StuartC wrote in Wed Mar 24, 2021 11:45 am:Ok Its fixed, I think, and this is what I did.
I Renamed my existing terrsasync folder, and created a new one, which was empty.
Spawned at my local with terrasync on, and its downloaded a populated area. Just like I had before.
So, as a test, I made my old terrasyc folder live again, spawned in, but with terrasync turned off, and All the buildings and roads still exist, where they didnt yesterday. Tried Edinburgh, and its also repopul;ated ( using my original terrasync folder.
That is rather weird.
There was a period when there was some corruption of the .dirindex and .dirhash files on OSM2City TerraSync folders. This has been fixed. You may have downloaded your TerraSync OSM2City folders back then(?).
LEBL had the same issue for me I think(?) - the files were extracted but scenery was not showing despite restarting FG or reloading secenery via the debug menu. I fixed it by deleting the e000n40 subfolder in Buildings, Details, Roads, and Pylons. My .dirindex was:
link If this happens to anyone else at an airport they used back when OSM2City was first released in TeraSync for the next branch of FG, just try fixing it this way to avoid throwing out all the downloaded TerraSync files. The scenery subfolder can be found by truncating lon-lat coordinates to the nearest 10 e.g. 29 becomes 20 - as described in docs/README.scenery.
abassign wrote in Fri Apr 02, 2021 8:19 pm:I noticed this problem for osm2city generated objects, when I set the model parameter of shader options to the maximum value, part of the osm2build objects look like this:
https://i.ibb.co/w6WGbgD/fgfs-20210402182455.pngWhile if I set it to zero all the objects return ok
https://i.ibb.co/3BNwM6R/fgfs-20210402182510.pngBut obviously the aircraft model no longer has the right quality and becomes very dark
https://i.ibb.co/26kW25y/fgfs-20210402183400.pngIt seems to me the effect of a problem, could someone give me an answer ?
Note:
I am using the development version of FGFS (20.4 Ubuntu 20.10 NVidia 1080) and the problem I have always known, I thought it was not solvable, but when I changed, by chance, the "model" parameter I noticed that the part of objects that are too dark returned ok, for this I understand that this is a problem. The interesting thing is that it does not happen at the same time for all objects, but only for a part.
It looks like you are using an older development build of FG? There's a quality settings revamp on next, which seems unrelated to this issue.
The best way to see this is to open both images in different browser windows/tabs, and switch between them. It's hard to pick up the difference by looking at the images (I couldn't see it initially) because the way perception works - e.g. eye interprets colour by looking at the light bouncing off surfaces towards the eye and trying to figure out the light coming to the surface (illuminants) by looking at cues at the same time. It tries to keep colours of known objects the same (colour constancy :
https://en.wikipedia.org/wiki/Color_constancy ).
It seems to only affect shader buildings - the one or two AC file buildings that are visible are untouched. There is also bug on next right now after the quality levels revamp for shader buildings - shaders at the lowest quality have issues.
It seems that all shader building surfaces on next are always in full shadow, while shader buildings on LTS are fine. The AC file buildings (which are rendered by the same fragment shader) are unaffected.
(If something is different from the LTS that should be working the same that's a good indication it's a bug. Bugs should be brought up in the mailinglist, or issue tracker - next is undergoing large changes and testing is very helpful .)
Kind regards