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P3D v5 How to Automate Landable Bridges Over Pre-Flattened Water Channels in ScenProc v3.2?

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Hi, Everyone, I have been working on new roads in P3Dv5 and got rid of the landbridges. Now I have flat roads over water. Essentially, I have already successfully managed to flatten the roads over the water channels using a combination of ScenProc and SBuilder compiling, which completely destroyed the ugly default mudwalls. My final goal now is to automate the generation of over-water landable bridges with physical collision decks over these flat water gaps without having to manually trace thousands of lines. How can I do that? Here is a photo of what I achieved currently:

1786942544696.png


here is my baseline code, that is throwing errors in scenproc:

# 1. Import your massive global road network shapefile
ImportOGR|C:\Scenery\gis_osm_roads_free_1.shp|*|*|NOREPROJ

# 2. Import your precise local watermask polygon shapefile
ImportOGR|C:\Scenery\gis_osm_water_a_free_1.shp|*|*|NOREPROJ

# =====================================================================
# NEED HELP HERE:
# What is the correct v3.2 spatial command to isolate roads crossing water?
# Currently getting "Failed to find processing step" for standard relation steps.
# =====================================================================
[Spatial Step Name Here]|FTYPE="LINE"|FTYPE="POLYGON"|IsABridge="True"

# 3. Create the 3D bridges utilizing the requested v3.2 compiler layout
CreateXMLBridge|IsABridge="True"|*|20.0|*|1.0|0.0|{ad6a7f62-c374-4c56-9e97-2f606671a5d1}|{7ed5603a-d17a-4246-bc3d-baadea6909fa}|{a0f564da-00f2-46ee-acf6-73febbc36608}

# 4. Compiling via FSX format to bypass P3Dv5 memory limits and XML crashes
ExportBGL|FSX|NYC_Drivable_Bridges|C:\Scenery\Output

P.S. One additional question: For iconic suspension spans like the Verrazzano-Narrows, Brooklyn, and Manhattan bridges, the deck elevation needs to be much higher (40m to 70m) compared to standard 15m overpasses to clear shipping channels and match the visual models.

What is the cleanest way in scenProc to handle these height overrides? Should I use a bounding box polygon to filter and assign a higher altitude attribute to those specific locations before calling CreateXMLBridge?
 
Last edited:
Hi,

Are the roads you are showing the default scenery or did you make them?

If using OSM data you can use the attrivute that indicates if the road segment is a bridge to make a XML bridge. So make a terrain vector when not a bridge and else a XML bridge.

If the roads you show here are default you probably have to exclude the default roads first and create both the vector roads and bridges from your data.
 
Hi,

Are the roads you are showing the default scenery or did you make them?

If using OSM data you can use the attrivute that indicates if the road segment is a bridge to make a XML bridge. So make a terrain vector when not a bridge and else a XML bridge.

If the roads you show here are default you probably have to exclude the default roads first and create both the vector roads and bridges from your data.
I used OSM data from Geofabrik to get data to develop those new roads. with OSM , trouble is, they include landbridges and I'm trying to get over-water bridges only (to span water and exclude the flat over water roads when I have the over water extrusion bridges), how can I do that?
 
The OSM data has an attribute to indicate of a road segment is a bridge or not. From memory it's the level attribute. So it is very easy to process the bridges differently.
 
The OSM data has an attribute to indicate of a road segment is a bridge or not. From memory it's the level attribute. So it is very easy to process the bridges differently.
Understandable, how should this be done?
 
It's the layer attribute I meant. The bridge attribute can also be useful.


So when making the vector roads you check that bridge or layer is not present. And when making the xml bridges you can if these are present. You can use the layer attribute to influence the bridge height even so that crossing bridges render correctly.
 
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