July 3, 20214 yr I have updated FSEarthTiles from the current version 1.03B to 1.1. It now supports automatic water masks creation as well as autogen creation utilizing Scenproc. Users of FSET may know that FSET is also able to create night and season masks automatically. This builds upon HB-100’s original FSET. It couldn’t have been possible without his original work. Also, much thanks to all my beta testers. Here is where to get it: https://github.com/stackTom/FSEarthTiles Alfredo Terrero
July 6, 20214 yr Thank you very good job! Except one thing, in scenproc config the UPPERCASE - lowercase letters are very important! FSXP3D config with errors: # Credit to Harry Otter for the default ScenProc script! IMPORTOGR|@0@|*|building;landuse;natural;leisure|NOREPROJ # SplitGrid|AGN|*|building="*" # SETAGNBUILDINGHEIGHT|*|1.0;0.5;0.0;0.0 #creation de la vegetation CreateAGNPolyVeg|FTYPE="POLYGON" And landuse="forest"|{0053b63d-b2c0-4bd9-9853-d9d21c9ad1fa} CreateAGNPolyVeg|FTYPE="POLYGON" And natural="scrub"|{2fde0277-1697-4dab-b481-c3985c80596f} CREATEAGNPOLYVEG|FTYPE="POLYGON" And landuse="orchard"|{56a4998d-c1e5-416c-a37b-c35ce16504b6} CREATEAGNPOLYVEG|FTYPE="POLYGON" And landuse="conservation"|{bc6396b0-6e51-4a4f-ab4f-5386c84609a6} CREATEAGNPOLYVEG|FTYPE="POLYGON" And natural="wood"|{dcf543b7-c0d5-4fd4-b970-83965c2911c9} CREATEAGNPOLYVEG|FTYPE="POLYGON" And leisure="nature_reserve"|{82f0282d-f82d-484c-a640-aac21a69be03} CREATEAGNPOLYVEG|FTYPE="POLYGON" And leisure="garden"|{2368c260-177d-4af7-94d4-da882778108f} CREATEAGNPOLYVEG|FTYPE="POLYGON" And natural="tree"|{7dc6ef4e-92a5-4d0d-b94b-212dd1fa936d} CREATEAGNPOLYVEG|FTYPE="POLYGON" And natural="tree_row"|{a4a30975-075c-49ec-87fb-7e0931cb5004} CREATEAGNPOLYVEG|FTYPE="POLYGON" And natural="wetland"|{89ed8548-e54f-40ef-9837-7653885d409c} CREATEAGNPOLYVEG|FTYPE="POLYGON" And leisure="park"|{e04669c0-9f7b-42e8-a2c7-eee870c59d8e} CREATEAGNPOLYVEG|FTYPE="POLYGON" And leisure="golf"|{2fbf9f8d-6ba2-4cc1-8d8e-af218f65d0e8} # Add attribute to indicate the type of building # 1 = ALMOST RECTANGLE (BASED ON AREA RATIO) # 3 = REGULAR SHAPED (MANY PARALLEL EDGES) # 4 = CONVEX POLYGONS # 5 = CONCAVE POLYGONS AddAttribute|FTYPE="POLYGON" And building="*"|Integer;BUILDTYPE|5 AddAttribute|FTYPE="POLYGON" And building="*" And BUILDTYPE=5 And FAREARAT>0.80|Integer;BUILDTYPE|1 AddAttribute|FTYPE="POLYGON" And building="*" And BUILDTYPE=5 And FNUMVERT<10 And FNUMPERPANG>3 And FNUMNOTPAR<2|Integer;BUILDTYPE|3 AddAttribute|FTYPE="POLYGON" And building="*" And BUILDTYPE=5 And FCONVEX=1|Integer;BUILDTYPE|4 # Classify industrial/commercial buildings AddAttributeIfInside|FTYPE="POLYGON" And building="*"|LUCODE=16|String;BUILDCAT|INDUSTRIAL AddAttributeIfInside|FTYPE="POLYGON" And building="*"|LUCODE=15|String;BUILDCAT|COMMERCIAL # Add attribute for roof type AddAttribute|FTYPE="POLYGON" And building="*" And FWIDTH>5|String;ROOFTYPE|PEAKED_ALL AddAttribute|FTYPE="POLYGON" And building="*" And FWIDTH>5 And FLENGTH<12|String;ROOFTYPE|PEAKED_SIMPLE AddAttribute|FTYPE="POLYGON" And building="*" And FWIDTH>20|String;ROOFTYPE|PEAKED_LOW_PITCH AddAttribute|BUILDCAT="INDUSTRIAL"|String;ROOFTYPE|PEAKED_LOW_PITCH AddAttribute|BUILDCAT="COMMERCIAL"|String;ROOFTYPE|PEAKED_LOW_PITCH # Remove complex buildings ReplacePolygonByBuildingRectangles|BUILDTYPE=3|0.8;4;4|0.25;2.0;0.5|Integer;BUILDTYPE|2 # Create buildings autogen CreateAGNGenBuild|BUILDTYPE<3 And ROOFTYPE="PEAKED_ALL"|{c05c5106-d562-4c23-89b8-a4be7495b57c}|MAXRATIO=2 CreateAGNGenBuild|BUILDTYPE<3 And ROOFTYPE="PEAKED_SIMPLE"|{d4ee02a2-ed47-4f10-b98c-502516983383} CreateAGNGenBuild|BUILDTYPE<3 And ROOFTYPE="PEAKED_LOW_PITCH"|{a9b0e686-0758-4294-a760-9bb4fd341621} # CreateAGNGenBuild|building="*" And FWIDTH<20|{5ae04eb6-934c-4f63-bb48-5e7dee601212}|MAXRATIO=2 CreateAGNGenBuild|building="*" And FWIDTH>20|{6089A0BD-CED1-4c47-9A9E-64CDD0E16983} # EXPORTAGN|FSX|@1@ FSXP3D config without errors: # Credit to Harry Otter for the default ScenProc script! ImportOGR|C:\FSTOOLS\SCENPROC\FSXP3D.osm|*|building;landuse;natural;leisure|NOREPROJ # SplitGrid|AGN|*|building="*" # SetAGNBuildingHeight|*|1.0;0.5;0.0;0.0 #creation de la vegetation CreateAGNPolyVeg|FTYPE="POLYGON" And landuse="forest"|{0053b63d-b2c0-4bd9-9853-d9d21c9ad1fa} CreateAGNPolyVeg|FTYPE="POLYGON" And natural="scrub"|{2fde0277-1697-4dab-b481-c3985c80596f} CreateAGNPolyVeg|FTYPE="POLYGON" And landuse="orchard"|{56a4998d-c1e5-416c-a37b-c35ce16504b6} CreateAGNPolyVeg|FTYPE="POLYGON" And landuse="conservation"|{bc6396b0-6e51-4a4f-ab4f-5386c84609a6} CreateAGNPolyVeg|FTYPE="POLYGON" And natural="wood"|{dcf543b7-c0d5-4fd4-b970-83965c2911c9} CreateAGNPolyVeg|FTYPE="POLYGON" And leisure="nature_reserve"|{82f0282d-f82d-484c-a640-aac21a69be03} CreateAGNPolyVeg|FTYPE="POLYGON" And leisure="garden"|{2368c260-177d-4af7-94d4-da882778108f} CreateAGNPolyVeg|FTYPE="POLYGON" And natural="tree"|{7dc6ef4e-92a5-4d0d-b94b-212dd1fa936d} CreateAGNPolyVeg|FTYPE="POLYGON" And natural="tree_row"|{a4a30975-075c-49ec-87fb-7e0931cb5004} CreateAGNPolyVeg|FTYPE="POLYGON" And natural="wetland"|{89ed8548-e54f-40ef-9837-7653885d409c} CreateAGNPolyVeg|FTYPE="POLYGON" And leisure="park"|{e04669c0-9f7b-42e8-a2c7-eee870c59d8e} CreateAGNPolyVeg|FTYPE="POLYGON" And leisure="golf"|{2fbf9f8d-6ba2-4cc1-8d8e-af218f65d0e8} # Add attribute to indicate the type of building # 1 = ALMOST RECTANGLE (BASED ON AREA RATIO) # 3 = REGULAR SHAPED (MANY PARALLEL EDGES) # 4 = CONVEX POLYGONS # 5 = CONCAVE POLYGONS AddAttribute|FTYPE="POLYGON" And building="*"|Integer;BUILDTYPE|5 AddAttribute|FTYPE="POLYGON" And building="*" And BUILDTYPE=5 And FAREARAT>0.80|Integer;BUILDTYPE|1 AddAttribute|FTYPE="POLYGON" And building="*" And BUILDTYPE=5 And FNUMVERT<10 And FNUMPERPANG>3 And FNUMNOTPAR<2|Integer;BUILDTYPE|3 AddAttribute|FTYPE="POLYGON" And building="*" And BUILDTYPE=5 And FCONVEX=1|Integer;BUILDTYPE|4 # Classify industrial/commercial buildings AddAttributeIfInside|FTYPE="POLYGON" And building="*"|LUCODE=16|String;BUILDCAT|INDUSTRIAL AddAttributeIfInside|FTYPE="POLYGON" And building="*"|LUCODE=15|String;BUILDCAT|COMMERCIAL # Add attribute for roof type AddAttribute|FTYPE="POLYGON" And building="*" And FWIDTH>5|String;ROOFTYPE|PEAKED_ALL AddAttribute|FTYPE="POLYGON" And building="*" And FWIDTH>5 And FLENGTH<12|String;ROOFTYPE|PEAKED_SIMPLE AddAttribute|FTYPE="POLYGON" And building="*" And FWIDTH>20|String;ROOFTYPE|PEAKED_LOW_PITCH AddAttribute|BUILDCAT="INDUSTRIAL"|String;ROOFTYPE|PEAKED_LOW_PITCH AddAttribute|BUILDCAT="COMMERCIAL"|String;ROOFTYPE|PEAKED_LOW_PITCH # Remove complex buildings ReplacePolygonByBuildingRectangles|BUILDTYPE=3|0.8;4;4|0.25;2.0;0.5|Integer;BUILDTYPE|2 # Create buildings autogen CreateAGNGenBuild|BUILDTYPE<3 And ROOFTYPE="PEAKED_ALL"|{c05c5106-d562-4c23-89b8-a4be7495b57c}|MAXRATIO=2 CreateAGNGenBuild|BUILDTYPE<3 And ROOFTYPE="PEAKED_SIMPLE"|{d4ee02a2-ed47-4f10-b98c-502516983383} CreateAGNGenBuild|BUILDTYPE<3 And ROOFTYPE="PEAKED_LOW_PITCH"|{a9b0e686-0758-4294-a760-9bb4fd341621} # CreateAGNGenBuild|building="*" And FWIDTH<20|{5ae04eb6-934c-4f63-bb48-5e7dee601212}|MAXRATIO=2 CreateAGNGenBuild|building="*" And FWIDTH>20|{6089A0BD-CED1-4c47-9A9E-64CDD0E16983} # ExportAGN|FSX|texture Now is working well! Edited July 6, 20214 yr by PanosG Panos Georgotas
July 6, 20214 yr Nice Job! I have seen that there is a way to enable automatic blend borders. But when I changed to "yes" in the FSEarthTiles.ini doesnt happen after scenery compile just water mask. BlendBorders = Yes # yes = auto blend Borders (Blend-Transition) of an (Multi-)Area I need to do anything else?
July 6, 20214 yr BlendBorders= No # yes = auto blend Borders (Blend-Transition) of an (Multi-)Area Panos Georgotas
August 19, 20214 yr Author Hello, blend borders doesn't work currently. It is a side effect of the new water masking. I might or might not add it in the future. The code is on github, so maybe someone else adds it as well. Alfredo Terrero
August 19, 20214 yr Author I have updated FSET to version 1.2. It supports multithreaded downloading (up from the default of 4) as well as multithreading resample.exe (up from the default of 1), as well as fixes some bugs. The result is much faster scenery creation. Check it out: https://github.com/stackTom/FSEarthTiles/releases/tag/v1.2 Alfredo Terrero
August 30, 20214 yr Author On 7/6/2021 at 12:45 PM, martinlt290 said: Nice Job! I have seen that there is a way to enable automatic blend borders. But when I changed to "yes" in the FSEarthTiles.ini doesnt happen after scenery compile just water mask. BlendBorders = Yes # yes = auto blend Borders (Blend-Transition) of an (Multi-)Area I need to do anything else? Blend borders now works in the latest release, v1.2.1: https://github.com/stackTom/FSEarthTiles/releases/tag/v1.2.1 Alfredo Terrero
September 1, 20214 yr Hello The Resample is not working in Version 1.2. I have the newest Prepar3d Resample.exe from the SDK. What can i do, any Idee? Kind Regards Ramon
October 10, 20214 yr Author On 9/1/2021 at 1:31 AM, Metall4You said: Hello The Resample is not working in Version 1.2. I have the newest Prepar3d Resample.exe from the SDK. What can i do, any Idee? Kind Regards Ramon It is working for me. Any error messages? I recommend downloading the latest release, v1.3. Alfredo Terrero
October 10, 20214 yr Author I've updated the program to v1.3. Here are the changes: Added support for .lay provider files from Ortho4XP Added masks width parameter to enable using Ortho imagery near the shoreline for more realistic coasts Added ability to control number of image processing threads that run at a time (before, it defaulted to 4) Fixed miscellaneous bugs (such as www button not working like it used to in FSET 1.03B) Alfredo Terrero
October 18, 20214 yr Author V 1.3.1 is out. Improvements are: “ This releases adds a new parameter to FSEarthTiles.ini called SkipAllWaterTiles, which, when set to "Yes", will not create BGLs for tiles which contain solely water. Also, this releases fixes a crash that could occur when downloading very large files from OSM for scenProc autogen creation. ” Edited October 18, 20214 yr by kjjj11223344 Alfredo Terrero
January 12, 20224 yr Hello, I'm a rookie ortho4xp P3d user really impressive program 🙂 I have one question. I completed all procedure for the creation of Tiles, but when I put on my P3d, the shoreline of orthophoto blends with the default shoreline, and I see the two sceneries, default and orthophoto. Anyway to fix that or hide the default scenery? Thank's. Edited January 12, 20224 yr by Raul79
May 26, 20233 yr Author On 1/12/2022 at 8:46 AM, Raul79 said: Hello, I'm a rookie ortho4xp P3d user really impressive program 🙂 I have one question. I completed all procedure for the creation of Tiles, but when I put on my P3d, the shoreline of orthophoto blends with the default shoreline, and I see the two sceneries, default and orthophoto. Anyway to fix that or hide the default scenery? Thank's. Can you send me an example of where this happens? Alfredo Terrero
May 26, 20233 yr Author FYI: the latest FSET version is 2.0.3. I’ve written a custom water masking implementation that doesn’t rely on createMesh.exe (which is essentially ortho4xp’s water masker under the hood). The result is significantly faster water masking with less time outs from the OSM servers. Download here: https://github.com/stackTom/FSEarthTiles/releases Alfredo Terrero
Archived
This topic is now archived and is closed to further replies.