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Setagnbuildingtexture

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1,059
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unitedstates
Hi Arno,

I've been searching but don't seem to be able to find any further information about:

SETAGNBUILDINGTEXTURE=

Does FSX only use one texture sheet and if you want to use a separate one you need to generate your own texture?

Or are there multiple AGN Building Textures based on regions and landclass?

I've flown for so long without autogen on I'm just noticing how dull everything looks, or do the textures on the sides of buildings depend on what the roof GUID is?

Sorry for the silly question.
 
Hi,

By default it will use a different texture based on the region you are in.

With this command you can assign a different texture to your agn file (it's per file, not per building).
 
Thanks Arno, yikes I guess Utah allegedly has a lot of wood houses lol.

Chris, I'm still scratching in the dark, I saw that example but I can't make sense of any of it when it comes to the textures.
 
which part is unclear for you
i was able to use the method described to sub segment a region with buildings texture

here is an example of my old script, used with kml file to sub segment area1,2,3 (memory little vague)
Code:
#AGN Buildings
#
IMPORTSHP|D:\OSMDATA\buildings.sectioned.shp|*|NOREPROJ
#
SPLITGRID|AGN|buildings.sectioned.shp=*
#
SETAGNBUILDINGHEIGHT|TYPE=IS1|0.1;0.4;0.4;0.1
SETAGNBUILDINGHEIGHT|TYPE=IS3|0.1;0.4;0.4;0.1
SETAGNBUILDINGHEIGHT|TYPE!IS1;TYPE!IS3|0.1;0.4;0.4;0.1
#
SETAGNBUILDINGTEXTURE|TYPE=IS1|BLD_IS1
SETAGNBUILDINGTEXTURE|TYPE!IS1;TYPE!IS3|BLD_IS2
SETAGNBUILDINGTEXTURE|TYPE=IS3|BLD_IS3
#
CREATEAGNGENBUILD|FTYPE=POLYGON;FROMFILE=buildings.shp;TYPE=IS1;FWIDTH>20|{00000000-0000-0000-0000-000000000000}|MAXRATIO=2
CREATEAGNGENBUILD|FTYPE=POLYGON;FROMFILE=buildings.shp;TYPE=IS1;FWIDTH<20|{00000000-0000-0000-0000-000000000000}
CREATEAGNGENBUILD|FTYPE=POLYGON;FROMFILE=buildings.shp;TYPE=IS3;FWIDTH>20|{00000000-0000-0000-0000-000000000000}|MAXRATIO=2
CREATEAGNGENBUILD|FTYPE=POLYGON;FROMFILE=buildings.shp;TYPE=IS3;FWIDTH<20|{00000000-0000-0000-0000-000000000000}
CREATEAGNGENBUILD|FTYPE=POLYGON;FROMFILE=buildings.shp;TYPE!IS1;TYPE!IS3;FWIDTH>20|{00000000-0000-0000-0000-000000000000}|MAXRATIO=2
CREATEAGNGENBUILD|FTYPE=POLYGON;FROMFILE=buildings.shp;TYPE!IS1;TYPE!IS3;FWIDTH<20|{00000000-0000-0000-0000-000000000000}
#
WRITEAGNFILES|FSX|D:\OSMDATA\AGN\buildings


Chris
 
Ah ok so you define the texture and the texture is basically tied in to the roof GUID.

You see in Salt Lake City I had all my buildings set to gabled_all and every building was a wooden structure on the building textures. That's where I was trying to find out how to change the walls.

Your example makes sense now. So basically if others haven't figured this out, wall textures on autogen are tied in to roof models and those are then subtextured by region.

Got it, all makes sense now :) Thanks Chris.

My assumption then in the Autogen system, what happens is the roof starts the footprint and then the walls are extruded down from the eaves of the house down to the ground to make the walls and the texture sheet to apply is tied in to the ROOF MDL.
 
Hi,

I don't think the wall texture is tied to the roof guid. As far as I know it's something global to the entire autogen tile.
 
I'll do some more testing, but basically all my buildings had the exact same wall texture type because they all used the same roof. Next time I do a render I'll make my filters a lot more complex, I'll see if I can draw up any conclusions. ;)
 
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