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Everything posted by tonywob
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Thanks Tom. That building is actually a facade, so it should match exactly the shape and layout of the building in OSM. So it will need to be fixed in OSM. Also, remember I don't have the HD Mesh installed, so the coastline is not accurate,which is why it appears to go into the water. Please do check though, as if it's actually rotated wrongly, then it's an incredibly strange bug and at first glance, wouldn't make much sense. Also, just another point. The buildings we use from the R2 library aren't aligned to the (0,0,0) axis, some aren't even rotated at 0 degrees. So it's really difficult to place such buildings accurately. All the buildings in our own library are aligned to (0,0,0) and have no local rotation. I'm in the process of slowly replacing the R2 library buildings with our own more varied equivelants, and so far, the replaced buildings are much nicer aligned. The worse objects of all are the R2 industrial buildings, basically the bigger the building, the more likely it is to collide with the road or another building. This is an issue which will be fixed slowly over time as we slowly remove our dependency on external libraries. I could take the origin point into consideration when rotating, but this makes it inheritently difficult to use, and would require someone to measure each building, and choose an offset. Also, getting rid of external libraries is a good thing (as you well know ) I don't like photoscenery by itself, and I hate it in Poland (it's very discoloured, and has striped bands, etc). But in the likes of Switzerland, Germany, and when used in combination with W2XP or OSM2XP, the accuracy and feel of reality can't be beaten IMO.
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In that case, why don't you just use photoscenery with no objects or trees at all. Win all around, you'll get 100fps, and it will look fine above about 3000 feet
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FYI, the forest that is there in OSM2XP and not in W2XP is a leisure=park tag. The default rules are different in this regard. W2XP will only surround the park with trees and not fill it, OSM2XP just fills it with trees. There is a good reason for this, and that's because in most cities, parks are correctly mapped, with the area having trees being tagged as such. So in this regards, W2XP is more accurate (Of course you can change it). Again, I'll ask again, please tell me which building/buildings are not there in real life or OSM2XP but are there in W2XP. If this is the case, then it's a weird bug and needs fixing. But before reporting such things, you should check first.
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Did you generate Brussels yourself or download it?. If you're using the ones from Simheaven, then he enables smart exclusions, which lets the buildings below come through when there are no objects in the scenery (So you're seeing default objects). W2XP does not add buildings randomally, it only adds buildings which are there in OSM. I'd love to be proved wrong, so please show me which building, and the area in OSM.
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OK, so downloaded Oslo (just the city), and generated it in both OSM2XP and W2XP, switched sceneries without reloading X-Plane, and also I don't use HD-Mesh, or even photoscenery, and I'm using the stock Bell 206: OSM2XP Default Settings - 17.95fps W2XP Default Settings - 15.83fps OSM2XP Default Settings - 15.70fps W2XP Default Settings - 12.39fps Point being, a) my laptop is rubbish ;-), and secondly, considering W2XP is also generating roads, using real objects, placing trees, generating multipolygons, a 2fps difference is to be expected and good, and nowhere near your "100fps - to 30fps" that you reported.
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Tom, you've overlooked two things: 1) My laptop is a 4 year old Macbook Pro, and never meant for playing games, and even I can get over 50fps when I go to external view and look at empty scenery. 2) You don't have any photoscenery, any sort of scenery (except trees), and no facades, or objects to render. Like Blacky75 said, try again in a city or populated town using photo-scenery, HD Mesh, i.e. Recommend Berlin or Nuremberg, and then come back and tell me you can get 100fps ;-) Also, post your computer specs, I'm interested in what you have
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@Angelo I use the following -XX:+AggressiveHeap-XX:+UseParallelGC-XX:+UseAdaptiveSizePolicy ---> This will assign as much RAM as possible You should also use -d64 --> To use a 64-bit JVM and more than 4GB of RAM To assign memory instead, you should use -Xmx**g to choose how much RAM to give it. A full list of all JVM command-line options are here http://www.oracle.com/technetwork/java/javase/tech/vmoptions-jsp-140102.html
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You also need the hardware to support this, i.e. Fast disks (SSD or temporary memory disk). If you create yourself a memory disk (using some free apps) and place the OSM.PBF file in there and make sure it has some space to generate), it's much quicker to generate. I don't think there will be a big improvement with standard hard disks because of disk I/O. Also, as Daikan said, this does way way more than 0.2.0, so it will take longer
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I will try and get some on the blog later, however if anyone fancies taking some screenshots, then please do, and I'll post them on the screenshots section on the blog.
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Thanks Soufiane, glad you like them .
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World2XPlane v0.3.1 is now available for download from http://www.world2xplane.com Highlights in this release are road generation, more buildings, clipping, and multithreaded generation. More information can be found on the blog. The software is of course still in beta, and still lacks a friendly GUI. Simheaven is in the process of upgrading the current beta 0.2 scenery to 0.3, for people who prefer to use ready-made scenery
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Hi Caruso Thank you very much for the feedback. Yep, agreed. I'll remove these completely, as far too many are appearing, and I hadn't realised just how many faces each one has (To be fair, the author did warn me they are just conversions from Google Warehouse ). I will also add LODs to the fences, tractors and stuff so they don't eat up unnecessary FPS I'm really not sure what this could be. I also have a Mac which is much lower specced that yours, and I get higher than that. In fact with beta 3 I get higher FPS in Berlin city centre than I did in Beta 2. Maybe removing all the Burger Kings and Pizza Huts will help Do you use texture compression? I had the same until I enabled this. Unless you have the video ram to support this, I suggest you enable it. Performance is always going to be an issue, and there was talk of adding a HD version and an SD version of the sceneries. i.e. One for heli pilots who fly low and slow, and the other for people who fly above 2/3000 feet. However, remember, you can also always just generate Switzerland yourself when 0.3.1 is out, and disable the things you don't want to suit your computer better. Also, if anyone can or knows of anyone who can help optimise our models then please let me know. Most of the models have been done in Sketchup which is very inefficient, and if anyone has Blender knowledge or knows how to simplify the houses then please let us know. I don't have much experience with 3D models, nor do I have the time to go through each model and reduce the triangle count, so any help here would be greatly appreciated. The post (in German) offered some interesting feedback, and gives us something to work on.
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I was hoping to get v0.3.0 released this weekend, however some more issues have cropped up with roads which will delay the release slightly. However, whilst being testing by some users, I've also added some new "safe" options which can enrich the scenery: Object Height Rewrite. If you have an object, such as a flag or antenna, and it's not in a library. World2XPlane can be told to rewrite the object and change it's elevation. This is used to place flags on top of buildings or antennas. I'm sure some people can get creative with this, and also in future versions, I can also add an option to resize the object. N.B. The flags will also animate and match the wind if you have the sandybarbour flag plugin installed. Polygon Buffering. This option allows you to enlarge or shrink an OSM polygon, or turn a line into a polygon, and then use the buffered polygon for rules. I've already create a few examples, such as placing small trees around a pond and along a stream. Multithreaded Generation. The application can now be told to generate several tiles at the same time. You can see big improvements in the generation speed, especially when used with an SSD or RAM Disk. This option hasn't been fully tested yet, so will be disabled in the release, but you can enable it if you wish to try it out.
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Of course there's a choice. Just remove the rule from the config file I haven't seen much of a performane hit at all using the lights, and I don't have a very powerful computer. You can easily change the density of the lights, and also control where they are placed. Also, just to add, it uses X-Plane's default lights, and not the ones from OpenSceneryX
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Not quite no. Firstly, the factory you see isn't a facade, but an object. The program has a list of possible objects it can place, and we have hundreds of residential objects, but very few industrial. So in this particular case, it's found a matching industrial object from the OpenSceneryX library which fits the blueprint in OSM and placed it. However, since we have very few industrial objects, it can't randomise them and use different ones, because we simply don't have them. The problem is far less apparent with houses as we have more variety, but will still happen. The problem will likely be resolved if/once someone takes up the task of creating more industrial buildings. Facades are in fact randomised, but our goal is use real objects when possible as they look better. One could easily randomise the industrial rule, so it places some buildings, some facades to give more variety. Also, you do realise you can switch off objects if you don't want them? and basically just get an improved OSM2XP which does multipolygons. Please, spend the time reading the manual, I'm hoping it isn't that complicated. I'm not being defensive, and I'm not one to get upset or defensive from criticism, but the language you used was strong and demeaning to the program and our project. You said "The program is useless", without understanding how it works, reading the documentation, etc. I understand your frustration with not being able to get files from the .org, and, as I said, I get an IP ban just because I'm in Poland. But your remark came across as strong, and comes from a lack of understanding of the application and how it works. As you've said "We can agree to disagree" ;-) Nobody is excluding you from the community. But let me explain why I said this. On my computer I never/rarely get above 20-25fps, and it doesn't stop me simming, developing and enjoying the flight simulator. What I wanted to say is that you can't expect good performance with thousands of buildings, trees and complicated scenery, and if this bothers you, then I'm afraid this type of scenery is not for you. No accessible computer that I know of today can show the centre of Berlin with a framerate above 30+, so if this is important to you, then again, this scenery isn't for you. The only time I have ever got above 50fps is over the Pacific Ocean. This problem is well known. Highly detailed scenery with trees, fences, fire hydrants, etc.. is great for helicopter pilots, but not so much for someone who does VFR at 2-3000 feet. So, you are free to start switching stuff off to improve performance. There is also talk at Simheaven of providing two sceneries (high-end and low-end). So that's great. I found the data in Norway quite poor in comparison to say Germany or France. But, it would be a nice area to have well populated, it's just a pity there isn't a big OSM community there. I would be happy for you to help, contribute buildings and I'm happy you are fixing the data in OSM.
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Not sure how to take this. If the scenery is that bad then I'm not sure either World2XPlane, or OSM2XP can help you out here. Yep thank you. This is a known issue with the facade set that was distrubuted with 0.2.0. It has now been fixed and will be in v0.3.0. Well Blacky replied pretty much like I would. The whole idea of the project, all the posts here and all the tutorials on my website is for people to join in and help out, so we have more models and repetition becomes less common. We would like your help, since nobody has yet taken any interest in doing Norway. Plus Norway is quite weak in terms of OSM data, so you'll have your work cut out. Same as before v0.2.0 doesn't do any roads, so your just seeing the very outdated default roads I guess. Again, nobody is going to fix this for you. Sorry to sound sarcastic here, but words really fail me. I don't even think (IMO) that the human eye can see any difference above ~40fps. But if you are expecting 100fps, and this is a problem for you, not only is World2XPlane not for you, I don't even think X-Plane or in fact flight simulation in general is for you. Maybe in 6-7 years somebody will create a computer and graphics card that can achieve that in OSM populated cities. You seriously need to lower your expectations. Remember, that this isn't and will never be a ready-made project for non technical people just to run and to expect to magically work and transform their country. If you want results, you need to help out. As I've already pointed out, if the scenery in Norway disappoints you, you either need to help out or find something else, because nobody will do it for you. Just to come back to your earlier point about libraries. Almost every application in some shape or form requires libraries. In fact, OSM2XP uses OpenSceneryX (Which one must download seperately). Just because you personally have a ban from the .org doesn't make the program useless because you can't download a library. As already pointed out, you can disable the library, and I've even added in a way of 0.3.0 to easily disable stuff. At some point such libraries won't be needed anymore as our own library grows, but until such a point, it will remain in the default. I've checked, and we use only 8 buildings from the FF library, and the objects are only used in Germany. I'd like to repeat here in a few short points what the project is about: World2XPlane is simply a program that can be used by developers to create scenery from OSM data. It's highly configurable and the default configuration is not hardcoded, but it works for most people. If you don't like the way it generates something, then the program has been designed from day 1 for you to change it. This is a collaborative project. As pointed out very early on, no single person can possibly create models for every country and fix OSM errors. If you see such problems in the scenery, they will likely not be fixed unless you do it yourself. As well as tutorials on the website, there are plenty of people here who will help you out and point you in right direction. Initially in the early stages, this project is for developers only, or people who will take the effort to troubleshoot their own issues, read the manual and tutorials. Most of our users in fact aren't developers, but understand how the program works and have been instrumental in helping out, reporting problems and helping the project grow. If the problem is a genuine bug in the program, then of course I'll fix it, but you need to check if it's a problem in OSM or something you can't fix yourself first. Simheaven, etc. provide sceneries for people who don't want to generate their own scenery. Even then, we've had great feedback from users just using scenery, and even users fixing problems they find in the OSM data (That's what I mean by collaboration)
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Yep, we can just add them into the new or existing rules. Fences are just a special type of facade which is unclosed, so the only thing you need in your rule is the <closed>false</closed> option, so W2XP knows it's ok to use it. Blacky will work on some more textures for the walls, but they look quite good in X-Plane. I noticed lots of houses in Brandenburg have fences around them which look very good, but maybe a little over-the-top. Additionally, I've randomised the rules slightly for fields. So some fields now have wire fence around it instead of trees, so it looks a bit more realistic. I also match this random rule up with cattle, so fields with cattle in also have fences around them
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Problem solved, v0.3.0 will allow you switch off entire libraries, if for whatever reason you don't want them or can't download them.
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Remember it uses virtual paths from the library.txt file provided with the FF library "Most of the FF library begins with lib/". So, you'd need to look at each line and know where it is. The easiest way to exclude it is to see the xplane log file and remove any paths it is complaining are missing. I'll add an option into next version so the entries can be grouped and disabled as needed, as I'm sure you're not the first person who is banned from the .org (I get an IP block for a few hours everytime I access it through google.pl, for some unknown reason)
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Open up resources/residential.csv, and remove all houses which use the FF Library (You can tell by the file path). Or you can see the paths in your error log for X-Plane. I'll add an option into the CSV file for future versions to include the library name, so you can simply just disable an entire library. Also, read the included manual, it describes how it works and how to configure the app. The default configuration and Simheaven's W2XP scenery uses objects from the FF Library, as it looks good in Germany, and until a time we have our own objects to replace them, it will remain that way. The application is highly configurable, and as a developer, you should appreciate having almost complete control over what is generated and how.
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How is the program useless without the library? Just don't use the library when you generate scenery, and problem solved
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I'll send a PM to the FFLibrary author and see if he'll let us host it at Simheaven
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Tom you also need the R2 library, OpenSceneryX and the FF library installed, see here. http://world2xplane.com/scenery/
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^^ Yep, looks like you haven't installed the model library which provides the buildings.
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Good work blacky, looking forward to seeing these in X-Plane :-)