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Improving terrain realism

Postby rleibner » Thu May 25, 2017 3:28 pm

Hi designers,

I've begun to create the relevant buildings of my city.
That is: SketchUp -> export to AC3D -> placement with UFO -> ufo2stg.py
For the placement, the avenues of OpenStreet are an invaluable guide but .. wow! :o a serious problem appears:
The triangles of the terrain are so large that (being Montevideo a seashore city) some streets appear over the water !
In addition, the textures of the city are not at all like the reality.

The question is,
is it possible to change Terrain textures without Terragear? (I have spent a lot of hours and I have not been able to install it )
I've read something about QGIS and GRASS ...

Your advices, hints and tips are welcome.

Regards from the south,
Rodolfo.
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Re: Improving terrain realism

Postby ludomotico » Thu May 25, 2017 4:24 pm

Without terragear, it is possible to change Terrain textures but not terrain shapes. If you want to change the texture for cities, you change the materials file. If you want to change the coast line, you need terragear.

Check the material files in directory FGDATA/Material. Identify the material file that includes Montevideo, which is probably latin_american_cities.xml (https://sourceforge.net/p/flightgear/fg ... cities.xml) and change the texture image file to one of your preference (line 102 in the file linked above)

You can do lots of fanzy things to define textures. Check this page http://wiki.flightgear.org/Howto:Regional_texturing and this page http://wiki.flightgear.org/Procedural_Texturing
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Re: Improving terrain realism

Postby rleibner » Thu May 25, 2017 6:58 pm

ludomotico wrote in Thu May 25, 2017 4:24 pm: ... change the texture image file to one of your preference (line 102 in the file linked above) ...


Thanks ludomotico.
I did it not only lines 102, 103 (Suburban) but 67,68 also (Urban). Much better, almost like ITRW. :)
I'm studying the Howto:Regional_texturing you suggested. Promissory.

Rodolfo
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Re: Improving terrain realism

Postby Johan G » Sun May 28, 2017 9:34 pm

If possible try make ones that do not cause tiling artifacts from altitude.
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Re: Improving terrain realism

Postby wkitty42 » Tue May 30, 2017 3:59 am

no doubt! there's a lot of tiling effects seen from altitude now for the last few years... dunno when that happened or why but it is very noticeable :(
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Re: Improving terrain realism

Postby Thorsten » Tue May 30, 2017 5:49 am

It is not terribly difficult to learn how to fix it and create merge requests for it... I just can't monitor issues across the world and fix it all on my own - I fix the regions where I usually fly, and that's all.
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Re: Improving terrain realism

Postby rleibner » Sat Jun 03, 2017 8:29 pm

Hi all,

My plan is:
    * Redefine a more accurate coastline.
    * Define polygons to be textured by 6 or 7 classes. "Sand" and "rocks" for the beaches and coast, "urban" and "urban park" for the city, "prairie" and "rocky" for the country, etc.
From TerraGear package I used terrafit for elevations and genapts for airports. All right.
For the Land-uses I have the worldwide V0 shapes and the OSM land_polygons_split coastline.
I've installed QGIS and ... I'm not sure how to continue :roll:

Should I crop the areas of interest from both data? How?
Should I draw by hand the polygons on a new vectorial layer? How?
How do I merge everything to do shape-decode and finish with fgfs-construct?

I have read several QGIS tutorials, all too generic.
And I have not found in the FG-Wiki a clear guide on how to do it.
I'm not afraid to study and learn (in fact, I love doing it) but I need the advice of those who have already done this kind of work before me.

All your suggestions are welcome!
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Re: Improving terrain realism  

Postby psadro_gm » Mon Jun 05, 2017 5:20 pm

Statto has this tutorial, which is probably still the best out there:

http://stattosoftware.com/flightgear/tu ... index.html
8.50 airport parser, textured roads and streams...
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Re: Improving terrain realism

Postby rleibner » Mon Jun 05, 2017 6:29 pm

Thanks psadro, it is just what I needed. :D
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