Board index FlightGear Development Scenery

Australian scenery project updates

Questions and discussion about enhancing and populating the FlightGear world.

Re: Australian scenery project updates

Postby merspieler » Wed Mar 25, 2020 9:19 am

Thorsten wrote in Wed Mar 25, 2020 8:20 am:
... or totally change terrain engine.


Thanks for volunteering with the implementation - we're eagerly waiting for your first results and merge requests.


What about the VPB? Do you have any information, how far Scott has got?
Love at first flight A<380
Attempting an osm2city worldbuild... Coming to YOUR terrasync....... when ever they start pulling it in, so go nag them on the mailing list (I totally didn't say that)!
Take the August 2020 Flightgear Community Survey
merspieler
 
Posts: 637
Joined: Thu Oct 26, 2017 10:43 am
Location: Wish to be in YBCS
Callsign: JST935. ORI1711
IRC name: merspieler
Version: next
OS: Debian Bullseye

Re: Australian scenery project updates

Postby DFaber » Wed Mar 25, 2020 10:34 am

merspieler wrote in Tue Mar 24, 2020 1:09 pm:Best solution: Photo scenery :P


unless you need the type of terrain you're on, to land/walk/drive upon, which is quite annoying in Photo Scenery.

Greetings
Detlef Faber
FlightGear Development:
http://flightgear-de.net

German FlightGear Forum
http://forum.flightgear-de.net
DFaber
 
Posts: 705
Joined: Fri Dec 01, 2006 7:51 pm
Location: Aachen, Germany
Version: GIT
OS: Linux

Re: Australian scenery project updates

Postby V12 » Wed Mar 25, 2020 12:29 pm

Thorsten :

I have not spare time, developing for P3D :)
It is much simple, for one added taxiway You need not rebuild all continent or island :)

merspieler :

I have not any info, project is probably frozen, or dead.
Fly high, fly fast - fly Concorde !
User avatar
V12
 
Posts: 1822
Joined: Thu Jan 12, 2017 4:27 pm
Location: LZIB
Callsign: BAWV12

Re: Australian scenery project updates

Postby legoboyvdlp » Wed Mar 25, 2020 12:53 pm

Do you need to spread misinformation? If you "don't have any info" - how can you assume that the project is "frozen or dead" when in fact it is not? :?
User avatar
legoboyvdlp
 
Posts: 7675
Joined: Sat Jul 26, 2014 1:28 am
Location: Northern Ireland
Callsign: G-LEGO
Version: next
OS: Windows 10 HP

Re: Australian scenery project updates

Postby vnts » Wed Mar 25, 2020 2:34 pm

frtps wrote in Tue Mar 24, 2020 1:01 pm:That's right. I suspect that the most robust solution would be for roads to be handled by terragear by reimplementing the nice junction algorithms of osm2city in terragear. Bridges would still be produced by osm2city.

Terragear btg roads have the advantage of being in binary format. There will likely be a big space saving, and small loading time improvement compared to AC files. Roadside barriers, hedges, streetlamps may take up too much space though.

If WS 4.0 uses a raster format for landclass type as discussed (maybe using Virtual Planet Builder), then roads & verges may need a huge(??) increase in resolution of the raster image. IIRC reading in the sourceforge mailinglist page on the WS 4.0 discussion that was mentioned on the forum (e.g. link), WS 4.0 was to become the main focus after the WS 2.1 world build and accompanying infrastructure to automatically do world builds regularly .

WS 4.0 may mean going back to roads from OSM2City. If that's the case instancing road segments with verges using a simple list of road points might be more robust/fast, as well as faster & less space consuming to do 2nd/3rd/4th passes over the list of points adding verge trees/roadside objects/moving vehicles.

Kind regards
vnts
 
Posts: 174
Joined: Thu Apr 02, 2015 12:29 am

Re: Australian scenery project updates

Postby V12 » Wed Mar 25, 2020 3:19 pm

legoboyvdlp wrote in Wed Mar 25, 2020 12:53 pm:Do you need to spread misinformation? If you "don't have any info" - how can you assume that the project is "frozen or dead" when in fact it is not? :?

No progress - no info and no progress = frozen project.
Fly high, fly fast - fly Concorde !
User avatar
V12
 
Posts: 1822
Joined: Thu Jan 12, 2017 4:27 pm
Location: LZIB
Callsign: BAWV12

Re: Australian scenery project updates

Postby merspieler » Wed Mar 25, 2020 4:02 pm

I've got no info nor progress on V12 -> He must be a dead person :P
Love at first flight A<380
Attempting an osm2city worldbuild... Coming to YOUR terrasync....... when ever they start pulling it in, so go nag them on the mailing list (I totally didn't say that)!
Take the August 2020 Flightgear Community Survey
merspieler
 
Posts: 637
Joined: Thu Oct 26, 2017 10:43 am
Location: Wish to be in YBCS
Callsign: JST935. ORI1711
IRC name: merspieler
Version: next
OS: Debian Bullseye

Re: Australian scenery project updates

Postby Thorsten » Wed Mar 25, 2020 5:52 pm

No progress - no info and no progress = frozen project.


Told V12 some things a dozen times - still he's replying the same. He told a dozen times he's leaving FG, still hanging around and posting how bad FG is - no progress at all.

-> Frozen person. 8)
Thorsten
 
Posts: 11648
Joined: Mon Nov 02, 2009 8:33 am

Re: Australian scenery project updates

Postby GinGin » Wed Mar 25, 2020 7:13 pm




The sky colors, Cloud darkness on the edge, and the cliff are really superbs
GinGin
 
Posts: 1044
Joined: Wed Jul 05, 2017 10:41 am
Location: Paris
Callsign: Gingin

Re: Australian scenery project updates

Postby V12 » Sun Apr 05, 2020 7:48 pm

This new scenery is really perfect. It is fully comparable with payware sim and some addons :

Over Katoomba, view on Mount Solitudo :

Image

View from Mount Solitudo on Katoomba

Image

Lakes in Blue Mountains region :

Image

Big congratulation to all contributors !
Fly high, fly fast - fly Concorde !
User avatar
V12
 
Posts: 1822
Joined: Thu Jan 12, 2017 4:27 pm
Location: LZIB
Callsign: BAWV12

Re: Australian scenery project updates

Postby frtps » Sun Apr 05, 2020 11:06 pm

That is not the Australian scenery from any version of FlightGear. You will note that the cliffs have an obvious slope to them and are the wrong colour, and the trees are not those we provide. There is clear photoscenery (e.g. flat houses) in some places. Still, nice-looking scenery, I wonder which sim + package they are from? If Orbx, I have always wondered what Katoomba looks like as the cliff construction algorithm we developed was, as far as I know, original and something that aerial photography alone can't fix.
frtps
 
Posts: 110
Joined: Sun Aug 05, 2018 9:58 am

Re: Australian scenery project updates

Postby V12 » Mon Apr 06, 2020 4:22 am

Yes, it is ORBX Global and FTX Vectors, not photoscenery in P3D. ORBX has package for Australia and NZ, but I don't fly in this regions.
Last edited by V12 on Mon Apr 06, 2020 4:30 am, edited 1 time in total.
Fly high, fly fast - fly Concorde !
User avatar
V12
 
Posts: 1822
Joined: Thu Jan 12, 2017 4:27 pm
Location: LZIB
Callsign: BAWV12

Re: Australian scenery project updates

Postby frtps » Mon Apr 06, 2020 4:28 am

I see. I think Orbx released a special Australia version? I've always wondered what their Blue Mountains and Sydney shoreline cliffs look like, as basing everything off photoscenery and landcover info you can't easily texture a cliff. I did see one online youtube Orbx flight near the Blue Mountains in which the cliffs looking completely wrong (more like rocky hills sloping down).
frtps
 
Posts: 110
Joined: Sun Aug 05, 2018 9:58 am

Re: Australian scenery project updates

Postby V12 » Mon Apr 06, 2020 4:41 am

ORX cliff texture is not very good, especialy color tone. But texture in FG is not optimal, too. It is too flat, without bumpmaps or normal map simulating roughness and rock structure. Without that effects looks like old corroded metal sheets.
Does FG support normal maps or bump maps ? It should significant help...
Fly high, fly fast - fly Concorde !
User avatar
V12
 
Posts: 1822
Joined: Thu Jan 12, 2017 4:27 pm
Location: LZIB
Callsign: BAWV12

Re: Australian scenery project updates

Postby frtps » Mon Apr 06, 2020 6:46 am

Funny you should mention cliff bumpmaps, I'm working on that at the moment. The problem in FG is often that quite sophisticated mechanisms are present, but the scenery artists don't use them or can't get hold of decent textures. With cliffs the problem is even trickier as it appears that the normal coordinates that should be generated by OSG are not getting through to the shader so the bumpmap doesn't show up. I'm trying to debug this at the moment as it seems that bumpmaps are working for aircraft models using the same (I presume) mechanism.
frtps
 
Posts: 110
Joined: Sun Aug 05, 2018 9:58 am

PreviousNext

Return to Scenery

Who is online

Users browsing this forum: No registered users and 1 guest