py can convert 181 different scenery models from an airport's dsf-file to Flightgear's stg file.
I made 66 new shared models (mostly modifies versions of existing Flightgear models)

Example EDDF:
EDDF uses 112 different models in it's dsf-file. dsf2stg can convert 108. only 4 models away from 100% :-)
dsf2stg adds 3288 lines (shared scenery objects) to EDDF's stg file(s)

2.)
dsf2aptdat.py converts polygons from an airport's dsf-file and adds them to the airport's ICAO.dat file.
When you use such a ICAO.dat file with genapts850 it enhances the ground layout with things like service roads, car parking areas, building footprints...
dsf2aptdat.py creates an ICAO.osm file. This file can be used as input for osm2city to generate Terminal and hangar buildings from "facade" polygons with better building hight information than you usually get from OSM. Those buildings also fit better to the shared objects, e.g. jetways because they were both made at the same time with WED.
here is an example without textures:
Image

some more screenshots:
http://www.23hq.com/laserman

you can find tools and models here:
https://github.com/mherweg/d-laser-fgtools

Image
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