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osm2city worldbuild

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Re: osm2city worldbuild

Postby merspieler » Wed Apr 24, 2019 6:43 am

ok, then I'll provide you with a link for plain http, to the storage as soon as I've set it up.
Will you sync manually or should I have an after-build hook that calls your server to pull the update?
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Attempting an osm2city worldbuild... Testers needed!
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Re: osm2city worldbuild

Postby ludomotico » Wed Apr 24, 2019 3:43 pm

merspieler wrote in Thu Apr 04, 2019 9:23 am:[*] You may share the scenery (NOT the link but the files it self) under the terms of the GPL2+[/list]


Please, check openstreetmap license: https://www.openstreetmap.org/copyright

As far as I understand, if you "alter or build upon our data", the resulting work must be distributed under the ODbL, not the GPL2+.
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Re: osm2city worldbuild

Postby merspieler » Thu Apr 25, 2019 12:12 am

Thanks for bringing this to my attention.
I've, worngly, assumed that GPL falls under ODbL 4.4 a. iii. : "A compatible license". Taking a closer look at this, shows, that it's incompatible.

I'll updated the initial post...

UPDATE:
Since I'm currently unable to update the initial post... assume the WTFPL for use
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Re: osm2city worldbuild

Postby Johan G » Fri Apr 26, 2019 12:00 pm

merspieler wrote in Thu Apr 25, 2019 12:12 am:Taking a closer look at this, shows, that it's incompatible.

Hmm, that looks more like what data can be added to OpenStreetMap than the other way around. From the first section:
Our goal must be that consumers of OSM data can use our data with a high level of confidence that they can actually use the data on the terms of our distribution licence, the ODbL 1.0. To enable this, licences for data sources utilized for adding objects to OpenStreetMap or improving existing data need to be carefully vetted for compatibility.


But yes, ludmotico seem to be correct:
ludomotico wrote in Wed Apr 24, 2019 3:43 pm:Please, check openstreetmap license: https://www.openstreetmap.org/copyright

As far as I understand, if you "alter or build upon our data", the resulting work must be distributed under the ODbL, not the GPL2+.



(Sometimes I feel licences is a necessary evil that complicate things.)
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Re: osm2city worldbuild

Postby merspieler » Sun Apr 28, 2019 3:55 am

For all of you, who are interrested in some stats...
Download worldwide osm data:
Size 45GB
Time: 9h

Splitting world into 10 by 10 degrees areas: 2h 37m

For the testbuild I've been running with the e010n40 10 by 10 degrees area. This area has the 3rd densest coverage by osm.
Compressed osm file size: 3.3GB
In database size: 123.3GB
Database inport took: 11h 18m

I've build that tile once with and once without the stg building list (new feature in next):
Code: Select all
                |without|with           |savings
build time      |~6d    |unknown*       |unknown
scenery size    |42GB   |34GB           |19%
ziped size      |8.7GB  |7GB            |19.5%

*Build was interrupted so I've got only a very rough estimate, how long it took.

Due to the significant reduction in file size I'll run the worldbuild with the stg building list feature.
Last edited by merspieler on Mon Jun 03, 2019 12:33 am, edited 3 times in total.
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Re: osm2city worldbuild

Postby vanosten » Sun Apr 28, 2019 6:04 am

In densely populated areas and if running with generating "missing" buildings, the sie reduction should actually be even more drastic with BUILDING_LIST. However: rendering in Windows will not work (it has been doing for months in Linux in the development version - I do not know about Mac) - and there is no ETA when someone with the necessary knowledge will have a look at.
Maintaining osm2city
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Re: osm2city worldbuild

Postby merspieler » Sat May 11, 2019 8:19 am

Since a few days, the initial post contains a Progress indication, example: Image
This shows, how many areas have already been build.
The scenery is build in the following way:
First the poles, then rows from south to north and every row from west to east.
If you want to find out, where the tile is, that's beeing currently build, see the following map:
Image
I hope, this give a little more insight, into the progress.
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Re: osm2city worldbuild

Postby lomar » Sat May 25, 2019 11:09 pm

hello,
that's a nice initiative you have done here!
but i would like to ask for something: how would the worldbuild interact with the static objects? will it overwrite the already existing ones? and would a tile be regenerated whenever a new static object is added in it? how would it work?
also, if someone have more details about this OSM licensing issue, i'm interested in it as i'm also using their data on another project.

I wish you guys the best of luck with this project! it will be an enormous improvement to the sim.

Kind regards!
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Re: osm2city worldbuild

Postby merspieler » Sun May 26, 2019 12:20 am

if there is currently a static (or shared) object, it will not place a building/road/etc there.

for adding new buildings: the tile would have to be regenerated which is not set up yet and not yet one of my concerns but i'm aware of this toppic.
I can think about it, when the build get's into terrasync which will not happen, until someone (not me) will fix the STG building list on windows.
In addition, the first goal was never to get it compatible with further scenery improvments but just test the osm2city software for problems... and to find them, i'd need more testers

if you want to know more about licensing... why don't you just ask on their mailing list ;-) i'd be interrested in more answers as well
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Attempting an osm2city worldbuild... Testers needed!
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