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osm2city.py development

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Re: osm2city.py development

Postby radi » Mon Aug 10, 2015 8:14 am

That warning is (in a way) pretty much unrelated to osm2city. It is issued by fgelev (which we call, though). See http://wiki.flightgear.org/$FG_ROOT for details, and then google how to set an environment variable for your OS. On Linux it would be
Code: Select all
export FG_ROOT=/path/to/your/fg_root/
which must be issued before you run osm2city.

Regarding the streets: can you please post a screenshot?
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Re: osm2city.py development

Postby ctesc356 » Mon Aug 10, 2015 11:13 am

Thanks for the reply.
The FG_ROOT thing is ok yet.

Here a shot from the roads:
Image
the buildings are also a bit high(~2-3m from ground)
was build with: "ELEV_MODE = FgelevCaching" and terrasync scenery

BOUNDARY_WEST = 6.0928
BOUNDARY_SOUTH = 46.2188
BOUNDARY_EAST = 6.1267
BOUNDARY_NORTH = 46.2441
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Re: osm2city.py development

Postby radi » Mon Aug 10, 2015 11:20 am

That looks funny. Can you try building a small area around LOWI and see if you still get floating streets?
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Re: osm2city.py development

Postby ctesc356 » Mon Aug 10, 2015 2:47 pm

in lowi it seems correct
Image
BOUNDARY_WEST = 11.3801
BOUNDARY_SOUTH = 47.2562
BOUNDARY_EAST = 11.4248
BOUNDARY_NORTH = 47.2818

but if i select a larger area ( Innsbruck +Airport) roads are not visible in Fg. Although roads.xml / ac are present and visible though blender-import?!
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Re: osm2city.py development

Postby vanosten » Wed Oct 21, 2015 1:28 pm

Earlier this year I removed osm2city landuse. While I am not done, I guess it is time to reveal a possible successor: OpenStreetMap Would-Be Buildings, which takes care of missing land-use and buildings. If you are interested, you can have a look at the guide and 2 examples: https://gitlab.com/vanosten/owbb/blob/master/docs/owbb_debug_all_brienzwiler.pdf and https://gitlab.com/vanosten/owbb/blob/master/docs/owbb_debug_all_wil.pdf.

The idea is that this could be used as a pre-processor before osm2city scripts are started. However: it is not fast and takes quite some memory.

In contrary to osm2city I use Proj4 for projection between 2D and lon/lat - it works quite nice and I am tempted to try it in osm2pylons as a proof of concept (because currently the cables do not align nicely after a few 100 meters and therefore clustering is limited).
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Re: osm2city.py development

Postby MIG29pilot » Wed Oct 21, 2015 11:11 pm

Right, I downloaded osm2city-master-b1b7c0b8897ecf05d073edeafce2912538213c9b.zip, now what do I do with it?
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Re: osm2city.py development

Postby vanosten » Thu Oct 22, 2015 7:42 am

MIG29pilot wrote in Wed Oct 21, 2015 11:11 pm:Right, I downloaded osm2city-master-b1b7c0b8897ecf05d073edeafce2912538213c9b.zip, now what do I do with it?


You read http://wiki.flightgear.org/Osm2city.py and this thread. If you still have questions, you post them here. Or do I misunderstand your question?
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Re: osm2city.py development

Postby MIG29pilot » Thu Oct 22, 2015 3:41 pm

Thank you. :lol:
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Re: osm2city.py development

Postby MIG29pilot » Thu Oct 22, 2015 3:57 pm

One thing: what and how much of what should I know I probable ought to read up on thon a bit before start following the wiki instructions, at any rate. Any other vital information required?
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Re: osm2city.py development

Postby vanosten » Fri Oct 23, 2015 12:05 pm

MIG29pilot wrote in Thu Oct 22, 2015 3:57 pm:One thing: what and how much of what should I know I probable ought to read up on thon a bit before start following the wiki instructions, at any rate. Any other vital information required?


That is hard to answer, when we do not know, what you know ;-) Maybe you should just start we checking out a result: e.g. install one of http://wiki.flightgear.org/Areas_populated_with_osm2city_scenery or http://forum.flightgear.org/viewtopic.php?f=5&t=19625, but you might already have done that.
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Re: osm2city.py development

Postby Catalanoic » Fri Oct 23, 2015 1:24 pm

What means EIOsm, EHOsm, etc.. folder names from the Ondrive links? Thanks
EDIT: I think that is better to do a Global Map like the quadriculated TerraSync objects map but only with OSM-buildings
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Re: osm2city.py development

Postby legoboyvdlp » Fri Oct 23, 2015 1:30 pm

All Ireland ICAO codes begin with EI (or most -- North does not xount btw). Therefore, it is EI (ireland)Osm.
Same goes for Netherlands -- eg EHAM is Schipol.
My bet is, if there was one for Venesuela it would be SVOsm
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Re: osm2city.py development

Postby Vladimir Akimov » Sat Oct 31, 2015 12:39 am

this is looking good
You know me from youtube :)
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https://www.youtube.com/channel/UCBOvOg ... yNsYKuAxbw
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Re: osm2city.py development

Postby legoboyvdlp » Sat Oct 31, 2015 2:55 am

Vladimir Akimov wrote in Sat Oct 31, 2015 12:39 am:this is looking good

Thank goodness you have a new PC. (Not sarcasm, concerned about your computer health, since it might have destroyed your old one!) (2 sorry if you do not have a new computer, I thought I saw you say you did?)
I can just simply not run at least the default implementation of osm2city.
It simply would idk, maybe set my machine on fire, or destroy my GPU?
.01 FPS?
However, thanks to Israel Hernandez (IAHM-COL), I can run Geneve Osm2City with no frame per second hit at all.
I actuwlly speak from a test program he asked me to do.
The new Geneva scenery proved a bigger hit (7 to 5 fps) than the osm2city (5 to 5 -- slight hit)!
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Re: osm2city.py development

Postby Vladimir Akimov » Sat Oct 31, 2015 11:34 am

I may try the scenery :) have you seen my specs ? :P How do I put a test version of this project? With the lossibility of going back to the old stuff
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