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Everything posted by tonywob
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I'll just add that I'm actively working on trying to reduce the complexity of the scenery, e.g. By reducing the number of unneeded vertex points on a facade or road, and by the on going effort of reducing the triangle count of all our buildings and replacing the R2 ones with our own versions. Once 0.4.0 is out, Simheaven will start to produce sceneries using the SD config file, which has lots of stuff taken out which really wasn't needed and was there simply because the program can do it. Several users have reported better frame rates with this, but loading times still are proving to be a problem. Also, an important thing to remember about the loading times is if you are using World2XPlane scenery and also have Simheaven's OSM2XP Europe scenery, disable the OSM2XP if you're not using it. This way, the scenery will load faster and use less memory, as it won't need to process exclusions for both files which is pointless because they mainly encompass exactly the same areas.
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Yes it does, in fact that's what I'm using now, because loading times are driving me mad. I think most of Simheaven's ZL16 sceneries have the HD Mesh included.
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Of course he is. He is the X-Plane's scenery master, and author of the HD Mesh
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Super shots Guro, thanks for sharing :-). This reminds me of the time I went to Geneva in real life and the fountain was switched off the entire time. Upon departing, it was switched on, and everyone could see in from the plane, lots of swearing and sighing from the passengers . Yes I can confirm, it takes me about 15 minutes to load Germany (with any version). It's simply huge, this is the reason, especially if you are using it with HD Mesh and photoscenery also. This is one of the reasons I've started to downgrade to ZL16 photoscenery, because the loading times for any country are insane.
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You do realise such posts are not allowed here (Without a screenshot )
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That's great. I'd say that I have no idea how it's working, as I haven't yet looked at this. But if it's working, then hey, who am I to complain
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@czoog, care to share with us why you disliked my post
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The config used to generate this is generating absolutely everything, including fences, streetlights, individual trees, fire hydrants etc.. Since most of this information isn't in France, but is in Germany, this is likely the cause. I'll add two config files with the final version, one for HD scenery and one without (i.e. No lights, fences and little objects). This should help with loading times and give people an idea of how to configure things, etc.. Not necessarily. France has far more buildings, this is true, but Germany, where populated, has more smaller details, e.g. Fences, indivudal trees, park benches etc. Germany also has better mapped zones, e.g. Residential and Industrial zones are clearly defined, but in France, this often isn't the case.
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Sorry, forgot to answer your original question The entire application and GUI is coded in Java, and the front end and display are done using Java2D.
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I'm the only one working on World2XPlane and the GUI, blacky is doing the buildings and testing for me ;-)
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The only way to remove them is generate the scenery yourself and remove the rules inside resouces/config.xml for landuse=construction and amenity=parking. It does look pretty odd without photoscenery so they are best being disabled, and also there shouldn't be items on the road, this is a bug.
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There is still lots to do in 0.4.0. The introduction of multithreading in 0.3.1 has caused lots of problems for a few people, so Blacky's testing so far is positive and shows I'm on the right track with the fixes.
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I'm really glad to see people outside of Europe using this to some effect. Although mapping is quite weak down under, some of the cities are quite well populated. I'm hoping the application will encourage people to start mapping their local areas (Which in turn might have a knock on effect and get others mapping to).
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Since I have no idea what that is, I can guess I don't have it Edit: Checked, In fact I do have it on my Mac, I use it for the light tweaks. Never tried it on Windows
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Hi Momix. I also prefer it without the autogen and I rarely use it. I think Simheaven will offer both when the scenery stablises a bit. At the moment, it's a pile of work to update all the scenery with each release. Thanks for the feedback. Well, there is a lack of artwork and regional models for the Netherlands. Someone will need to take up this task. Perhaps some of the 50 or so I created for the UK could be used, but they'd probably look a bit odd. I'm not sure what you mean about 'developing farms'. If you mean farm buildings, then we already have some from the R2 library, but since they are rarely tagged correctly in OSM, it's difficult to place them with any accuracy. Again, it's a question of resources and people helping out, and we are very thin on this at the moment. Re:trucks and fire trucks placed on different spots. Not sure what you mean, if you are talking about the construction vehicles, then these are placed on building sites. Check the area in OSM, and you'll probably find they are building something there and it no longer matches the photo scenery you are using Re:broken roads - Yep some work is still needed on roads. It was added as experimental in 0.3.1, so there are still lots of probs.
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I'd suggest we start versioning the world-models library releases to match the World2XPlane/Scenery version. You are not the first person to have done this, and definitely won't be the last
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Did you install the world-models library (http://simheaven.com/experimental/world-models-master.7z)?. It's saying it is missing in the log file, so maybe the reason
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Here are some shots of the work-in-progress 0.4.0, using 2 new features: - Buildings facing the street. World2XPlane will calculate which side of the building is facing the street and try and place a building so the door lines up with the street. It's not always possible, as there can be multiple streets around a building, but it gives a bit of order to the somewhat random placement seen in 0.3.1. - Taller buildings in cities Blacky is still working on his tall European city buildings, so this will improve over time. But initial results are very promising
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Just to clarify, the following 2 changes will be in 0.4.0 which enable this: 1) Building alignment to roads. World2XPlane will use nearby roads to determine which side of the building is the front and, presuming the "X" axis of the object contains the door, will place it with the door facing the street. Of course, if no suitable object is found, it will either use a rotated object, i.e. Wall to street, or a facade. But if an street-facing object is available, it will use that. The also works well in places like the UK with terraced houses, ensuring all houses face the street and aren't randomally rotated with one house showing a side wall and then next a door. 2) Objects respect height more and know how far they are from a city/town/suburb or village centre. Buildings in city centres without height information will automatically be made taller, and buildings in villages will be smaller, e.g. 1-2 stories. This is not exactly like in real-life, but it villages now look more like villages, and cities, cities.
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The object is a complete object as it's easier to place and match the footprint, however I still have the original blender files which have each part as a seperate object, i.e. the pumps, canopy and shop. Also, the object could be imported into blender easily enough and the relevant parts extracted out as separate obj files.
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Not without hand placing the object yourself. It could be added into autogen though, if someone is up to the challenge
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This is how the petrol stations look in sim. We need more real objects, commercial buildings, shops, so get photographing :-)
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Basically following the below rules: Taken in even light, i.e. not in direct sunlight, to eliminate shadows or discoloration.Face on for 2 or more walls of the building (or sections of the walls). Angled shots are difficult to correct and usePreferably free of obstructions such as people or parked cars, but this isn't always possible, so these are normally edited out
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A couple of petrol stations I've just created which are commonly see across Europe. For added realism :-) If anyone can take me some pictures of local supermarkets, e.g. Edeka, Lidl, Carrefour, Tesco, etc.. then please let me know.
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Well, I've experimented a lot with replacing objects with facades and vice versa. Objects win everytime. Facades are great, as long as you know what you're wrapping, the size of the roof, etc.. So far, both OSM2XP and W2XP have been using facades incorrectly. e.g. You can't create a sloped roof if the roof/building ratio is too big for the roof to meet at the top. Getting facades to look correct is possible, but would require lots of special types of facades being created. Much more is possible with the v10 standard, but nobody AFAIK can understand it. Also, it seems that the higher the facade the bigger the hit on the framerate. In 0.4.0, all facades, forests are simplified, unnecessary points removed, short-edges removed. But, it has little impact on performance. Disabling them doubles my frame-rate, even in villages which have few facades.