Not sure if this is the right area, but...
Have the ability to draw or assign an area that is a car park, for airports for instance. Most airports have car parks near by that you can see on arrival, so could be an easy way to add some more realism.
how did you draw roads in FG ?
Why couldn't we use the same method we use to create airport cement slabs and asphalt but for parking?
Maybe parking should be part of the airport, created using the same tools at the same time?
1.) the global OpenStreetmap approach to use areas like carpark, tennis court, football field from OpenStreetmap when building tiles with Terragear.
<node id="419820144" visible="true" version="2" changeset="16791277" timestamp="2013-07-02T12:52:31Z" user="pietzke" uid="1476079" lat="52.1300926" lon="7.6876036"/>
<node id="419820146" visible="true" version="2" changeset="16791277" timestamp="2013-07-02T12:52:31Z" user="pietzke" uid="1476079" lat="52.1300789" lon="7.6898845"/>
<node id="419820150" visible="true" version="2" changeset="16791277" timestamp="2013-07-02T12:52:31Z" user="pietzke" uid="1476079" lat="52.1296237" lon="7.6875956"/>
<node id="419820148" visible="true" version="1" changeset="1506426" timestamp="2009-06-13T17:53:09Z" user="Jörg Frede" uid="121922" lat="52.1296046" lon="7.6898630"/>
<way id="35914082" visible="true" version="2" changeset="16791277" timestamp="2013-07-02T12:52:30Z" user="pietzke" uid="1476079">
<nd ref="419820144"/>
<nd ref="419820146"/>
<nd ref="419820148"/>
<nd ref="419820150"/>
<nd ref="419820144"/>
<tag k="amenity" v="parking"/>
<tag k="fee" v="yes"/>
<tag k="name" v="P2"/>
<tag k="parking" v="surface"/>
</way>
psadro_gm wrote in Fri Dec 26, 2014 2:29 am: the above being a five sided polygon.
but you can make assumptions (i.e. orient the parking isles based on the shortest or longest side).
We would need to drape such items over the terrain rather then embed into it. It would need to be under an LOD node so we can load smaller than single tile detail.
I would suppose this would fall under OSM2city jurisdiction, as I feel the highly detailed city / landclass should be done on top of the terrain, not embedded into it.
I plan on creating a new executable something like fgelev, but instead of returning an elevation for a lon,lat, you could pass in a polygon, and the program would return a perfectly draped array of triangles. (perhaps with texture coordinates).
The road smoothing conflicts with the airport boundary smoothing, so there are gaps
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