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Shaunus82

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  1. This image shows the mis-alignment on the photo terrain. It's not that much, but with only having hedges there now, it is very noticeable. The road is not badly aligned because I have actually placed it in that position as it was not lining up correctly with the photo terrain and was going into some parts of the airport car park so it had to be moved further East. This mis-alignment of the map is now turning out to be a serious problem for me because it means now that not only is all of my OSM data wrong, but also both of my airports are now in the wrong place. I have shifted the offset a little further to the East and North in JOSM and have aligned some of the hedges, roads, buildings etc. I will know tomorrow, if the alignment is correct, Then I will just have to start re-positioning everything. Oh well, I suppose it will give me a chance to go through everything and make sure that all of the data is correctly tagged and that the field systems are done properly. It's a major setback for me, but I'm just going to have to be patient and work through it. At least I have found out now before I do any more mapping.
  2. Hi Tony, I have just had a good look at some of the area around St Just and have noticed a problem in the alignment of objects with the photoscenery. This was not so apparent to me when using earlier versions of w2xp, but with a lot of the trees gone now in v6. It is clear that the hedges, tree rows, and other objects are quite a bit out of alignment. I have made an adjustment now to the map offset in JOSM, but I'm not really sure what I'm doing, or what I need to do. I have re-aligned some of the hedges, buildings and other osm data just to the East of St Just airport and will check it again for alignment when the new cornwall-latest.pbf data is available on Geofabric. I should have checked this at the start and may now have made a lot of work for myself re-aligning all of my previous OSM data that I have done so far. And yes, I'm using Simheaven ZL17 photoscenery.
  3. This is extremely useful information for tagging areas in OSM. I must admit that I'am guilty of at least one crime on your list. That of tagging individual fields. I have tagged individual fields in a lot of places , but lately have been tagging large groups of fields. The reason for this is because each individual field that I tag will (in v4 & v5) have trees placed around them, and obviously this was placing too many trees, but now that things have changed dramatically in v6. It think it would actually be more beneficial to tag individual fields, as now only small trees/bushes are placed around the boundary. What I'm not sure about yet(as I have not really checked it) is, what the effect will be when I add hedges around the fields. Will this give me the hedges and the trees/bushes? Do I join the nodes of the fields to the hedge nodes? These are things I have to work out. I also did not know about tagging building colour, or material, although I now always give the building height in levels. I'm also not sure what is meant by aligning your route and GPX tracks that I have never heard of. I do use the OpenStreetMap wiki to get a lot of information that I'm not sure of, but there is so much to learn.
  4. OMG !!! Tony this is absolutely amazing. I cannot believe the transformation. I was completely STUNNED !! when I first went to St Just Airport and almost never recognized it. It is just looking so much more realistic now that all of those trees are gone. I love the new heathland/moorland scenery and don't think that much needs to be changed there. Here is a screenshot of St Just I also visited my home town of St Columb to see the scenery I have been working on for the new EGHQ - Newquay Airport and was again BLOWN AWAY !! It is so much better in v6. There are a couple of issues I noticed with one of the tree models only showing half of it's textures and some buildings that are not quite right, but these are things that are easily fixed. I will make a list of anything I find and we can talk through these when you get back from holiday. I will have a look at the Pocklington runway/taxiway textures and see if there is anything I can do. I think you may need a larger texture, so that it is not repeating so much. It is very difficult to avoid tiling in textures. Some of the new walls I made have got a bit of tiling in but it is not too bad. You have a very valid point about the OSM mapping in Cornwall. Because OpenStreetMaps is such a public utility, there are bound to be instances where people clash in the way that they interpret the data and in the different overlays that people use, so maybe it is good that not too many are mapping down here. I have had to rectify a lot of other peoples mistakes and mis-interpretations, and as you said, it is actually far easier to start on a clean slate.
  5. These screenshots are looking fantastic Tony and very realistic looking scenery. I have not had a chance yet to try v6 yet, but will be taking a look at it today. I absolutely love that texturing for the old runway. Is there any any chance I could use that same texture for some of my Cornish Airfields, such as Davidstow Aerodrome which has runways almost exactly the same as this. I know what the config-hd.xml and config.xml do, but I just need to know what the config-forests-med.xml does in w2xp v6. Which is the best one for me to use? I wish I could generate a bit more interest in getting people to contribute more to OSM in Cornwall.
  6. Yes I do know Graphic Design, and I will help Tony with anything, but I also want to develop scenery and airports in my local area which at the moment is very sparse and needs a massive amount of work doing to it.
  7. I will help you with any feedback, so we can get the Heathland/Moorland looking as good as possible. I was quite amazed when I first went to the Scillies and seen all of the OSM data that was present there, but I had to do quite a bit of work re-tagging a lot of areas. the person who did all of the OSM did quite a good job but there were a lot of areas that were tagged as scrub, and this was placing a large number of small trees around the airport which was actually blocking the approach to the runways and totally unrealistic. I re-tagged these areas as heathland and just generally tidied up a few things, but yes, it does need a lot more work and I will get around to doing that at some point in the future, as well as improving the airport. Thanks for your kind comments, There is much more to come yet.
  8. Fantastic Tony. I'm not sure if you realize how excited I'am about this. This is something that I could only dream about years ago when I was using Microsoft Flight Sim, and now it is a reality. The generation of scenery for heathland/moorland was for me, one of the things most lacking in w2xp, as Cornwall has a lot of it, and I have tagged a lot of these areas in OSM, so it is going to be really exciting to see these areas come to life. I have added a couple more screenshots to the EGHC Land's End Flickr Album of the new wall fac: DryStoneWall_03_2m I'm making a 1.5m Dry Stone Wall today with a lighter colour stone. I'm really looking forward to trying out v6 of w2xp.
  9. Hi Tony, Sounds like a step in the right direction with doing industrial/commercial fac's, but at the moment I only really know about how to do line fac's such as walls, hedges etc. I don't really know how buildings fac's work, but I'm sure I will learn this at some point. have you spoken to marginal about doing fac buildings with slanted roofs. It would be absolutely fantastic if that were possible, as most industrial units that I have seen all have slanted roofs. Sounds like I will definitely be using Overlay Editor for placing all of my external objects, and keep WED for just the airport stuff. I have one question which is related to a problem I have with w2xp, and my new EGHC lands End scenery. One of the negative comments that was made when I released the scenery was the over abundance of trees in the area. In reality, most of the scenery in that area is field systems which are surrounded by walls hedges and there is a lot of gorse, heathland and moorland, but very few trees. I know that w2xp places trees along roads and around field systems which is why my scenery is showing so many trees. I have actually got used to it now and quite like it as it looks much better than the real scenery, but the fact is. It is not realistic, and I really want my sceneries to look as much like the real thing as possible. Is there any way that something can be one to stop trees being placed along roads/around fields etc?
  10. Hi Tony, I have made a few more hedge models and turned them into fac's, I'm now working on some walls. "Dry Stone Walls", "Cornish Stone Walls". I will wait until everything is finished and send you some screenshots. As for modeling the whole of St Columb. Well, I'm "mad", but not that "mad". I will probably just do a few of the larger more prominent buildings such as the industrial units on the South side of St Columb. These are the buildings that are closest to the rwy approach of EGHQ. I will let w2xp do the rest. I have been out taking photo's to day, so have some material to work with now. I have found that WED does not like orthomap images that are too large, so I may try using Overlay Editor for placing objects. Never tried it before, but it looks straightforward.
  11. I have managed to download a large orthomap from noni view which extends right out to encompass the town of St Columb where I live, so I should be able to place any buildings in this area now using WED. EDIT: After working all day on making a new hedge fac, I have finally cracked how to do it. I have used the same textures for this new hedge but have adjusted the model a bit and have tried it out on an area of sloping ground at St Just airport. I cannot see any signs of it going into the ground, or up in the air , or "stepping" in any way, it just follows the contours. the ground that I have tested it on is not that steep though, but was the steepest part of the airport scenery that I could test it on. take a look at the screenshot here I have attached the new hedge model for you to try out. I can now make some additional hedges with different textures and was planning on a couple of different "privet" style hedges that I have textures for on the same png Country_Hedgerow_01.rar
  12. Tony, When you download an image using Noni View, it will also download a notepad file with co-ordinates. The co-ordinates that you have to enter into WED will look like this: MMPLL,1,-5.041823,50.452763MMPLL,2,-4.931960,50.452763MMPLL,3,-4.931960,50.420072MMPLL,4,-5.041823,50.420072 You then enter the co-ordinates starting with the Top Left Corner 1. Top Right Corner 2. Bottom Right Corner 3. Bottom Left Corner 4. Your map should then be perfectly aligned if you have typed everything correctly.
  13. Download Noni Map View Here and you can use it to generate an area surrounding your airport. It is quite similar to using OpenStreetMap, as you have a slippy map and you drag a selection box around your airport to select the area. It gives you the lat/lon co-ordinates you need and you can download in many different formats and sizes. Read through the WED manual on how to position the map There is a section in chapter three on using Overlay Images as references. There is a tutorial somewhere, but can't remember where I saw it, but It's really easy once you've done it. I may have to try using Overlay Editor to place objects that are outside of the airport. I have never used it before, but what I have seen of it, seems quite straightforward. Marginal has sent me the hedge fac model with some instructions on how to do it. Looks quite complicated, but I'm gonna give it a try today. Hopefully it will work out.
  14. Any objects that I design for autogen purposes would be very basic "box with roof" type models. Church buildings would have to have a bit more detail obviously to show things like buttresses, towers etc, but I would make sure that they are low poly models. The types of industrial buildings I was thinking of are quite simple oblong buildings with sloped roofs. No fancy shapes, or anything like that. One thing I would like to know is, if I design these buildings and put them into the library. How do I make sure that these buildings are chosen and not some other random model. I have actually used some of the buildings from the library in my Lands End scenery, but these were placed using WED. The problem is, that you are limited in WED by the size of the ortho-image to how far out you can place any buildings. My next scenery package is going to be EGHQ Newquay Airport, which is my home airport. I live just 2 miles away, so I'm going to be super-critical of each and every building in this scenery and I want every building to look as close to the real thing as possible. With regards to the hedge fac, I have spoken to marginal and presently awaiting his response.
  15. Hi Tony, The hedge fac looks just as good in Yorkshire as it does in Cornwall. The hedge was originally designed just as an object to use on relatively flat terrain. It was never intended to make it into a fac, so it was not designed with the extra nodes that are needed for a fac model. I do know about the issue with the object not liking steep slopes, and have had some discussion with marginal about this. To quote from what marginal said, "note that facades don't magically drape themselves over the terrain; they follow a straight line between each node/corner. So if you're putting these on bumpy terrain you will need to add extra nodes/corners as necessary in order to follow the terrain". I'm going to speak with him again and find out exactly what I need to do to make these work better on sloped terrain. I may also do some more hedge types and see if marginal will also make these into a fac for me. Also with regard to having write access to the library. I have been planning on adding several model types to the library that are typical of buildings in my local area. maybe a couple of council house type buildings. Also, I live near an industrial estate so have access to many industrial warehouse type buildings that could be added. Another building type that is typical of this area are slate clad buildings, and I don't think I have seen any of these in the library, so it would be nice to add one , or two of these. One other building group that seems to be lacking is UK style churches and chapels. Of course, this is not going to happen overnight, and it will take time to build these, but those, among many other projects are my future plans.
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