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ScenProc - autogen not visible

Thanks Arno. Anything less manual will be better. :-)
And I did not actually understood how to make buildings work properly... Forests are fine now.
 
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Hi,

I have updated the tool now, the new version is available for download in about 1 hour from now. Hopefully you get all the autogen working now.
 
Hello Arno. It does work now, thank you! It doesn't look perfect yet, some autogen parts seems to be generated with a lot of freedom:

b51801a4.jpg


...but that is probably a problem of a configuration file. The description on FS Developer main page about ScenProc is quite small (it actually explains the features but not how to use them or what to expect after making some changes in cfg), but there is also this description: http://msmvps.com/blogs/arnogerretsen/archive/2011/10/24/scenproc-improved-filtering.aspx so maybe it will help. The thing I was interested very much is to produce buildings which have their shapes very closely fit to the footprints - currently all of them are rectangular. I mean this: http://www.simflight.com/wp-content/uploads/2012/05/Showing-densely-populated-area-of-Le-Havre.jpg (buildings have various shapes) and this: http://www.simforums.com/forums/uploads/12417/2012-6-5_21-26-34-466.jpg . I have tried raw houses and I have actually succeeded in adding some but it didn't actually look much better. Some of them were just enourmously large buildings, some of them contained a few smaller buildings.

Thanks a lot for your help, I appreciate it very much.
 
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Hi,

The problem is autogen buildings can only be rectangular. They can't follow any shape. Only the polygonal buildings can, but these need an extrusion depth and a kind of courtyard in the middle. It's a pity those limitations are there.

I have idea to improve how a footprint is turned into rectangles, but I haven't had the time yet to program that.
 
Sure, I understand that. I guess I was thinking about XP10 autogen :) Anyway I will try working on cfg to make it look a bit better. BTW, are there in FSX any possible variants for different textures, since you have such as an option in cfg? Or should it be created by myself? If there is any good tutorial you know that would be helpful for using it with ScenProc, I will very much appreciate such a link. The last thing I was wondering about, would it be possible (technically) to make ScenProc compatible with FS2004? As I far as I know, the problem is about GUIs...
 
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Hi,

The sdk has some information on creating your own autogen texture, they need to have a specific layout. Once you made it, you can assign it in the spc file.

At the moment scenProc only writes fsx autogen files, but it should be possible to let it write fs2004 files as well. That feature request is on my wish list already.
 
Hello Arno.
I have tried various autogen configurations and the final result is now much better than in the screenshot above, however I have a few more questions I couldn't find answers to.

1. CREATEAGNROWHOUSE - is it possible to create a rule that would automatically create row houses from the same file as normal buildings? For example, as far as I have noticed, there could be used different buildings types < selected width and > selected width. Can I use this parameter to automatically create row houses for objects > then f/e 30?

2. Calibration - my ground is made from 3 different bgls due to the large size. I have problems with calibrating the autogen properly. Surely I can do that in the Annotator but only for 1/3 files. When I open other files, edge autogen is misplaced. As far as I have seen, I can't simply select vegetation and buildings from a specific region in Annotator to move it. I can move all of them or each one.

3. CREATEAGNPOLYBUILD - I guess this processing step will generate polygonal buildings from every building object in the shapefile? It would actually be very helpful to be able to use only one filter:
- if the footprint is rectangular, engine process it as a standard autogen
- if a building has more than 4 walls, the program uses polygonal shapes
Is it possible to program it using the current engine or this would require some updates in your source code?

4. If the above feature is possible, the next great help would be a possibility to use < and > parameters for creating CREATEAGNROWHOUSE and CREATEAGNPOLYBUILD - polygonal buildings could be used f/e for larger or smaller buildings (this would require testing).

5. Is it possible to set SETAGNBUILDINGHEIGHT differently for various buildings types, f/e differently for the standard autogen, CREATEAGNROWHOUSE and CREATEAGNPOLYBUILD?

Besides all that, I am now working on adding as much filtering as possible, to make the autogen look more natural. Currently the program likes to create huge houses where there are complicated structures or a group of buildings... Thanks in advance for your help!


[edit] I have actually tried
CREATEAGNPOLYBUILD|FTYPE=POLYGON;FROMFILE=wawbui.shp|{3ebb79da-62ab-40fc-9a17-d65ebf8f8789}|10
but no buildings are visible...
 
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Hi,


1. CREATEAGNROWHOUSE - is it possible to create a rule that would automatically create row houses from the same file as normal buildings? For example, as far as I have noticed, there could be used different buildings types < selected width and > selected width. Can I use this parameter to automatically create row houses for objects > then f/e 30?

Yes, that is possible. You should see the filter as an operation that makes a selection out all available features. So can apply such a filter to any of the processing steps, so also to row houses.

2. Calibration - my ground is made from 3 different bgls due to the large size. I have problems with calibrating the autogen properly. Surely I can do that in the Annotator but only for 1/3 files. When I open other files, edge autogen is misplaced. As far as I have seen, I can't simply select vegetation and buildings from a specific region in Annotator to move it. I can move all of them or each one.

Could be that one of the photo BGL files is not accurately aligned then. Normally you should not see an offset between different BGL files. Not sure if there is much that can be done while generating the autogen, that is placed at the location of the vector data. Or the vector data must not be accurate.

3. CREATEAGNPOLYBUILD - I guess this processing step will generate polygonal buildings from every building object in the shapefile? It would actually be very helpful to be able to use only one filter:
- if the footprint is rectangular, engine process it as a standard autogen
- if a building has more than 4 walls, the program uses polygonal shapes
Is it possible to program it using the current engine or this would require some updates in your source code?

I think I would need to add an additional attribute to the code to allow this. Not sure if amount of walls would be a good one though, sometimes the OSM data has multiple vertices for one wall, so that would mean you have more than 4 line segments (walls). But I guess it is worth a try.

4. If the above feature is possible, the next great help would be a possibility to use < and > parameters for creating CREATEAGNROWHOUSE and CREATEAGNPOLYBUILD - polygonal buildings could be used f/e for larger or smaller buildings (this would require testing).

Not sure if I understand this, but using > and < in filters is possible already. So that kind of filtering can be done. Except that you might need some extra parameters.

5. Is it possible to set SETAGNBUILDINGHEIGHT differently for various buildings types, f/e differently for the standard autogen, CREATEAGNROWHOUSE and CREATEAGNPOLYBUILD?

The height is a parameter set per tile, not per type of object. But only the rectangular autogen buildings are affected by it I think. For the row houses and polygonal buildings the height is part of the class if I remember correctly.

Besides all that, I am now working on adding as much filtering as possible, to make the autogen look more natural. Currently the program likes to create huge houses where there are complicated structures or a group of buildings... Thanks in advance for your help!

Yes, I know. My plan is to add logic that will split such complex footprints into a couple of rectangles. That way it should be possible to have a more accurate shape.

[edit] I have actually tried
CREATEAGNPOLYBUILD|FTYPE=POLYGON;FROMFILE=wawbui.shp|{3ebb79da-62ab-40fc-9a17-d65ebf8f8789}|10
but no buildings are visible...

The last parameter is the extrusion depth. The unit of the depth is not meters, but percentage of the width of the autogen LOD. So try a smaller value, I have used 0.01 in some of my testing here. But be aware that as soon as some walls intersect when you extrude them the object will look weird or could disappear. That's why I feel the polygon buildings are not so useful, they need to have an open courtyard in the middle.
 
Hello Arno.

1. I have actually tried it already, but it doesn't look much better, since large objects are not divided into smaller (it is still a large rectangular set of smaller row houses).

2. I think this is due to shapefiles. If you look on Google Maps satellite mode with Labels enabled, many roads are misplaced. Probably it is the same here. Maybe the precision depend on a world region. My photoscenery was calibrated to the Google's images coordinates very precisely.

3. This would be absolutely great.

4. Roger.

5. I believe this will make the whole output autogen look amazing! Is that a lot of work? I mean how long might it take for you Arno to design such a code - few weeks, few months, if you are going to do this at all?

6. Oh, I thought about meters. I will try to process some footprints of these buildings in a separate file.

Thanks a lot!
 
Hi,

I'll check the filter for row houses. But I don't think they are supposed to be divided in different houses automatically. That's a feature I add for the normal autogen buildings.

About splitting in more rectangles. I think it is a week or two of programming. But it is more about priorities. I have the algorithm on a piece of paper for more than half a year already. Let's see if I can find some time soon to look at it. It would also be useful for the Dutch scenery project in am working on.
 
Roger. I would be very happy to help with testing those new features.

Row houses, as far as I have seen, are placed on the same area as if you would place a large rectangular building. If a footprint looks like U, you get a large rectangular building instead of f/e |_| .
 
Hi,

I'll try to give the new features some prio and let you know when new features are available. Feedback from testing by users is always very useful when developing the tool.

For the row houses, that is how they work. They are not polygonal objects, they are still a rectangular building. So for a u shaped building you would still need that algorithm to turn it into three rectangles.
 
Hello Arno.
Just one more thing I was wondering... :)

96bc5c86.jpg


In many cities there are areas marked as residental, but there are no actual footprints of buildings. Since the vegetation system seems to use the same approach, I am wondering would it be possible to create an algorhytm that would automatically add autogen buildings in those areas just the same as it adds trees in forest areas?

The only important parameter might be to rotate those autogen buildings parralel to a road nearby, which probably complicates the whole thing a lot. This data might be taken from roads shapefiles available for some areas... or there could be simply a parameter that would manage the rotation in degrees. This won't look perfect in some cases but would add thousands of more buildings I guess... Well, just an idea to make ScenProc a masterpiece, which it almost is. :)
 
Hi,

My idea was to use polygonal buildings to fill those areas. For those types of polygons I think having a courtyard is often quite realistic.

But another approach could be to fill it with rectangular buildings.
 
Hi,

I have made some changed in the recent development release, but it is not completely finished yet. I hope to finish a bit more this weekend and also write a blog post about the changes.
 
Thanks Arno! This will certainly make it look much better, however it seems that it is only a small step to make the program being able to create polygonal buildings. :-)
 
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