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Everything posted by benny
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You can now download openstreetmap autogen scenery for the whole world at this adress http://scenery.osm2xp.com/. This repository will be updated as often as possible, i'll try to do it weekly, (or more often if someone request an update for an area), and i will provide tools to manage downloads/update automaticaly in the future (an external java app or maybe a xplane plugin if it's possible). I'm also happy to say that i'll be working with Premek and Artoo on XHT, so the osm autogen repository may evolve with XHT release. I also made a short video tutorial for those who want to add buildings to an empty area : http://osm2xp.com/?q=addingBuildingsIntoOsm Ben
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Hi Bokepacha, About textures you should have the same thing as on my screenshots. You can also exclude xplane autogen by check the exclude OBJ (you should use exclusions on OBJ, FAC and FOR as oms2xp is generating those)
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Osm2XP 1.1 is now available in the downloads section. It's more or less a complete rewrite, with those new features: -PBF files support, wich are a lot smaller and faster to read than OSM files. -Customizable generation, choose wich object/facade/forest will be used for an osm tag (tutorial) -OSM tags exclusion -OSM tag "building:height" is used for buildings size if present -New graphical user interface. -Live graph for real time feedback of the generation process. -New facade set with more diversity (78 different facades) -Language localisation. -Bug fixes, etc...
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don't know if it's still working with latest xplane versions, but this is just what you want : http://www.x-plane.fr/showthread.php?47732-DLG-Cockpit-%28Mac-Ubuntu-Windows%29
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I'm working on 1.1, wich should be released in a few days/weeks. Here's a little screencast showing what's new : http://www.youtube.com/watch?v=0p06jOlLOpw
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There's also air navigation pro, a really great app, at first it was made for real flying, but the last version added xplane compatibility. http://www.youtube.com/watch?v=_M0h8cWvu5o
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Updated osm2xp to 1.01, to fix a bug preventing city lights to be added to the scenery. Download area
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osm2xp v1.0 is now available on osm2xp website Lots of bug fixes, interface improvments, more options, forests and city lights generation... And a full new texture set for facades, made with 100% custom textures. here are two screen showing the city lights part :
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Hello, Osm2xp RC1 is available : http://osm2xp.com I hope there won't be a ton of bugs si i can release v1 soon ;D Ben
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Well beta 4.2 added a few thing with facades, so they can reflect sunlight. One thing that was preventing sun reflection was the fact that osm files may have buildings with bad points direction (clockwise or counter clockwise, can't remember), and such buildings in xplane would have "transparent" textures , not really transparent but in fact the texture is on the wrong side of the poly, so you can't see it , and so it seems a wall (or roof) is missing (hard to explain). I added a method to reverse points if the building is in the wrong direction, and with a lot of tests i didn't find in xplane a bad building, lots of people did tests too and everything was fine, so it's weird to see so many bad buildings on your screen. If it's isn't because of wrong texture position, it could be that the buildings lacks a point to "close" the building, this is easy to fix, just add RING 1 in the .fac file. I removed RING 1 on the last beta so bad buildings would be easy to find.
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Seems you've got some non-closed facades, wich version of osm2xp are you using? If you're using beta 4.2 , could you provide me a link to the osm file you're using? Ben
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well in that case you'll have to exclude facades on the area you're putting your custom buildings on, or open overlay editor and delete osm buildings you don't want.
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well you can choose exclusions on osm2xp, uncheck "exclude facade" and yours won't disapear (or "exclude objects" if your scene is made of .obj, but as xplane defaut autogen is made of objects you'll see those too). For facades , i started with xplane defaut facades and modified them with free textures, there's still original parts in the texture but they aren't used. Anyway osm2xp is still beta , the v1 release will have facades made from scratch, and i'll add a way in the app to choose a set of facade for the generation, so people can download various facade sets made by others and use them. SceneryMaker "LeBelge" already made a set of his own, it's kinda easy, you just need a few buildings texture and world maker. There's also open scenery files right now in the app for testing purpose (so beta testers can test a feature even if they don't have open scenery, and btw this feature is removed since beta4, i'll put it back for the v1), i'll remove them for the v1 release, and i'll point to the open scenery path to use those objects. 4.2 should be the last beta, i hope i can release v1 this month. Ben
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well isn't dds the standard texture file to use with xplane v9? Maybe there's a better alternative wich would help me solve my problem?
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Hello, I'm trying to improve coastlines on a photoreal scenery, using transparency on .dds files , so xplane water would match orthophotos. Here's what i done: -Save my .dds to .png. -Add an alpha layer to the png, "cut" the water , save -export to .dds with xgrinder -launch xplane. So it's kinda working, when i look a the tile i edited, here 's what i get: I can see xplane water, with waves animation, seems good. BUT, if i get a little bit closer to the water, here's what i see: Anyone can point me in the good direction? Thanks a lot. Ben
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Open street maps website won't let you export large files. So the solution is to grab an export of a region, exemple for charlotte: # north_carolina.osm.bz2 (508.1M) at this url : http://downloads.cloudmade.com/north_america/united_states/north_carolina#downloads_breadcrumbs Then extract the .bz2 to .osm and give the big .osm file to osm2xp. you can grab osm export on these websites : http://downloads.cloudmade.com http://download.geofabrik.de/osm/
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Seems there are still compability problems and a few crashes, gotta enhance error handling . Another thing with osm2xp, open street maps data may be completly empty on your area , France data is really good , but i checked some places for USA , and it's almost empty (Chicago,new york). So check first on http://www.openstreetmap.org/ if there are buildings in your area of interest before giving osm2xp a try.
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Beta 4.2 is out, you can grab it on osm2xp forum (http://forum.osm2xp.com) It should work better on macOS now. Here are a few shots i made with beta 4.2, versus real life pictures i took last week on a dr400: Ben
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There's a java preferences panel in applications/tools, what does it says for you?
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Beta 4.1 available on osm2xp forum Changelog: -"DataBase support" checkboxe. If checked, osm2xp will use an embedded database . It's a LOT slower, but will manage to generate tiles with too much buildings, which would have crashed with a memory overflow if osm2xp was using memory. If unchecked osm2xp will use memory , a lot faster, but may not work on big tiles like capitals. -"Generate all tiles found in osm file" checkboxe. If checked osm2xp will scan the osm file to find wich tiles are in the file, then will generate all found tiles. If unchecked latitude and longitude spinners will become actives , letting you specify wich tiles you want to generate. -Generated folders now contains tile area -Mac and linux bug fixes (folder path & separator) -misc bug fixes Ben
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Well there are already textures on buildings, they just aren't top notch and need more work. I'm using facades by the way. You can see an old screen here : http://front1.monsterup.com/upload/1293179841119.jpg and the top down view of the same area : http://front1.monsterup.com/upload/1293179841787.jpg As for xplane 10 i don't think it will use osm data to generate buildings, because osm data can be very accurate on some areas, and totaly empty on another, it isn't in my opinion a good source for generic world scenery. I dunno wich scenery you're talking about (oliver's one) , but osm2xp won't generate you the perfect scenery. Personnaly i use my generated buildings for my flying, because it fills my areas with accurate building placement and give a "real" feeling. But if you want to make a very good scenery there's more than that,you have to place custom objects, etc... I'm in contact with scenery creator "leBelge" and as he said it's a nice tool to generate a base but for sure you'll have to work after that on that base if you want to release quality scenery.
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No, it's a java app so it will run on all OS , you just need to have java installed on your system. The last (beta 4) version is kinda buggy right now, so if anyone feels like testing, you can send me an email and i'll send you the previous version which was more stable.
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well it's really easy, you just have to get an open street map file of the area you want . There are various sources but for a quick start go to http://www.openstreetmap.org/, choose an area with buildings, click the export tab, choose open street maps xml option, and you'll get an map.osm file (openstreetmap website won't let you export a big area, but that should be enough for a quick test) Launch osm2xp, give him the map.osm file, click build , and it will generate a scenery folder at the same place the osm file is. move the generated folder into xplane custom scenery, launch xplane... you should see your buildings... Ben
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Hello, Osm2xp is a tool to import open street maps data (Buildings and Objects -Water towers, lighthouses etc) into XPlane. Osm2xp website Osm2xp Forum