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Everything posted by alpilotx
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And again I read: WHY do you do that? It doesn't help to have both in the same area, as always (ALWAYS) only one base mesh scenery can (and will) be shown! The other only takes up place on your disk. Read here: http://www.alpilotx.net/downloads/x-plane-10-hd-scenery-mesh-v2/#Difference-between-HD-Mesh-Scenery-v2-and-SimHeavencom-photoscenery
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The question is, if this data brings really that much for Denmark? If I look at the OSM data today ( like for example: http://www.openstreetmap.org/#map=13/55.5173/9.5000 ), then it looks quite dense already (with buildings etc.) .... So, I think, building an import script there wouldn't be too easy, as it needs to respect existing data (we don't want even more duplicates / triples in OSM ... there is already enough junk like that in there). And maybe importing that data wouldn't bring that much improvement either ... but of course, this would need some more in-depth analysis (there are just some quick observations from me).
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This is something I will not comment on ... because this is very very very relative and extremely, highly dependent on your hardware, your settings, your scenery, your aircrafts ... and neither is the code final. But at least, it didn't seem to be worse on my machine. Even with the high visibility, after loading all the extra scenery tiles (which takes longer ... very long with world2xplane scenery - but thats not new), the FPS were OK (which is again relative - my machine is a bit dated at the moment) and seemingly not worse than before.
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As I am a "freelancer" for Laminar since - phew , lets think - 5 years(?), yes I usually get internal beta builds too ... And what I wrote are direct "results" from a few tests I did with world2xplane scenery. You can find some infos on my background here: http://www.flightsim.com/vbfs/content.php?13946-Interview-With-Andras-Fabian
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And will be even more problematic if one uses long range visibility in the upcoming X-Plane 10.30 .... where it will load 12 instead of 6 scenery tiles. It will also eat your RAM for lunch ... (with HD Mesh Scenery v2 and world2xplane scenery you will be safe with 32 GB RAM ... or 16 GB will still work so-so if you have some fast swap space on a good SSD). On the positive side, 10.30 will allow you to switch long range visibility on or off (from rendering settings), and it also has an improved loading mechanism (more parallelized) which speeds up things a bit.
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Do you know my project "HD Mesh Scenery v2"? Did you try that, to see if it gets a little bit less "flat" (but really, when I compare it for example with the Alps ... then Denmark is ... well ... relatively flat )? http://www.alpilotx.net/downloads/x-plane-10-hd-scenery-mesh-v2/What exactly would you expect to improve with the download.kortforsyningen.dk data (because not everything makes sense or works the way one might expect in X-Plane .... )?
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Guys, I can only - again - point you to my HD mesh Scenery V2 project, which - at least for Europe and North America - already has much newer OSM data (approximately end of September 2013) included: http://www.alpilotx.net/downloads/x-plane-10-hd-scenery-mesh-v2/ The HD Mesh Scenery v2 is generated with the same technology as the default Global Scenery (effectively, I am the guy who is doing most of the data juggling anyways on behalf of Laminar ...), but it has a lot of things already update compared to the Global Scenery, and also has a much denser triangle mesh. With Laminar Mesh recuts its not just the computation time (well, at the moment for a project like my HD Mesh Scenery v2, which doesn't covers the entire planet ... but at higher res ... it takes maybe about a month from fetching fresh OSM data, preparing everything and generating the files ... plus testing etc. takes a bit extra). But Laminar also needs to take care of the re-distribution of such files etc. ... well, and all this, while they have hundreds of other things to do (where an equal number of customers is nagging their ears). Thats where HD mesh Scenery v2 fills the gap and gives you even some more eye candy ... for free ...
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Or some great data visualization here: http://www.itoworld.com/ For example all about buildings: http://www.itoworld.com/map/122
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If you need distribution statistics about OSM tags, try this one: http://taginfo.openstreetmap.org/ Here for example you can get stats about all entities tagged with "building": http://taginfo.openstreetmap.org/keys/building#map
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And if you are already mapping in OSM: please don't forget that the base scenery in X-Plane (or my HD Mesh Scenery series) use road/railroad/powerline network data, water features (lakes, rivers) and coastline informations from OSM. So, if you update/add those informations, then X-Plane will benefit from that too!
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Added to my blog-roll link list (on my website)!
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X-Plane 10 Tree Lines and Farms V2 released!
alpilotx replied to alpilotx's topic in General Discussion
She well be happy to hear that ... as she still (after quite some time since I did those objects) always has a good laugh when ever we see a farm ... And thanks for your kind words guys! -
The freeware / donationware scenery X-Plane 10 Tree Lines and Farms V2 has been released! The "X-Plane 10 tree lines and farms V2" scenery is the second version of an overlay add-on for X-Plane 10. It tries to add "visual clutter" (tree lines and farms) to the usually relatively dull landscape of agricultural areas and grassy areas. Like in real life, with this add on, tree lines will follow - randomly - many of the roads, railroads, and the coastline of lakes or riverbanks. Every now or then, you will also find farms standing around. All in all, this gives a much more "lively" feel to the default scenery and it is best used together with HD Mesh Scenery V2! Version 2 covers: EuroeNorth America (up to 60N)It is completely heuristically derived from OpenStreetmap (OSM) data, and thus you will NOT find real counterparts of the depicted tree lines and farms (this means, it aims to be plausible but not necessarily 100% realistic!)! You can find detailed instructions and downloads here (and yes, flightsim.com is still the main download site, BUT they now provide BitTorrent out of the box too and they are already seeding!): http://www.alpilotx.net/downloads/x-plane-10-tree-lines-and-farms-v2And of course, there is a large selection of screenshots too: North AmericaComparison Shots (Europe + North America)Have a lot of fun!
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Yes, of course ... in your situation most people won't need the full planet PBFs ... I just referred to that as the extreme (which I do need to import every now or then). But my experience with even loading a full Planet export shows, that PostGIS is definitely a viable (and not too slow option). But of course, you will always end up with a much larger DB than the compressed export file ... the indexes alone need lots of space (but as you already pointed out ... you don't want to work without them :-) ). Still, I think anyone working with larger regions in PostGIS should strongly consider using an SSD (especially as they become really affordable nowadays).
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... well, yes, a little bit of tuning is always necessary, otherwise you might quickly end up with a PostGIS DB running slower that a turtle ... its always necessary to tune it to hardware. And as I already told you, with large regions (or full Planet PBF) a big SSD (with around 300-400 GByte free space) is an absolute must (otherwise it will never finish importing the data).
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I think, in the end Tony is right ... Having his tool being already able to make some - more detailed but "hardcoded" (in the DSF) - rationalization is a nice option which can always be used if someone needs it (whether its needed for a special city center, or an accurate country border matching ... thats up to how the user uses it). But it doesn't stops anybody either from just leaving this option alone, and do the regionalization via the Library system (as described above) ... or for the really mad among us, why not combine both (I will tell you a "secret": we use some kind of mixture like that in the assignment of some more special TERs to the base mesh too in the Global Scenery / HD Mesh Scenery v2 )
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Still ... I would like to remind everybody, that at the current level, we would be all happy if we could at least have a few regions. Thinking about small scale, topography based differentiation (which in reality is absolutely valid and correct) is maybe a bit too early. Thats why I recommended the "easier" and more flexible approach. Which allows some more generic scenery generation, and regionalization via "post-customization" (trough the library system). Just my two cents ... but I like to point out, that maybe we need to learn to walk before we can run.
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Just a few thoughts: First, I don't believe that a "simple" 1 degree spill over at borders is too critical when it comes to building styles. If you travel trough Europe, you will often notice, that specific building styles don't stop at national borders, but that there is always - in any direction (often quite random) - some spill over. This is something you can barely model ... neither do I think its that important.So second: why don't stay with 1x1 degree resolution regionalization? And then! Then you don't need to do anything in your scenery generator, but have the freedom to spcify it afterwars! How? Well, with the built in regionalization in the X-Plane Library system. That feature is there since quite a few years, and we are even using it for some of the ground textures.So, the Library system can indeed use small 360x180 bitmap masks, which will define, ho some art elements will be overridden in a given region (yes, its cool, you don't need to override all ... you can selectively tell which art items have a different representation in a given "region"). In the "/Resources/default scenery/1000 world terrain/" folder you can see the examples. In the library.txt there are some "REGION"commands, and they all get their bitmaps from the "maps" subfolder. Then there is a list of TER files, which in that region are different from the "default" set (and every other TER- which is not mentioned - will stay the same). And of course this works with ALL other art stuff which you can define via the library too (its not limited to TERs!). Here is the official description of this: http://wiki.x-plane.com/Library_File_Format_Specification#REGION_BITMAP_.3Cfile_name.3 So, here my recommendation would be, that maybe don't do much of the regionalization in the DSFs! That "hard codes" this information in the scenery, and you can't change it afterwards. Instead try the library regionalization .... This way, arbitrary regions can be introduced later on. You can start with a basic set, and as new art items (for a region) become available, users can start to "overwrite" via region masks the artwork there.
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PREVIEW - X-Plane 10 Tree Lines and Farms V2
alpilotx replied to alpilotx's topic in Scenery Development
Do you follow link in the first post ? But yes ... cloud shadows ... -
PREVIEW - X-Plane 10 Tree Lines and Farms V2
alpilotx replied to alpilotx's topic in Scenery Development
Tree Lines and Farms are only "candy on the cake" ... so you don't need it Its always optional ... but definitely nice to have. And you can now pull v1 and later upgrade to v2 (both work nicely with HD Mesh Scenery v2). -
PREVIEW - X-Plane 10 Tree Lines and Farms V2
alpilotx replied to alpilotx's topic in Scenery Development
Yes, with North America I indeed meant North America ... so yes, Canada will be included (I plan to make the coverage approximately identical to HD Mesh Scenery v2). -
PREVIEW - X-Plane 10 Tree Lines and Farms V2
alpilotx replied to alpilotx's topic in Scenery Development
Whaaa ...... -
PREVIEW - X-Plane 10 Tree Lines and Farms V2
alpilotx replied to alpilotx's topic in Scenery Development
Farms are not being changed (at least I do not have plans to invest time in that now) ... the artwork will be the same as before. The difference will only be (just like with V1) between Europe and North America as a whole. -
The latest little project I am working on is a "plain and simple" update of my X-Plane 10 Tree Lines and Farms scenery to V2. The main improvement will be, that you will see a vastly improved amount of tree lines: based on newer OSM data (the same I used for HD Mesh Scenery v2 ... thus the two are "perfectly" matched), which alone brings - because of its growth - a lot of new vector data where I can derive more tree linesnow many tree lines are also placed along water features (rivers, lakes) - which was a long requested featurerailroads got a few tree lines tooOverall - just by looking at the file sizes - the amount of tree lines is easily tripled! Follow this link for a lot more screen shots: https://picasaweb.google.com/101666907909842492197/PREVIEWXPlane10TreeLinesAndFarmsV2?authuser=0&feat=directlinkEstimated release should be in the coming 2-4 weeks. PS: and some of you will notice, that all the screenshots have a new "atmosphere" look, which is based on the great findings from this thread at AVSIM: http://forum.avsim.net/topic/433908-experimenting-with-art-controls-raleigh-scattering/page-3
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Well, if you don't count in Android (which is completely Linux based too ... and yes, I know - we don't need to discuss that here - not everybody would that count as "Linux" in the classic sense ...), then you might be right. But if you count in Android, then market domination is more or less already here: http://www.arnnet.com.au/article/535360/android_dominate_device_shipments_reach_2_5bn_2014_gartner/ Projected devices 2014: 2.4 billion Projected users in 2014: 1.1 billion