Hey Radi,
I just tried it out for the other area again. Here it says it created about 40000 buildings, but I see none. Also this time I only see major roads, where as before I saw all roads. Perhaps the buildings
are loaded somewhere though, because the framerate is massively lower than normal. Perhaps I didn't see this before because then there were only 1900 buildings. Also something strange was that it seemed to be constantly reloading the scenery. I'd see airport buildings appear, then trees, and then everything'd disappear again, only to start over a second or so later.
The files below are for the first area, and I'll only copy the first 100 lines or so, because I'm not allowed to copy the entire file (perhaps there is a size limit to copy pasting). If you want I can e-mail you the files in full.
buildings.osm:
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<?xml version="1.0" encoding="UTF-8"?>
<osm version="0.6" generator="Overpass API">
<note>The data included in this document is from www.openstreetmap.org. The data is made available under ODbL.</note>
<meta osm_base="2014-08-07T12:28:02Z"/>
<node id="26859227" lat="51.7383381" lon="3.8874977" version="2" timestamp="2007-10-13T00:05:08Z" changeset="138835" uid="15212" user="Sec">
<tag k="created_by" v="Potlatch 0.4a"/>
<tag k="name" v="Den Osse"/>
<tag k="tourism" v="camp_site"/>
</node>
<node id="26859318" lat="51.7308330" lon="3.8413890" version="1" timestamp="2007-03-28T17:19:02Z" changeset="247310" uid="2566" user="Sven S_">
<tag k="created_by" v="JOSM"/>
<tag k="name" v="Vliedberg"/>
<tag k="tourism" v="camp_site"/>
</node>
<node id="27417320" lat="51.7315099" lon="3.9457185" version="2" timestamp="2008-12-14T02:04:21Z" changeset="365670" uid="6975" user="ulfl">
<tag k="email" v="info@camping-kijkuit.nl"/>
<tag k="name" v="Camping Kijkuit"/>
<tag k="phone" v="+31111691246"/>
<tag k="tourism" v="camp_site"/>
</node>
<node id="34047002" lat="51.7362626" lon="3.8375259" version="3" timestamp="2012-07-17T01:33:04Z" changeset="12254792" uid="722137" user="OSMF Redaction Account">
<tag k="description" v="sv ZSC'62 Scharendijke"/>
<tag k="leisure" v="stadium"/>
</node>
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<tag k="rcn_ref" v="93"/>
</node>
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<tag k="is_in" v="NL"/>
<tag k="name" v="Nieuwerkerke"/>
<tag k="place" v="village"/>
<tag k="postal_code" v="4321"/>
<tag k="source" v="AND"/>
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- Code: Select all
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3.82398585 51.70703000 -5522.05 -3453.58 -0.441
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3.82427538 51.70703000 -5502.05 -3453.58 -0.445
3.82442015 51.70703000 -5492.05 -3453.58 -0.447
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3.82485444 51.70703000 -5462.05 -3453.58 -0.453
params.ini:
- Code: Select all
# List of parameters for osm2city
# -- Scenery folder (typically a geographic name or the ICAO code of the airport
PREFIX = LOWI
# -- Boundary of the scenery in degrees (use "." not ","). The example below is from LSZR.
BOUNDARY_WEST = 3.81226
BOUNDARY_SOUTH = 51.70703
BOUNDARY_EAST = 3.99559
BOUNDARY_NORTH = 51.76911
# -- Distance between raster points for the derived elevation map (x is horizontal, y is vertical)
ELEV_RASTER_X = 10
ELEV_RASTER_Y = 10
# -- Full path to the scenery folder without trailing slash. There must be
# an OBJECTS/ folder below PATH_TO_SCENERY
PATH_TO_SCENERY = /home/govert/.fgfs/TerraSync/
NO_ELEV = False # -- skip elevation interpolation
ELEV_MODE = Fgelev # uses manual process with copy elev.in and elev.out through Nasal. Otherwise experimental direct FG invocation
FG_ELEV = /home/govert/FG-install/bin/fgelev
# -- check for overlap with static models. The scenery folder must contain an "Objects" folder
OVERLAP_CHECK = False
OVERLAP_RADIUS = 5
TILE_SIZE = 1000 # -- tile size in meters for clustering of buildings
OSM_FILE = buildings.osm # -- file name of the file with OSM data. Must reside in $PREFIX
MAX_OBJECTS = 50000 # -- maximum number of buildings to read from OSM data
CONCURRENCY = 1 # -- number of parallel OSM parsing threads
USE_PKL = False # -- instead of parsing the OSM file, read a previously created cache file $PREFIX/buildings.pkl
# -- skip reading named buildings from OSM (in case there's already a static model for these, and the overlap check fails)
SKIP_LIST = ["Dresden Hauptbahnhof", "Semperoper", "Zwinger", "Hofkirche",
"Frauenkirche", "Coselpalais", "Palais im Großen Garten",
"Residenzschloss Dresden", "Fernsehturm", "Fernsehturm Dresden"]
# -- Parameters which influence the number of buildings from OSM taken to output
BUILDING_MIN_HEIGHT = 3.4 # -- minimum height of a building to be included in output (does not include roof)
BUILDING_MIN_AREA = 50.0 # -- minimum area for a building to be included in output
BUILDING_REDUCE_THRESHOLD = 200.0 # -- threshold area of a building below which a rate of buildings gets reduced from output
BUILDING_REDUCE_RATE = 0.5 # -- rate (between 0 and 1) of buildings below a threshold which get reduced randomly in output
BUILDING_REDUCE_CHECK_TOUCH = False # -- before removing a building due to area, check whether it is touching another building and therefore should be kept
BUILDING_SIMPLIFY_TOLERANCE = 1.0 # -- all points in the simplified building will be within the tolerance distance of the original geometry.
# -- Parameters which influence the height of buildings if no info from OSM is available.
# It uses a triangular distribution (see http://en.wikipedia.org/wiki/Triangular_distribution)
BUILDING_CITY_LEVELS_LOW = 2.0
BUILDING_CITY_LEVELS_MODE = 3.5
BUILDING_CITY_LEVELS_HEIGH = 5.0
BUILDING_CITY_LEVEL_HEIGHT_LOW = 3.1
BUILDING_CITY_LEVEL_HEIGHT_MODE = 3.3
BUILDING_CITY_LEVEL_HEIGHT_HEIGH = 3.6
# FIXME: same parameters for place = town, village, suburb
# -- the more buildings end up in LOD rough or bare, the more work for your GPU.
# Increasing any of the following parameters will decrease GPU load.
LOD_ALWAYS_DETAIL_BELOW_AREA = 150 # -- below this area, buildings will always be LOD detail
LOD_ALWAYS_ROUGH_ABOVE_AREA = 500 # -- above this area, buildings will always be LOD rough
LOD_ALWAYS_ROUGH_ABOVE_LEVELS = 6 # -- above this number of levels, buildings will always be LOD rough
LOD_ALWAYS_BARE_ABOVE_LEVELS = 10 # -- really tall buildings will be LOD bare
LOD_ALWAYS_DETAIL_BELOW_LEVELS = 3 # -- below this number of levels, buildings will always be LOD detail
LOD_PERCENTAGE_DETAIL = 0.5 # -- of the remaining buildings, this percentage will be LOD detail,
# the rest will be LOD rough.
OBSTRUCTION_LIGHT_MIN_LEVELS = 15 # -- put obstruction lights on buildings with >= given levels
EXPERIMENTAL_USE_SKEL = 1 # -- use experimental skel based roofs for non square buildings