• 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.

Scenproc for beginners

Messages
41
Country
bulgaria
Hi, people.
I am new in scenery development. I am using Ortho4XP for P3D and trying to create photo scenery with large amount of autogen.
Problem is, unfortunately, my autogen is not enough. I mean, I will be glad on larger tree and building autogen. So, here's some images:
Image 1
Image 2
Image 3
Image 4

Problem I am facing is that for now I can only add GUI options for the separate categories.
One of the things I want to create is to add vector objects, like roads for example.
Also coral reef water masks.

I will be glad on any command lines I can add to my script so I can create stuff like that.
Thank in advance. Btw, if someone wanna see my script:


Code:
# Credit to Harry Otter for the default ScenProc script!
ImportOGR|@0@|*|building;landuse;natural;leisure|NOREPROJ
#
SplitGrid|AGN|*|building="*"
#
SetAGNBuildingHeight|*|1.0;0.5;0.0;0.0
#
CreateAGNPolyVeg|FTYPE="POLYGON" And landuse="forest"|{36ba3a28-37f0-4bd4-b35b-b109dff016d5};{c297bf60-172f-40ac-94f8-1178ebe88a34};{3d63ffd2-5468-4c58-9ea3-041d539ae676};{ef7d7bc8-011e-4fad-9388-746298ed5d98};{05c47cea-ff62-430f-b532-24449f6b35cd};{be20f683-58b3-4ee9-ae6f-86017a7648a1};{1ec8653d-3510-456d-a404-54e850ab344b};{369f2f8c-e2e5-4f9d-8625-e7e7a6b79df2};{72879ddb-6489-485c-83d4-66e7804f1f33};{b2a27be5-2594-4fb1-adce-da528bcb34ce};{44a83751-e167-4870-abff-a2dbc86d97f3};{12ec9967-1a94-4e6e-b7bd-2f75ae5d5b41};{33410f40-b27a-4f3d-a057-c01a9204aa32};{f97e320f-bd93-44f7-b26a-ae071ef6b9eb}
CreateAGNPolyVeg|FTYPE="POLYGON" And landuse="orchard"|{489953a0-b5b5-451e-9a21-dcf9be1956a4};{326f822c-7929-4bd3-9d83-107fae150a8b};{4268cc12-f6cd-4262-87f7-583a8a284aa3};{5ae671cb-6476-446d-9740-e0fa9948f3f1};{29a8ece4-262b-45cc-aa17-8477f6676f4a};{a91a9e12-d0ae-433b-9153-c6c2e8143f3d};{ccdf7068-ebd2-425f-ae02-a58eaff3c9ab};{4c1e7ce5-6fb5-43b2-9482-550e076af545};{64da6e09-6d2c-4eac-bf32-f79cbaddcffb};{86ebb902-fe36-4722-b32d-7e1b978533fd};{edf596bf-1b95-44af-8085-da5efd0ad4dd};{f92dfb07-9e9d-4db9-a936-4dde2ece3fbf};{ac3a71b3-44d7-4fa4-ba0d-fd52bb898e0d};{7e7ae3d0-f6b9-4615-afcf-bc83e3f3da46};{04a56372-a64f-4680-af4d-ac2bc20b97c2};{a86a69f3-1b24-4ff2-8714-30ba2faa0a4f};{22cfb2dd-e8e4-4fd0-b7fe-e05404162bdf}
CreateAGNPolyVeg|FTYPE="POLYGON" And landuse="conservation"|{bc6396b0-6e51-4a4f-ab4f-5386c84609a6}
CreateAGNPolyVeg|FTYPE="POLYGON" And natural="wood"|{29e6d95e-0720-4a57-bbdf-e6a868b76378};{c299ee5e-6d94-4ab7-b735-d5b3c91a4df0};{a4c06336-7c61-49af-8fe9-0565d57632c3};{4232faf6-fe28-4b45-aadc-968178c48e26};{af020a1b-d82f-4653-a53c-a1547017834a};{7c46570f-3d13-4324-a03d-a81013630443};{6abd81e8-d770-47bf-9a04-2e25fb393d0b};{ec3bc689-e961-483b-a5c8-bafd622b2508};{74b42d88-fc8b-4556-af5e-0db49b377efd};{bd0e2b1b-4352-4d50-b5c2-4f6ec8f948e7};{f9088b2a-5209-4737-8705-91d407e8291b};{6485ae55-5e2c-4e75-846e-fc4b061dea7f};{34f6ef62-febd-4343-8f4f-af5b0c8ad457};{c72e998d-fd3f-40ea-9a3a-21e810596729};{76bf3728-be93-4ab7-b3d4-2811b2b88f3c};{78af69dc-e4bb-4ad3-be69-4ef8ce06ae22};{1a729710-4025-4b9a-9709-f7d8f8597ae6};{a207604f-f8c7-4561-b390-10bc2ed4d834};{f8be2ca5-2789-4dd4-8842-d90888519353};{6623f73d-ecf5-480b-8641-f862f31fd5ab};{4ead9db3-791e-4de0-8c9a-18e2c4da03d3};{0a29a2be-a807-41d0-a17b-1e3b8f1e9f05};{b35d4fe7-10de-4e59-bde0-380018880351};{92801e8a-059d-4cbf-b9bd-1819b6a7de2f};{1c5d1023-d4d7-4233-913e-cdb87f92011f};{40a2c6fd-9956-44a7-9485-30275d240fbc};{da1308f4-9b65-49c9-9930-618c87456e1e};{1f8674e0-a0b3-47d9-8fe7-a3efb7a85481};{aeff38f3-ca45-4017-b7d2-de4aba3b77eb};{1cd82790-7c79-4aef-bd39-281427a6080c};{0a9c59f5-d12e-43ed-a5e2-8878ae10eddd};{d9baace3-bf38-42a7-84fb-9c43230a45bb};{1e9f75c7-e329-4785-83fb-35d4c217af12};{54e935eb-9666-4f29-9736-69ed924a873d};{7c4c0000-8ad7-4eba-9d96-1171b45475b0};{8a9904f3-3556-4da6-83a6-ef1bea3adf31};{04416ded-e2b0-454b-af5e-8efa79b77b4c};{480f3757-ea34-49c1-92b9-6edde44c67f4};{15d916d2-f951-4ae8-82a0-16a2a7c36ee3};{d200ef94-dbe4-4d4e-990a-39cc1fd3ea29};{f3421285-8941-4ecb-b83d-1090866f2883};{46759cc9-612e-4e1c-82dd-229fb183b62d};{4e21a205-3f56-4374-a97f-19d0651d4060};{41e511ce-f5ce-4d8f-9337-3aa5378b5013};{c4057888-90b9-434a-a540-cee55c24938d};{07d22054-028a-4924-b969-409c0d91a299};{8835236a-1dc5-47b3-a717-2897d198c388};{37eec619-9c96-43b3-8706-de38de39bfe6};{57ad3eaa-b208-43a1-be42-4f0453bd1f49};{3fb315c0-ced9-4b27-882f-59466b59fb9c};{3d3402e2-5058-42a2-8a1b-c6d5fd180cca};{aacbfe68-6694-411c-8cd6-37f1dc4f43c1};{b05529f4-a6d3-435f-b79c-1e2ba7dd02f3};{c2f23ece-33b6-4585-b0bd-bd354a517587};{83b21f63-bb25-4099-96a4-4fb25510e3d8};{18dd174d-cb9d-4341-81e6-9451d6cf533f};{062ca0dd-058e-4650-b694-0387cbf5ed35};{be9f5c54-d368-4db8-b5a2-7ebb8d156504};{762a21ca-bf56-4802-b123-2e5b3c114782};{5ea8b980-c220-4dcb-b166-83a2cc0b2d81};{8394512e-a715-4f53-b17a-76f3ab1df260}
CreateAGNPolyVeg|FTYPE="POLYGON" And leisure="nature_reserve"|{82f0282d-f82d-484c-a640-aac21a69be03}
CreateAGNPolyVeg|FTYPE="POLYGON" And leisure="garden"|{2368c260-177d-4af7-94d4-da882778108f}
CreateAGNPolyVeg|FTYPE="POLYGON" And natural="tree"|{9e6398e0-99e9-4a0d-9c4f-17c582d38150};{a8cd99ea-fbe3-4b9b-af0a-8f0e98711cdc};{78dcb631-102e-4102-8e82-da7b00ad51c8};{f08fb6a1-03f8-4b6d-9274-12742f18049b};{08d32053-2387-4a93-b2c5-65d9a3b58d2d};{d9d5ac4a-8141-4cb8-adf2-ae85b716898a};{3fe3f0a2-2ac6-41df-8cd0-03e8b6fda5c9};{2d46da83-0791-4ebc-a7a8-229a080ddc6e};{a256fff2-25a8-4fb1-8766-6e73db6a8949};{af474f16-3e37-4c25-b9d9-f23c39b63a46};{88395a16-824a-429b-890c-d17a15a5e44d};{bffd9786-9d91-4c1e-a8f1-e1ee22a2b4cd};{856f9f26-5a43-42e4-97ac-d40efdad1917};{79d68d56-8ef9-4537-bf99-f02c8ca8953a};{7d99bc0d-fee2-408e-bfaf-4b297744d6ad};{c63ea690-f200-44a9-a85c-54693a85a6ef};{98326e3b-552f-4f3c-aeac-d76b401dccb6};{411b2e52-d81b-496e-8f5c-f542ba544d75};{23b95214-cf62-41e3-bd5f-82b2a4a5989f};{14b34177-42cf-4e29-bd79-f0666cabc23b};{5442a2b6-384a-4190-8fd1-9f1219f57172};{09de5a3f-601d-4188-906f-6ddfd5da38dc};{e0009a7a-c3a6-4335-97af-2a7095cdf6e7};{3e36498c-5d8b-444f-9a01-7fe60a630204};{2b1a04a4-5b72-47e3-a428-28a94e871f94};{c5296360-7f64-460b-91c2-39b399642dc9};{4bc7e427-c8e6-4648-93a0-c2037e1a0fce};{95112c2e-e4f8-4bd9-bc34-c2340733d780};{c5c64299-e0ef-460b-b36a-07295cfe2260};{c2b6fd3e-8b07-4b58-858f-91a330aa3f9c};{e97d9715-6e9e-4005-a157-66cdd676de68};{1139205e-463c-4185-9b64-1548de553433};{e5b60d20-2b44-4d1c-826c-35dc87ff5480};{898b555c-7852-4d08-baaa-0abe22fd7eac};{5da9fe77-deb8-4256-9202-9e0cd9a5482d};{91c8ca6a-0f5d-4824-95d5-a5783ddc7c87};{bd969a28-48c6-4215-9f55-53a8faa15264};{9e90b1fc-6819-4c46-9758-4a264ba4f8ef};{40a9e8aa-d697-4626-b7d3-474940731fd6};{d569226b-8ad2-47d1-9744-43f03712f3c5};{1850a1ad-17d2-4bfb-83ff-c3b32d742777};{355172a5-a1df-4132-b7fa-c8fdd93c2f15};{629177fd-9e6d-4c57-a647-7415b1ab683f};{a1a6f6cf-c447-42e8-96fc-bf919c384d22};{3ba30b5f-b148-4dad-8bb4-80c7db2c4e83};{1635a7a3-d6cf-4910-b2e7-13646e9e1c7f};{43853e75-8676-442f-9ee7-f2686f5ceaaa};{af704ecf-0a0d-4ada-bdab-b10f68439e82};{a64a2b32-ded2-4057-88f2-6b12b4e6a979};{1ad59bd2-6bad-44eb-96ef-3021b1438feb};{82ef0891-95b2-4e82-bd3f-39b7c93ec069};{284af389-89b1-42f8-9b29-f770fed93f18};{a2670e7a-0731-4ccd-9b2e-e64bbedb8533};{55bc7583-ca5e-4b88-8bc6-ffb7f84fa1f8};{9765016b-1b5d-4529-ab1c-2c56eb7f0024};{cf85efb9-a34b-4f5c-b35a-21671f4de55f};{b7a89b93-ee5c-4333-b989-e4eb720ec66b};{e32f7ece-82cb-4111-a4cf-a0527ef01e78};{b64c18fb-2f74-4758-a2cf-d73f62085ca0};{25f7ac9c-f417-4515-8284-4a291499327f};{4d83e8ac-c5ff-4520-866f-4cfe024bab07};{0ea974e1-0a0f-4c4d-8870-6bce1657cb5f};{6a0d65c7-d4c4-4996-88cf-e70b0c699268};{04de973a-62b8-44e3-babb-80bdfed16a55};{3cebbaa3-7ed8-4e1e-949c-af831f10d8ae};{505226af-8868-4a62-8078-49cd52595fac};{29e6d95e-0720-4a57-bbdf-e6a868b76378};{c299ee5e-6d94-4ab7-b735-d5b3c91a4df0};{a4c06336-7c61-49af-8fe9-0565d57632c3};{f938f80c-fa9b-4a63-9807-60f5a4dcc10e};{4a028a0b-0c18-4223-9085-c0764ebdf08c};{c0c21178-fa1f-4f3a-b45a-51a597bd1f48};{5d290d9e-9d71-4826-a888-0914f5af1849};{94a8a442-3eee-482a-a25b-cee6e27b8fdc};{5964dea3-aa1b-4d79-a555-51b562d16562};{27e110d9-c1e1-4a8c-aff6-8f6059f9cc81};{23ac5a90-f9c3-4b7e-84a0-cbfd1287a75a};{b0bdf456-cff4-496c-8a9f-5d738df1fe83}
CreateAGNPolyVeg|FTYPE="POLYGON" And natural="wetland"|{3c50919e-d724-4a06-8659-165c61ac0836}
CreateAGNPolyVeg|FTYPE="POLYGON" And leisure="park"|{e04669c0-9f7b-42e8-a2c7-eee870c59d8e}
CreateAGNPolyVeg|FTYPE="POLYGON" And leisure="golf"|{2fbf9f8d-6ba2-4cc1-8d8e-af218f65d0e8}
#
AddAttribute|FTYPE="POLYGON" And building="*"|Integer;BUILDTYPE|5
AddAttribute|FTYPE="POLYGON" And building="*" And BUILDTYPE=5 And FAREARAT>0.80|Integer;BUILDTYPE|1
AddAttribute|FTYPE="POLYGON" And building="*" And BUILDTYPE=5 And FNUMVERT<10 And FNUMPERPANG>3 And FNUMNOTPAR<2|Integer;BUILDTYPE|3
AddAttribute|FTYPE="POLYGON" And building="*" And BUILDTYPE=5 And FCONVEX=1|Integer;BUILDTYPE|4
# Classify industrial/commercial buildings
AddAttributeIfInside|FTYPE="POLYGON" And building="*"|LUCODE=16|String;BUILDCAT|INDUSTRIAL
AddAttributeIfInside|FTYPE="POLYGON" And building="*"|LUCODE=15|String;BUILDCAT|COMMERCIAL
# Add attribute for roof type
AddAttribute|FTYPE="POLYGON" And building="*" And FWIDTH>5|String;ROOFTYPE|PEAKED_ALL
AddAttribute|FTYPE="POLYGON" And building="*" And FWIDTH>5 And FLENGTH<12|String;ROOFTYPE|PEAKED_SIMPLE
AddAttribute|FTYPE="POLYGON" And building="*" And FWIDTH>20|String;ROOFTYPE|PEAKED_LOW_PITCH
AddAttribute|BUILDCAT="INDUSTRIAL"|String;ROOFTYPE|PEAKED_LOW_PITCH
AddAttribute|BUILDCAT="COMMERCIAL"|String;ROOFTYPE|PEAKED_LOW_PITCH
#
ReplacePolygonByBuildingRectangles|BUILDTYPE=3|0.8;4;4|0.25;2.0;0.5|Integer;BUILDTYPE|2
#
CreateAGNGenBuild|BUILDTYPE<3 And ROOFTYPE="PEAKED_ALL"|{ec77dc66-a531-43e8-aa70-210e5f0e4dea};{c8fa93ce-6855-4120-a67b-c5557758cbe8};{483b3e6e-fdf7-41b9-b82c-6133bbb43257};{68391af6-670f-42b1-9d41-467fb691c7dc};{abcb23eb-05d7-428d-b482-f6ac327d9d15}|MAXRATIO=2
CreateAGNGenBuild|BUILDTYPE<3 And ROOFTYPE="PEAKED_SIMPLE"|{015eb0b9-27f5-4795-b12a-8be6a7406f7e};{40cd0d45-579c-4c2e-b17a-0e157dbb67a7}
CreateAGNGenBuild|BUILDTYPE<3 And ROOFTYPE="PEAKED_LOW_PITCH"|{4732532d-5756-46e1-988c-bb64f11254c6};{9cadba6a-518d-4cd6-bc29-136bb5496528}
CreateAGNGenBuild|BUILDTYPE<3 And ROOFTYPE="GABLED"|{31c63024-6bdd-4209-9a89-fea9879dae1c};{df14b9b5-8b7c-4c8a-8c92-c7a740edfff7};{e152772c-47ed-4b45-80a2-1ec0d8bf8b4b};{3b33ae57-5283-49e0-a96a-c11af92bcfe4};{2b9f8f8e-42fd-4389-aadd-b73d32c2dd3c};{11a9f41c-2890-47a9-b356-8356f724c79a};{8b5b2f74-232e-40d5-aac5-dde8cdd615d7};{f5e90edc-1a64-4474-976b-1ce1bbfbabe7};{5b8fae22-e01c-4e5e-be3e-8a0452514070};{b59c8129-6967-4d03-9b5b-4b08fef46ccc};{4260c590-20c4-4c7f-b962-05b8c90cdf3a};{4f459a23-9999-4e8f-8185-067dc01d1858};{1629052d-88b0-4916-8616-374d3065a099};{b6eb360b-cc85-442d-a760-10b87c44a6cf};{49afea3b-f74a-4348-9c11-8c514e365c0f};{5e7ab66e-3fb0-495f-833d-afdb0a7ac505};{f0ea2a90-da5f-11de-8a39-0800200c9a66};{f0ea2a91-da5f-11de-8a39-0800200c9a66};{f0ea2a92-da5f-11de-8a39-0800200c9a66};{f0ea2a93-da5f-11de-8a39-0800200c9a66};{f0ea2a94-da5f-11de-8a39-0800200c9a66};{f0ea2a95-da5f-11de-8a39-0800200c9a66};{f0ea2a96-da5f-11de-8a39-0800200c9a66};{f0ea2a97-da5f-11de-8a39-0800200c9a66};{919d9d5f-f35c-4e9b-812a-1c48b1d955a8};{af07f731-aacc-41f1-aa3f-ba25f8ccd6f4};{23613baa-397d-4124-b3c2-1891f990fbf6};{4dbf6975-3653-4b45-9bf6-db169a4fccbd};{fc6a5b11-19fe-4ee2-8b20-a4c9f101eab8};{581fc685-f554-4fe2-80ce-08b2cf5368e6};{f365f2bc-03c6-4a0e-8dcd-1f090d6eb77c};{40acdc99-1783-47e5-9fb0-d4bbd21116b0};{135bb33d-1163-416a-88fa-1e0cf2fd121c};{365cc711-2b3e-455c-9f72-664978deac6b};{4dc00a68-06be-452a-8a4f-92a35eb35b04};{2363fbe5-9ed7-43f7-8bf5-073fe75b5510};{238417bf-a7a5-423b-93ca-d99abc8a36da};{2ec660d2-9e76-41b2-b6ea-fc85d4bba4f9};{4ee1e0d1-0ba1-4a56-964b-905f0efa1aff};{52d2c502-c6d7-4d7a-9495-6e360b335778};{4894274e-7dae-469b-9533-78a5aed049f7};{2e73de00-be7c-403f-8333-cc7471718308};{f4ee38c7-25ab-4399-9567-2dd00c60c707};{323f8c4e-1948-4b86-a3e6-56cb9e02d273};{f08104a3-6d9b-4e3a-a4bc-9be975333952};{351f52b9-e0b9-413f-aabd-5477b87b81eb};{fd3cf7ec-5a55-4c5d-958a-a96a31c45707};{a7e08553-e74a-451a-bc49-e58f5add20f2};{69c28d16-4257-448b-bc43-352251f9f00f};{f40515a8-8491-40fd-a91d-c94b535a4f31};{8f59221b-778e-4006-bd29-a934aa23ba0a};{6013a53e-6b31-4451-8b04-cf2c27ba86eb};{7a2e3e28-d51d-42b5-9289-1ef90d817c8a};{5d920747-4e9f-4393-a78b-330ec4a53446};{98c180a9-6375-4a2e-b545-4b1b046d897d};{b9a73178-868f-4826-b9c3-cb72a05fcd96};{c5a4b6fc-3feb-4a7c-bd40-2dee635285ba};{45505e41-df19-4659-8ca1-5a5c21000d6c};{bfa4eacb-e17b-46dc-b5a7-9d9293c936ea};{1aa1ebea-1508-4d9e-bfcc-01b19b7b0e33};{bac60f0c-adc2-4201-bac4-1b4e60c81552};{b9d3f0db-1964-4b0b-801e-80686787bfcd};{d9dacb39-cdad-4396-b73d-e0a3ec6e415e};{c1a8e193-809f-4344-9f48-7fa7ed67a98a};{55a98b97-be48-4f1f-b4c5-4247df752ea5};{0230e7fd-701b-472b-8fa6-b7a2884e38a6};{89a023a1-c5e2-4c8c-954e-c1597dab6ea5};{67437d14-4e3b-4490-b494-d45fcff7745b};{104b33ff-e5f6-43fd-adfe-b589a02a6dac};{f9c09395-0519-4856-8f31-102be2208d8e};{d88d198b-1a91-4e21-ac35-092390c2b90d};{420b3b5d-78cc-4885-9483-06ff982e21bd};{02403423-da76-467d-bd0b-db0f13d8a0a3};{c155c895-fb70-47d2-a06b-be340499f261};{a2d6617d-1009-479c-afa4-6ca59c589b0e};{3f8a70bc-ef12-4041-b41b-16e71d2ebd07};{56c05be8-a693-4208-94e0-ec26aaaa0559};{a0b999e8-9415-425f-bfef-0f1afd40e5f8};{b268805f-6d9e-45c3-9eda-26ef65740969};{e53d5dfd-0f6c-4f7e-a310-1232cbe2050a};{34c886da-987d-480b-b18f-1b4dacb99012}
CreateAGNGenBuild|BUILDTYPE<3 And ROOFTYPE="PAVILLION"|{5ff36f3d-043c-44e0-9cc8-6cd31d76af27};{9a398b6c-0d07-4fce-9e19-2d218fd101d0};{4709d013-0050-4f18-a8fc-c2d6b9fcd7c3};{6d3de6d3-f6e9-4a19-aa35-be5956a43a82};{f9e23d82-f9dc-46d4-9578-32edd0f2ca96};{814886fa-9678-4c43-9c89-3ada486d57d0};{741adf79-a41c-4c8a-b494-a4fbd02dc9b4};{f0ea2a80-da5f-11de-8a39-0800200c9a66};{f0ea2a81-da5f-11de-8a39-0800200c9a66};{f0ea2a82-da5f-11de-8a39-0800200c9a66};{f0ea2a83-da5f-11de-8a39-0800200c9a66};{f0ea2a84-da5f-11de-8a39-0800200c9a66};{f0ea2a85-da5f-11de-8a39-0800200c9a66};{f0ea2a86-da5f-11de-8a39-0800200c9a66};{f0ea2aa0-da5f-11de-8a39-0800200c9a66};{f0ea2aa1-da5f-11de-8a39-0800200c9a66};{f0ea2aa2-da5f-11de-8a39-0800200c9a66};{f0ea2aa3-da5f-11de-8a39-0800200c9a66};{f0ea2aa4-da5f-11de-8a39-0800200c9a66};{f0ea2aa5-da5f-11de-8a39-0800200c9a66};{f0ea2aa6-da5f-11de-8a39-0800200c9a66};{2277a6cc-bad4-4bac-b20a-54949ab5d939};{3070c161-02ea-4161-8517-c18607a06bd6};{bceb0559-e44f-4c88-b58f-3f026081430f};{571c6e87-7e22-4aaf-ba41-769323e3bf0e};{f00e5730-cf3b-48ab-a9e3-0483195f45b6};{7c64e390-ee53-44cc-bcc2-96b15e720ac7};{be7fff45-73d3-459e-915b-1069a218d09c};{bee63fe5-022b-4bc5-99e1-77bc96b31d18};{87438be6-acb1-4f40-985a-e0c124fd61b7};{2f7ea380-0f41-42aa-8c44-8964405d9d0a};{97541e29-3c97-4d73-b4cd-1778e7b8b6ed};{2b5a31ad-471c-4902-bab6-4a756837c202};{dd72396e-2395-4ed4-8d00-b99c8f496e8d};{e93a263a-a3de-41e4-8ed9-ab2f22f96b64};{110ffc4e-4db4-4c77-804a-a81d1d2ae8a1};{63068ca6-8f66-4bf7-bc85-af2562281446};{674ed5ef-8a8a-41b4-8aed-474d2c6f519f};{042eea02-a7de-4cc2-9f07-bb4e8cd13bc2};{8704352e-a395-4b1f-ac56-4a3d6875b537};{81ad9fc0-edc2-4523-baa5-124d7d9d51df};{586c0ef9-3499-4105-bfa2-b49f68dd1d3b};{ea6cf084-4059-4e8d-9b75-d47ac0eb50c3};{01633d65-beea-4139-bcf7-d6771769a6e6};{87c059cf-3b6a-459c-895c-fc1bf9b017e9};{a3b96746-41f9-45ca-833d-ff6dcb155e10};{b3fdd780-b63d-4b23-a59f-2a3cbae40422};{f05225af-b938-44a8-a3f3-71ef1164be13};{c3ed0985-a4ce-4885-9571-055ae0adf94e};{5991f196-56e5-43b9-9a63-1793a63340ac};{576ecbba-4c05-4293-b55f-3fda96d5c5c0};{4eb24a3d-abdc-4088-8d7d-c3611fcf22ca};{aa6e1b3c-a4df-4c14-9307-ccc64ad4bcb9};{0c9be2d8-a61b-468e-bbc6-1adf4653b647};{5b2f5221-fc09-47d6-b185-1a1f3115dbae};{0bb079e8-818b-466c-aa6a-679d575f1eab};{8089cda3-6246-4bb7-a931-080b63c8fabf};{4a1fccea-d4a8-4ec3-948b-2bba2a1ab794};{f4e448af-cc00-42c6-ab58-de41fe5f04ef};{0d583373-90c7-45e4-9774-014cdd460ee3};{18dc3e93-2a91-4c65-a30d-085550e0aac0};{abf6b91e-bb91-49c4-ba9e-f0d4b4a42e55};{3597eef2-9e91-4079-9c3a-070389f920c6};{4214ba5f-1a2f-4cd4-b3bf-8f271c395980};{fed4b080-baa7-411b-b1e0-d954927af3fb};{87a19a5b-79ce-4008-a049-900ef092b4a6};{7f77e785-dbd5-495c-bfff-49eca311595f};{f163d676-f247-4128-9026-c87772168887};{d00e9936-83e3-4f9d-8342-876f690d2fab};{c6d8207a-631d-4779-8a57-bf2139cc1af4};{7a07b920-cd15-4950-9aae-3f7065e069de};{9e8ea920-ba8c-4480-8b0f-bfb642368343};{1854c34b-23a8-4b4c-a0f1-a0742c14fb2e};{5a066c92-d44e-4572-b512-b588a180c7ad};{7533dc24-82fe-4942-a7f7-edf7d7a4ce99}
#
CreateAGNGenBuild|building="*" And FWIDTH<20|{5ae04eb6-934c-4f63-bb48-5e7dee601212}|MAXRATIO=2
CreateAGNGenBuild|building="*" And FWIDTH>20|{6089A0BD-CED1-4c47-9A9E-64CDD0E16983}
#
ExportAGN|P3D v4|@1@
 
Messages
7,443
Country
us-illinois
Hi again:

Depending on where your project is located, there may be detailed local GIS and Cadastral data for Roads, Building footprints etc. which you can access and download for free; ScenProc can load and utilize many of those data file formats


If you wish to make 'some' local roads with directional freeway traffic, as well as generic buildings, you can also use SBuilderX:

https://www.fsdeveloper.com/forum/threads/sbuilderx-v315.441705/

GaryGB
 
Messages
41
Country
bulgaria
I don't use GIS, because AFAIK I think it is payware or I am mistaken? Ortho4XP_P3D contains assemble of vector data, so I think with the right script I do not need any other program to generate it. Also no need to make any different folders, it downloads / converts everything in the orthophotos location where ADDON_SCENERY folders are created with already processed by Resample.exe BGL's.

Update: It is obviously not payware as I tough, I am able to download QGIS for free, but the problem will be how am I supposed to align the Vector data from QGIS to the data from Ortho4XP? Ortho4XP works on tiles and QGIS works on selecting manually a region AFAIK.

Also, this is not solving the problem with the trees. I mean, they are not enough. Any libraries I can use to add more?
 
Last edited:
Messages
7,443
Country
us-illinois
I don't use GIS, because AFAIK I think it is payware or I am mistaken?

Update: It is obviously not payware as I thought; I am able to download QGIS for free, but the problem will be how am I supposed to align the Vector data from QGIS to the data from Ortho4XP? Ortho4XP works on tiles and QGIS works on selecting manually a region AFAIK.

When I use the abbreviation "GIS", I am referring to this:

https://en.wikipedia.org/wiki/Geographic_information_system


Indeed, QGIS can access, download, and process GIS 'data' for use in other GIS-capable applications / utilities such as ScenProc, SBuilderX etc.


All GIS software should be able to define an area of interest as a selection of tiles and/or should be able to select a sub-set from an existing GIS data set.


BTW: For Raster data, FS SDK Resample uses mask attributes to control extent of visibility of rectangular tiles

https://www.prepar3d.com/SDKv5/sdk/world/terrain/terrain_overview.html#The Resample Tool

For Vector data, FS SDK SHP2VEC uses ESRI 'Shape' data file attributes to control extent of visibility and other CVX vector data attributes

https://www.prepar3d.com/SDKv5/sdk/world/terrain/terrain_overview.html#The Shp2Vec Tool

https://www.prepar3d.com/SDKv5/sdk/world/terrain/vector_shape_properties_guids.html

https://www.prepar3d.com/SDKv5/sdk/world/terrain/terrain_overview.html


SBuilderX enables creation of scenery on top of a background Map of satellite imagery from various websites; OpenStreetMap can be displayed as well.

Ortho4XP_P3D contains assemble of vector data, so I think with the right script I do not need any other program to generate it. Also no need to make any different folders, it downloads / converts everything in the orthophotos location where ADDON_SCENERY folders are created with already processed by Resample.exe BGL's.

I am not up-to-date on the current extent of features in Ortho4XP, and have only had time to read the first page of this 32-page thread at AVSIM

https://www.avsim.com/forums/topic/539089-ortho4xp-for-fsxp3d/


IMHO, while ORTHO4XP is an interesting proof-of-concept, like FSEarthTiles, it is too complex to use; one may instead wish to use ScenProc or SBuilderX .:idea:

Also, this is not solving the problem with the trees. I mean, they are not enough. Any libraries I can use to add more?

Vegetation / tree objects placed via SimDirector (and many other utilities such as "Forest FSX P3D Tree Placement-tool"):

https://www.fsdeveloper.com/forum/forums/forest-fsx-p3d-tree-placement-tool.148/

...use FS SDK BGLComp methods; placement of vegetation / trees using FS SDK BGLComp methods is not 'Frame Rate Efficient' when rendered at run time by the FS display engine, and such objects should instead be placed as 'Autogen'


If you wish to place Autogen trees, this can be done manually with FS SDK Autogen Annotator, which opens local photo-real BGLs as a background Map.

That process is obscure and laborious; I recommend instead to use ScenProc to auto-detect and place Autogen objects in *an.agn files to be kept in the nested local paired \Texture sub-folder alongside the nested local paired \Scenery sub-folder (containing custom photo-real imagery BGLs from ORTHO4XP).


You can use SBuilderX to create CVX vector objects such as Roads with or without 'Freeway' Traffic, generic buildings etc.


CvxExtractor can de-compile Existing CVX vector object BGLs and output ESRI Shape (aka "*.SHP") source data files to be 'Appended' to SBuilderX. ;)

https://www.fsdeveloper.com/forum/threads/cvxextractor-exporting-vector-data.432918/

https://en.wikipedia.org/wiki/Shapefile


Be aware that de-compiled *.SHP data must be re-projected from EPSG:4326 to EPSG:3857 to align with SBuilderX' satellite imagery tiled background Map; that task can be performed using QGIS. :pushpin:


PS: To learn procedures for making more accurate scenery in local FS world areas, you may wish to review this tutorial:
:teacher:



Terrain Design

sendfile.php

File Description:
Terrain Design for Flight Simulator X

This simple illustrated document explains the basic concepts in Flight Simulator X terrain, and how to change them using SBuilder for FS X. Make new water bodies, roads, vehicle traffic, airport flattens, remove autogen, add more detail - anybody can do it easily and quickly.
My most sincere apologies - I am unable, for lack of free time, to offer support of any kind. For questions or problems, please post in the Avsim scenery design forum.

Filename: terrain_design_for_flight_simulator_x.zip
License: Freeware
Added: 14th December 2009, 13:29:15
Downloads: 16648
Author: Luis Feliz-Tirado
Size: 3991kb

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=141643



To make more accurate FS scenery, you are likely to also encounter these topics at some point as well:

Make photo-real ground textures

sendfile.php

File Description:
It is very easy to create your very own high-resolution, custom (photo-real) ground textures. This document explains the concepts and techniques and illustrates the use of SBuilderX with which you can quickly and easily download aerial images and make this type of scenery. So, why hesitate? Make Flight Simulator scenery as real as it gets! Very sorry - no support of any kind is offered. Please do not write. For any questions, please post in the Avsim Scenery Design Forum.

Filename: make_photo-real_ground_textures_in_fs_x.zip
License: Freeware
Added: 21st November 2009, 23:20:06
Downloads: 17714
Author: Luis Feliz-Tirado
Size: 2143kb



How to create photoreal scenery for FSX
https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=140539


Using the Autogen Annotator

sendfile.php

File Description:
The Autogen Annotator is a powerful tool for modifying the autogen of default ground textures or adding autogen to custom (photo-real) ground. This document illustrates the use of the tool, and includes a pictorial guide to all autogen object types. Very sorry - no support of any kind is offered. Please do not write. For any questions, please post in the Avsim Scenery Design Forum.

Filename: using_the_autogen_annotator_264833.zip
License: Freeware
Added: 21st November 2009, 16:18:51
Downloads: 4220
Author: Luis Feliz-Tirado
Size: 8930kb

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=140537


You may also wish to review at least the first few pages of this (long) very informative thread by Tiberius et al:

https://www.flightsim.com/vbfs/showthread.php?250762-How-to-create-photoreal-scenery-for-FSX:


For info regarding transparency in the creation of custom photo-real land class using SBuilderX, see:

https://www.google.com/search?q=site:www.fsdeveloper.com+SBuilderX+transparency&ei=EVsOZK7RLtSmptQPhOK-2Ac&ved=0ahUKEwjune_owNf9AhVUk4kEHQSxD3sQ4dUDCA8&oq=site:www.fsdeveloper.com+SBuilderX+transparency&gs_lcp=Cgxnd3Mtd2l6LXNlcnAQDEoECEEYAVC2DVi2DWC0GWgBcAB4AIABUIgBUJIBATGYAQCgAQHAAQE&sclient=gws-wiz-serp


For info regarding Night and/or Light Map (aka "_LM") textures in the creation of custom photo-real land class using SBuilderX, see:

https://www.google.com/search?q=site:www.fsdeveloper.com+SBuilderX+night&ei=ZFoOZJmMMYWZptQP-puW8A4&ved=0ahUKEwiZzrKWwNf9AhWFjIkEHfqNBe4Q4dUDCA8&oq=site:www.fsdeveloper.com+SBuilderX+night&gs_lcp=Cgxnd3Mtd2l6LXNlcnAQDEoECEEYAVC4B1jtD2DwJmgBcAB4AIABUYgBoQGSAQEymAEAoAEBwAEB&sclient=gws-wiz-serp


I hope this helps with the learning process on this topic. :)

GaryGB
 
Last edited:
Messages
41
Country
bulgaria
This is all so nice, but we were talking about ScenProc here, so I think we should focus on the subject. SimDirector is very slow and not fps friendly to add them manually.

SBuilderX enables creation of scenery on top of a background Map of satellite imagery from various websites; OpenStreetMap can be displayed as well.

I have the geographic data already why should I use 3 different apps for the same thing?
 
Last edited:
Messages
7,443
Country
us-illinois
This is all so nice, but we were talking about ScenProc here, so I think we should focus on the subject.

The subject AFAIK, is that you wish to use ScenProc to place Autogen.

[EDITED]

The ScenProc install folder contains a User Guide (ScenProc.pdf).

You may wish to review especially Section 10.3 Create autogen ;)


Also, you may wish to review Arno's videos on the photo-real imagery creation and Autogen detection features in ScenProc: :teacher:




[END_EDIT]


SimDirector is very slow and not fps friendly to add them manually.

It is possible most of the FPS hit is from the many vegetation and building objects (you ?) placed using SimDirector via XML code compiled to BGL by SDK BGLComp ...rather than placing those objects as Autogen. :alert:

I have the geographic data already why should I use 3 different apps for the same thing?

The 32-page ORTHO4XP thread I linked to above states that its CVX vector source data is based on OpenStreetMap and not 'traced-over' satellite imagery. :pushpin:

If you need an alternative to ScenProc for making CVX vector content or editing any which is made by ORTHO4XP, I recommend that SBuilderX be used.

Good Luck,

GaryGB
 
Last edited:
Messages
41
Country
bulgaria
Thank you, but I sincerely doubt I need CVX data, because I already have ORBX Vector, which takes care of this. Also AFAIK CVX are for airports, and I am doing terrain, not airports. Thank you. I'll look over for SBuilderX if I need it.
 
Messages
41
Country
bulgaria
Btw, this is very helpful:

If you wish to place Autogen trees, this can be done manually with FS SDK Autogen Annotator, which opens local photo-real BGLs as a background Map.

Problem is, there is too many files to process that way. But I will look over for some guidance about it. Btw, can I ask is there any other libraries I can download for development of autogen? Because I have not enough Asia species trees in the ones I already have, which are the default ones and the ORBX ones.
 
Messages
7,443
Country
us-illinois
Btw, can I ask is there any other libraries I can download for development of autogen? Because I have not enough Asia species trees in the ones I already have, which are the default ones and the ORBX ones.

BTW: Which airport is shown in your screenshots of your OP above ? :scratchch

Yes, there are many freeware scenery object libraries on FS download sites which can be used to provide more tree types.

You may even find that some payware authors may allow use of their custom tree objects if you ask for permission and credit them prominently in your publicly distributed work.


But, AFAIK, if you are developing content for public distribution, you may not be allowed to directly use- or even link to via GUID- any OrbX scenery objects or OrbX CVX vector objects and textures etc..

If this is for personal use only (and not for public distribution), although OrbX has asked users to refrain from using their content for custom purposes, IMHO one can do what one wishes in the (presumed) privacy of their own computers. ;)

That said, one must keep in mind that most OrbX Global Base terrain textures and/or OrbX Global Vector content will not be displayed by the FS run time rendering engine when custom photo-real imagery is being used. :alert:

So unless certain portions of OrbX Global Vector content can be loaded and displayed in FS at run time from above the Area layer for your custom photo-real imagery in the Scenery Library GUI stack of Area layers, little or none of your installed OrbX Global Base terrain textures and/or OrbX Global Vector will be able to be seen because it is interpreted as lower in display priority, with your custom photo-real imagery being super-imposed on top of it.:pushpin:

Assuming one learns how to Exclude and then Replace OrbX scenery content in certain areas of the FS 3D world (which is not always a trivial task), one must first create an insertion point in the Scenery Library GUI stack of Area layers to allow some room at the top of that stack, so that ones custom or other 3rd party packages can be displayed with a higher prioirty ...on top of / in place of ...OrbX.


I recommend a basic procedure required when attempting to modify scenery on a FS computer with a OrbX add-on installed:

Let us remember that we must first create a FTX Central Scenery Library Insertion Point to leave room at the top for our files.

Otherwise, FTX Central keeps automatically positioning OrbX add-ons at the top layer of the Scenery Library ... above your Mod.


Here's an excerpt if one of my old posts on the FTX Central "Insertion Point" option for OrbX scenery layers in Scenery Library:


By default, FTX Central utility always re-inserts FTX layers to a position at- / near the top of- P3D Scenery Library GUI stack of layers.
:alert:



By default, when FTX Central configuration utility runs automatically following installation / configuration of OrbX FTX scenery packages:

* Custom entries are added to the 'active' Terrain.Cfg if they are not already present.

* Several OrbX FTX scenery Area layers are added to the 'top' position of the 'active' FS Scenery Library GUI stack of layers.


Because by default, OrbX FTX scenery Area layers are added to the 'top' position of the P3D Scenery Library GUI, custom scenery may not render properly (if at all), so one should allow for non-OrbX add-on or personally-created custom scenery to be loaded later by placing them above the OrbX FTX scenery Area layers ...at- or nearer to- the 'top' position of the FS Scenery Library GUI.


Each time OrbX FTX Central utility is run OrbX FTX scenery Area layers are again automatically added to the 'top' position of the 'active' FS Scenery Library GUI stack of layers by default.


One can change that default behavior of OrbX FTX Central utility by configuring the OrbX FTX scenery Area layers to be automatically placed at a lower position in the 'active' FS Scenery Library GUI stack of layers by:


OrbX FTX Central Menu > Tools > Scenery Library Configuration > FTX Scenery Library Insertion Points


NOTE: Newer versions of OrbX FTX Central utility may be subject to a different menu / dialog configurations
:alert:



This results in an assigned position, above which OrbX FTX scenery Area layers will NOT be inserted ...until a new Insertion Point is assigned within that FTX Central utility dialog.

GaryGB
 
Last edited:
Messages
41
Country
bulgaria
AFAIK, if you are developing content for public distribution, you may not be allowed to directly use- or even link to via GUID- any OrbX scenery objects or OrbX CVX vector objects and textures etc..
I know, I don't use them in the project I am working on, only the main P3D objects appear in my scenery. The idea for now is for me to learn before starting public distribution of my works, because this is early stage of me trying to do development, since I am really a newbie in all of this.
 
Messages
7,443
Country
us-illinois
There is indeed a lot to be learned even when we use sophisticated FS utilities such as Arno's ScenProc to minimize some tasks.

For example, if in your airport 'region' the default FS library offerings for "Asian" type trees is too limited, and you find more types in a non-default scenery object library, the ScenProc manual does not (yet ?) AFAIK, explain how to add those 3rd party tree objects to an Autogen' class' and Autogen 'library' ...so they can be used if annotating custom photo-real imagery via ScenProc.

10.3.2 CreateAGNLibObject
Purpose
Create autogen library objects from polygon features. For example to place light poles or churches
as autogen objects. The library objects are called from the classes that are defined in the default.xml
file of FS.

NOTE: autogen library objects and autogen classes are meta-objects that link to 3D models of ex: trees inside BGLComp BGLs.

Perhaps Arno may post some further info on the proper way to add 3rd party scenery library tree objects to ScenProc via edits to the FS default.xml file ...so that we have more tree types available to use as autogen library objects and autogen classes ? :teacher:


Jim Robinson posted some info on a way to customize FSX / P3D Autogen files here:

https://www.fsdeveloper.com/forum/t...delentry-guid-rather-than-grouping-id.429331/


Otherwise, those who only want to quickly saturate their landscape with Autogen, then delete unwanted objects afterwards via SDK Annotator, can use FS2004 autogen annotation utilities AutoTrees or AGenT, that scan imagery BGLs and semi-automatically (somewhat like ScenProc) to generate FS9 SDK annotator XML, that can then be converted for use in FSX / P3D: :idea:

https://www.fsdeveloper.com/forum/t...om-several-default-objects.440803/post-778992

https://www.fsdeveloper.com/forum/threads/agent-use.424849/post-627566


BTW: The result will be actual Autogen annotations (which are not placed via BGLComp XML code), and thus yield better FPS. ;)

GaryGB
 
Last edited:
Messages
41
Country
bulgaria
Which airport is shown in your screenshots of your OP above ? :scratchch

It's A_A Sceneries Kuala Lumpur from SimMarket, it is implemented with the scenery around it, I mean, the terrain comes from the Ortho4XP converted for P3D with resample.exe and ScenProc script I showed in the spoiler of my OP. I am trying at the moment to solve a problem with Jakarta's Indonesia scenery, then, I will attempt to add photoreal scenery lines towards the script and actually create autogen for the Kuala Lumpur area. I am thinking mostly of Asian projects, my plan is first Kuala Lumpur, Malaysia, then Jakarta, Indonesia, then Japan the whole country, then Doha Hamad from T2G and surrounding area, then maybe the whole United Arab Emirates. I am noticing that in Asia most developers do not offer anything, so will be good on my side to try things in there on a higher note.
 
Messages
7,443
Country
us-illinois
Judging from the countless (palm ?) tree planting at close intervals in precise arrays as seen in Google Earth satellite imagery surrounding Kuala Lumpur airport, one may need to use Arno's ModelConverterX to merge a number of such objects together into (1) MDL, in order to make a larger stand or group of such trees as a "meta-object" the size of the 100 Meter interval break points of the Earth's surface terrain tiles as modeled in the FS 3D world.

That may cut down on the FS run time FPS hit otherwise incurred when those trees are placed as 'individual' Autogen objects.

ScenProc probably can place those Autogen tree meta-objects in a linear alignment as adjacent objects in rows along roads and other objects to allow for a more realistic true-to-life result. :idea:

Creating a custom "Vector" Autogen object added to Terrain.Cfg may also be way to do this kind of linear Autogen placement.

https://www.google.com/search?q=sit...ABAsgBCMABAdoBBggBEAEYFA&sclient=gws-wiz-serp

GaryGB
 
Last edited:
Messages
41
Country
bulgaria
One of the problems is the fact that I do not have the palm species used in that image, it is Sago palm, young one, short on height. I am atm trying to find freeware sago palm around the internet so I can convert it in MCX and use it to populate the area.
 
Messages
7,443
Country
us-illinois
If you use Sketchup, export a KMZ 3D model, import to MCX, you can process it into a MDL, then create a scenery library BGL to use for Autogen placement via ScenProc.

sago_palm_15ft_alpha-jpg.87820


GaryGB
 

Attachments

  • Sago_Palm_15ft_Alpha.jpg
    Sago_Palm_15ft_Alpha.jpg
    203.6 KB · Views: 210
Last edited:
Messages
41
Country
bulgaria
Sorry for the large amount of replies, those of you want to see the whole script I'll attach it here
 

Attachments

  • default.txt
    39.2 KB · Views: 41
Messages
41
Country
bulgaria
Because this is a beginner times for me I decided to include ORBX entries in the GUI. But, that will be changed once I have larger library of objects to use or maybe I can talk to them to use the library in distribution and pay them percentage for it.
 
Top