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Finding certain OSM buildings

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Re: Finding certain OSM buildings

Postby TheEagle » Sun Aug 28, 2022 5:24 pm

Okay, then now you need to take the UFO, put it right INTO the building that needs to be removed, and note the coordinates from /position/latitude-deg and /position/longitude-deg, then please post them here - I need them to calculate the distance of the building from the center of the tile, after which you need to look which line in your e000n30_e001n38_2973753_buildings_shader.txt matches the distance, and comment that out, and see if the building goes away (of course uncomment the BUILDING_LIST line again !)
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Re: Finding certain OSM buildings

Postby StuartC » Sun Aug 28, 2022 5:36 pm

38.933177671 1.415468913
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Re: Finding certain OSM buildings

Postby TheEagle » Sun Aug 28, 2022 5:50 pm

Okay, then look for a line in the building_list.txt that starts with either:
Code: Select all
480.62 3500.2

or
Code: Select all
3500.2 480.62

The numbers don't need to match exactly, only to like 20 meters, and they may be negative also. Comment out all matches, and see if that removes the building. If not, you need to go through the file again, because then you must have missed it ! If it disappears indeed, then you need to uncomment the commented lines one by one, each time reload the scenery, and when the building appears again, then you find the line to delete. Sounds complicated, i know ! :(
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Re: Finding certain OSM buildings

Postby StuartC » Sun Aug 28, 2022 6:08 pm

Building still exists and none of the ones near by disappeared ether.
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Re: Finding certain OSM buildings

Postby TheEagle » Sun Aug 28, 2022 6:35 pm

Hmm. Well, the building MUST be defined in that building list since it disappeared when you commented out the building list itself. So, you can now either go through ALL of the buildings and comment them out one by one, each time reload the scenery, and see if it's still there, or send merspieler the Terrain and Objects folders and ask him to rebuild the OSM stuff for that tile - where the latter is the far easier method, I think ! ;)
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Re: Finding certain OSM buildings

Postby StuartC » Sun Aug 28, 2022 7:13 pm

Ive started to loose hope on this. It was just a little personal scenery project for myself. Way too much hassle to do scenery in FG.
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Re: Finding certain OSM buildings

Postby TheEagle » Sun Aug 28, 2022 9:29 pm

Well, merspieler already offered to rebuild the OSM stuff, which is the way to go, if a building is in the way, and really not a big thing if it's just one tile …
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Re: Finding certain OSM buildings

Postby StuartC » Mon Aug 29, 2022 8:03 am

But it still should not require that level of messing around.
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Re: Finding certain OSM buildings

Postby merspieler » Mon Aug 29, 2022 11:24 am

then propose a better solution for the future...
Just saying "this should be like that" and "this is bad the way it currently is" won't get us anywhere, except maybe really frustrated when people keep complaining about your project you've invested several hundred hours and over one grand.

so please, if you complain, show us how to do it better!
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Re: Finding certain OSM buildings

Postby wkitty42 » Mon Aug 29, 2022 11:44 am

StuartC wrote in Mon Aug 29, 2022 8:03 am:But it still should not require that level of messing around.

unfortunately, the way the current WS2 scenery is built, it does take that "level of messing around"... maybe WS3 will offer a better solution? it already offers a better build where airports are not actually cut into the terrain like WS2 does... we won't know if WS3 is better or not until it arrives, though...
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Re: Finding certain OSM buildings

Postby merspieler » Mon Aug 29, 2022 5:05 pm

to me, ws3 has already arrived... and it's way better than ws2... better ortho, the airports thing you've mentioned... roads can be updated too independently from the terrain and don't increase that vertex count... plus it has better night lighting for roads
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Re: Finding certain OSM buildings

Postby StuartC » Mon Aug 29, 2022 5:30 pm

I dont know enough abot scenery stuf to make any meaningfull suggestions but heres one off the top of my head:-
Left the user select existing buildings to be removed via the UFO.
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Re: Finding certain OSM buildings

Postby wkitty42 » Mon Aug 29, 2022 6:28 pm

if every building was an individual model, that might work... the problem is they are not individual models... if they were, you'd need a GPU with 16GiB to 32GiB RAM or more on it just to hold them all... that's my initial thought based on the little i know about how (some of?) the mass scenery is put together... i'm more than happy to be corrected if i'm off-center about this...
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Re: Finding certain OSM buildings

Postby wlbragg » Tue Aug 30, 2022 2:00 am

There is inherently going to be a problem so long as we mix OSM with Custom building art. Mainly because every time a new custom building is introduced into the scenery database OSM would need to be updated. I created, or placed some airport buildings (hangers and the likes) at a local airport years ago, into the scenery database. To date it is still conflicting with OSM, why I don't know. But with all that said, I wouldn't trade not having OSM. Even though it isn't perfect building like a custom model can be, it is still going to populate more of the world than we will ever do by hand in the scenery database.

Unless there is a way to do the magic of checking OSM buildings against the custom scenery database at startup, every time, then the best we can hope for is fairly consistent OSM runs. I imagine that is impractical.

How far along is WS3? Is it to a point were users/developers such as myself can go read some instructions and start generating large chunks of scenery? I'm ready to get back into the scenery creation process. I quit when I learned creating any more WS2 would be in vain.
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Re: Finding certain OSM buildings

Postby merspieler » Tue Aug 30, 2022 7:12 am

yes, the buildings, in the .ac files are not single buildings but many together.
Only the shader buildings are "individual" but these aren't models so nothing you can really select with the ufo.

ws3 is far enough one can generate scenery for it. there are apparently still some things to work out which hold back a global ws3 scenery build, what that is exactly I don't remember... so things might change again. but you can already learn that stuff... also there's a container image with the tools which works better than the terragear does so it should be really easy to get going.
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