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Generate vegetation automatically with AgenT

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211
Country
france
Hi,

It can help people who want generat quickly vegetation on many Tiles...

I give you a link(translated from french) where i explain how to use AgenT automatically with a little Macro created with Super Macro...

It's here

To use the result into FSX use AGN Merge Tools to convert the AGN files into FSX Format for example :D
 
May I ask what is the resolution of the images that AgenT and those macros can work with?

The reason I asked is because I use my own automated method via scripts and AutoTrees beta. However, AutoTrees can only work with 1024px square tiles at a resolution of 4.8m/px.

Can your method use tiles with higher resolutions and bigger dimensions than mine?
 
Good question... but sorry I don't know the answer :confused:

the only limit is the AgenT limit because my "Macro" pilot just the soft with Keyboard & mouse clic emulation. I use image coming from FS Earth Tile 1.0 with FS2004 out files and I don't know resolution details of it.

Personnaly, I prefer AgenT to Autotree, because for me I find that the Tree detection is more accurate and there is no number of poly limit and it's more easy to setup & have a result... the only one defaut was that AgenT haven't "batch" option like Autotree... it's the reason why I do this Macro for AgenT. ;)
 
Thank you for your attempt at answering.
I will have to look into your method myself. It looks promising, especially the fact that there is no poly limit and possibly better tree detection.

But most likely if one is working with FS2004 style tiles then they are 1024px wide and also 4.8m/px. When I look later I will confirm this.

If only there was a way to work with large bitmaps that come from SBuilderX, for example.
 
I find the accuracy detection of AgenT very high even on low resolution image... but may be I miss something, why do you need a high resolution support ?
 
For example: around the airport area where there may be smaller individual shrubs and trees, scattered around the airport vicinity.
Although this can be done by hand for small areas, an automatic approach would be less work for me, while producing convincing airport vegetation.
These smaller, scattered trees blend into the background at 4.8m/px.
Hence only groups of trees or very large trees are detected.
 
Ok, I understand better now :) it's a very-high accuracy need, I hope AgenT can help you to that ;)
 
Hi,

FS2004 photo scenery is always limited to 4.8 meter resolution (which is a 256x256 texture for each terrain LOD). But of course for detecting vegetation it would be better to run that at higher resolution imagery, since that would give better results.
 
may be a good news for you Mousy, I try with 1024*1024 & 2048*2048 & 4096*4096 .bmp file and AgenT work with and the Forest Detection work too... :)
 
Right Arno, of course, 256x256. Not 1024. My error.

Vogel! Great news! If it works with 4096px squares that is awesome!
Will definitely dive into this fully later!

Oh I can just picture my airport vegetation now! Too bad I had already completed it. Might just do it again now!
 
How I Do to get high resolution Texture for AgenT:

traduct with google translate:

Hello,

I do not know if this can be useful for some of you that use AgenT, but I found that it can work with high-resolution Tile (I tested up to 4096x4906 pixels) which may (or not) have an interest in more accurate detection of forests.

The question that arises is how to provide agent slabs of this accuracy, knowing that it seems to only accept the images. Bmp format named as "xxxxxxxxxSu.bmp" (xxxxxxxxxx is the number of tile format FS9 / X).

There may be an easier way but for me this is how I do it:
1 / With FS Earth Tile 1.3 : Generate tiles corresponding to the desired area, here are my options:
- Download Resolution: 1 (for the 1024x1024) or 0 (for the 2048 x 2048) or -1 (for the 4096x4096)
- Scen Compiler: FSX
- Area Snap: LOD13
- Creat Masks: No (or Yes)
- Comp Scenery: No (or Yes)
- Use Cache: Yes

- Auto Ref. Mode: 4

Then have a look in the folder configured as "Working Folder" (see the top of the window FSearthTile), you must obtain files. Named bmp style "Area_Lp0_SnapLOD13_N045361529_N045353574_E003311500_E003320773.bmp" and files. Inf. I have not been able to get version 1.3 to something other than ca: (

2 / With mill prepared for the occasion (available soon. downloading if anybody is interested), I rename automaticaly those files in the format "xxxxxxxxxSu.bmp."

3 / I open this with Agent (Knowing that the higher the resolution the more high loading slabs is long course).

4 / Optional : I copy my brand new record. Bmp in directory "tga" AGN Merge Tool that the next version may be used as background cutout wink

from here
 
Vogel, at first glance, that is genius.
That is exactly what I have been doing via scripts, except for the very low resolution. (The renaming files part looks very interesting as well).

Of course the resulting slowdown due to the higher resolution would be balanced by the fact that I would only use it on smaller areas like airports, instead of entire countries.

If I had the time I would be very much interested in a project to produce a freeware tool that could do all of this automatically, utilizing FS Earth Tiles and AgenT, with an easy to follow GUI.
This would be an extremely useful tool for new (and old) developers.

I will be looking into this fully this weekend for sure. Thanks again Vogel.
 
here is the tool to rename the Bmp file (need the .inf file too)-> BMP2LODName

capt_AGN2LODName.jpg
 
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