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P3D v3 LGSO Syros - complete Island

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germany
My next Project is LGSO Syros. This will cover the complete Island (84 qkm) with 60cm/px and the Airport with 30cm/px
The Island has full Autogen, Seasons and Night Lighting.

Here some Preview Pictures

Island complete

syrosgesamtansicht2cpnl.png



A Picture 40m above AGL, sideways 25m

syrosphoto2qzri7.png


One of many Parts (here Westside) with Autogen

blickwest2adoj9.png


Night Lighting (one FTX addon e.g. FTX Global needed). Works also with UTX or NE, but the density is lower (Street lights only)

syrosabendsnfrcd.png


Over 80.000 autogenobjects was placed per Hand in Annotator, because scenproc with osm given me not the best results.
The night lights uses scenproc for streets and for Building areas. It uses diffent colors for industrial, rural eg.

It`s a huge work. After the Island is complete i will beginning the Airport. I think release will be in April/May 2017?...FREEWARE
 
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Great work, the night lighting is outstanding. I would suggest just by looking at the pictures that you do a softer and wider water blend. For example, the third image above has a small island, why don't you try to enlarge the water area to include those islands and do a much softer blend, your scenery would look better. PM me if you have questions about the blend.
 
Hi annber,
many thanks

With soften blendmask you will see FS Ground
The Problem: Ground ist diffrent in diffrent configurations, : UTX, FTX, Standard , FS Global etc.
I can do a bigger shoreline at the photo and soften. But then i can`t use no ship traffic later, because I have no real water.

It`s a compromise between effort and benefits
 
That looks really nice.

Although the first thing I noticed is that P3Ds menu bar appears to be a throwback to FS4 (Well, if it were less transparent and more green)! :D
 
Hi annber,
many thanks

With soften blendmask you will see FS Ground
The Problem: Ground ist diffrent in diffrent configurations, : UTX, FTX, Standard , FS Global etc.
I can do a bigger shoreline at the photo and soften. But then i can`t use no ship traffic later, because I have no real water.

It`s a compromise between effort and benefits
overflow, it all depends how far out you do the blend mask, if you do it right you will not have any problems with default terrain. Right now, from the pictures you are sharing, it shows a hard border between your photo and FS. I have done some of the Greek isles for my own use, and I just tried doing the same area as one of your pics. It is truly up to you, but the immersion factor increases with a more realistic coastline. If you need help just PM me.
 

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The night lights uses scenproc for streets

Hello overflow :)
I'd like to know how you managed to make the 3D lights with ScenProc :) I used it for Buildings and trees and I'd like to add this final touch to my French Guyana Autogen Pack :)

Thanks in advance and keep up the good work :)
 
overflow, it all depends how far out you do the blend mask, if you do it right you will not have any problems with default terrain
I know how ist works, but I have no problem with the mask parameters or default Terrain. The Terrain under the Island photo is diffent in default, UTX and/or other Addons wih own coastlines. For one case I have never a Problem and can make it smooth.
For all cases you can only do:

1. Make a complete new waterclass and a new mesh for the Island inside the scenery.

or

2. Make photocoastline with photowater bigger and outside, at the end smooth transparent.

Many payware has big photowater around the Island or along the coastline ending smooth transparent. That`s not good for shiptraffic, only for static ships

I make Freeware and think I do nothing in this case. In the focus is the Airport for me, the Island is gimmick.
80% of the Users want start and landing at the Airport. 10% User flight once over the Island and then never more
10% make really VFR over an Island under 2000ft.

How I wrote, for me is this a compromise between effort and benefits
 
Hi Marc L
For Streetlights I use "LineToPolygon" and all tagged roads from OSM and make a catalog named "roads". Then I create this with "CREATEAGNPOLYVEG"
For all other I use "CREATEAGNPOLYVEG" with Buildcat for industrial, commercial, residential etc. Every Buildcat can use diffrent lightcolors.
This is depend from the OSM Tags and not in all cases usable, because OSM is not complete all over the world. Polyveg because the lights are transparent autogentrees.
 
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Hi Overflow,
Well, I already got the Buildind, and it even given me the trees ;)
now (optionnaly) I want to add street lights :)

Where shall I find the "LineToPolygon"? on ScenProc?
my OMS fine was downloaded as "Overpass API"
 
Please download the newest scenproc from Arno.
This has C++ Operators now, and few new Designators.
Note: older Scripts must be rewrite to the new Syntax

In the old Version "LineToPolygon" was "EXTRUDELINE"
 
What are the next Steps?
First I created the port model as a placeholder, which is modeled the next step, but is already placed exactly. Before modeling, I created the entire port set. This is the best way for me to visually assess the impact of the port model.

ausbau1wwues.png


Same on the other side to the Airport

ausbau247uum.png


At the end, even if the Airport is complete , then the aerial image is freed from unsightly spots.
 
I gave the scenery an additional waterbase (ICAO: LGRN). There you can start and land with a seaplane. The Waterbase has a proximity controller that starts Greek music from the nearby tavern within a distance of 100m.


Here a short Testvideo



 
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