• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Peaked vs flat roof

Messages
3,278
Country
spain
I can get flat roofs for the autogen of the city, but how I can get randomly mixed peaked/flat roofs in the same file.
 
Hi,

As far as I know there is no one group that contains both flat and gabled roofs, so not sure how to do it.

What I usually do is use flat roofs for the buildings with a bigger width or length and then gabled for the others.
 
Thanks for the observation, It can be done with sceproc,it is not?.

Edit: really we have to read a little more but we can't control the entirelly internet stuff :(:D http://www.google.es/url?sa=t&rct=j&q=&esrc=s&frm=1&source=web&cd=26&cad=rja&ved=0CFkQFjAFOBQ&url=http%3A%2F%2Fmsmvps.com%2Fblogs%2Farnogerretsen%2Farchive%2F2011%2F10%2F24%2Fscenproc-improved-filtering.aspx&ei=1zPjUI6sPMuWhQfdt4HABA&usg=AFQjCNEI-fipLO7Cui4nauHZ9s5RRu0eGg&sig2=TMFedoAf9Xw85tRppTkEPw
For a big city could be enough but being a little town is a little more complicated to get filtered those buildings.
 
Last edited:
Hi,

I plan to make a new video tutorial in the next days explaining the current flow I am using to create the autogen. That will also cover how to get different roof types.

But in the end what you can do depends a lot on the data you have (which attributes it contains).

This blog post also has some useful information:

http://www.scenerydesign.org/2012/08/classify-building-footprints/
 
It is possible if you create a new group with a mix of those roofs and specify them to be used in the Annotator.
The new roofdescriptions.spb or xml file containing your new groupings will have to be distributed with your scenery.
Of course automated back up of the users files are highly recommended.
 
How about only red roofs, Arno, do you know if that is possible? In the Annotator, there's an option for this, but only for polyline buildings, not for simple buildings. Is there a way of definitng red roofs only in scenproc?
 
Hi Thorsten,

If Annotator can do it, you can also do it with polygonal buildings in scenProc. Not sure if there is a class for red roofs for the generic buildings as well, would have to check the XML files for that.
 
Unfortunately the Annotator can't do that, only for polyline buildings. I guess I would have to specify a custom texture then. Could you show us how your NL agn texture looked like?
 
Hi Thorsten,

Check the sdk, it explains quite well how the texture should look. You can best start from one of the default textures to see their layout.
 
ok, thanks. Just wanted to check if scenproc makes use of those default texture grids.
 
Yes, all scenproc does is set the texture name, just like you would fill in the name in annotator in the properties.
 
Back
Top