Commit 7f3baf2c authored by Rick Gruber-Riemer's avatar Rick Gruber-Riemer

Parameters for LOD and small text changes everywhere

parent 7366608c
.. _chapter-deploy-label:
########################################
Deploy and Use Generated Scenery Objects
########################################
FIXME: stuff going into FGDATA
FIXME: texture stuff linking
FIXME: scenery path
......@@ -4,5 +4,5 @@
Scenery Generation
##################
FIXME: hide objects folder for FGElevCaching?
FIXME:
......@@ -7,9 +7,9 @@ Parameters
Please consider the following:
* Python does not recognize operating system environment variables, please use full paths in the parameters file (no ``$HOME`` etc).
* These parameters determine how syenery objects are generated offline as described in chapter :ref:`Scenery Generation <chapter-generation-label>`. There are no runtime parameters in FlightGear, which influence which and how ``osm2city`` generated scenery objects are shown — or how many [#]_.
* These parameters determine how scenery objects are generated offline as described in chapter :ref:`Scenery Generation <chapter-generation-label>`. There are no runtime parameters in FlightGear, that influence which ``osm2city`` generated scenery objects are shown — or how and how many [#]_.
* All decimals need to be with "." - i.e. local specific decimal separators like "," are not accepted.
* Some of the
* You do not have to specify all parameters in your ``params.ini`` file. Actually it is better only to specify those parameters, which you want to actively control — the rest just gets the defaults.
=========================
......@@ -24,19 +24,20 @@ It might be easiest to read ``parameters.py`` directly. Phython code is easy to
/usr/bin/python2.7 /home/vanosten/develop_vcs/osm2city/parameters.py -d
If you want to see a listing of the actual parameters used during scenery generation (i.e. a compination of the defaults with the overridden values in your ``params.ini`` file, then you can run the following command:
If you want to see a listing of the actual parameters used during scenery generation (i.e. a combination of the defaults with the overridden values in your ``params.ini`` file, then you can run the following command:
::
/usr/bin/python2.7 --file /home/pingu/development/osm2city/parameters.py -f LSZS/params.ini
.. _chapter-param-minimal-label:
==================================
Detailed Description of Parameters
==================================
.. _chapter-param-minimal-label:
-----------
Minimal Set
-----------
......@@ -75,7 +76,7 @@ BOUNDARY_SOUTH, BOUNDARY_WEST scenery.
NO_ELEV Boolean False Set this to ``False``. The only reason to set this to ``True`` would be for
developers to check generated scenery objects a bit faster not caring about
the vertical position in the scenery.
ELEV_MODE String n/a Choose one of "FgelevCaching", 2Fgelev", "Telnet", "Manual". See chapter
:ref:`Available Elevation Probing Mode<chapter-elev-modes-label>` for more
details.
......@@ -83,7 +84,33 @@ ELEV_MODE String n/a Choose one
============================================= ======== ======= ==============================================================================
.. _chapter-parameters-lod-label:
----------------
Level of Details
----------------
The more buildings you have in LOD detailed, the less resources for rendering are used. However you might find it "irritating" the more buildings suddenly appear. Experiment with the settings in FlightGear, see also :ref:`Adjusting Visibility of Scenery Objects <chapter-lod-label>`.
============================================= ======== ======= ==============================================================================
Parameter Type Default Description / Example
============================================= ======== ======= ==============================================================================
LOD_ALWAYS_DETAIL_BELOW_AREA Integer 150 Below this area, buildings will always be LOD detailed
LOD_ALWAYS_ROUGH_ABOVE_AREA Integer 500 Above this area, buildings will always be LOD rough
LOD_ALWAYS_ROUGH_ABOVE_LEVELS Integer 6 Above this number of levels, buildings will always be LOD rough
LOD_ALWAYS_BARE_ABOVE_LEVELS Integer 10 Really tall buildings will be LOD bare
LOD_ALWAYS_DETAIL_BELOW_LEVELS Integer 3 Below this number of levels, buildings will always be LOD detailed
LOD_PERCENTAGE_DETAIL Decimal 0.5 Of the remaining buildings, this percentage will be LOD detailed,
the rest will be LOD rough.
============================================= ======== ======= ==============================================================================
-----
.. [#] The only exception to the rule is the possibility to adjust the :ref:`actual distance of LOD ranges <chapter-lod-label>`.
.. [#] The only exception to the rule is the possibility to adjust the :ref:`Actual Distance of LOD Ranges <chapter-lod-label>`.
......@@ -4,11 +4,25 @@
Using Generated Scenery
#######################
FIXME: Add to path
=========================
Adding to FG_SCENERY Path
=========================
FIXME: consider sharing
You need to add the directory containing the ``Objects`` folder (i.e. not the ``Objects`` folder itself) to the paths, where FlightGear searches for scenery. You can to this eithr through the command line option ``--fg-scenery`` or setting the FG_SCENERY environment variable. This is extensively described in the ``README.scenery`` and the ``getstart.pdf`` [#]_ documents found in $FG_ROOT/Docs as part of your FlightGear installation.
FIXME: copy texture stuff
If you followed the :ref:`directory structure <chapter-creating-directory-structure-label>` presented in chapter :ref:`Preparation <chapter-preparation-label>` and we take the example of ``LSZS`` then you would e.g. use the following command line option:
::
--fg-scenery=/home/pingu/fg_customscenery/LSZS
.. _chapter-copy-textures-label:
=============
Copy Textures
=============
FIXME
.. _chapter-lod-label:
......@@ -19,7 +33,7 @@ Adjusting Visibility of Scenery Objects
The ``osm2city`` related programs and especially ``osm2city.py`` itself are using heuristics and parameters to determine at what level of detail (LOD) scenery objects should be visible. This is done by adding the objects to one of the three FlightGear LOD schemes: "bare", "rough" and "detailed".
In ``osm2city.py`` you can influence into which of the three LOD ranges the objects are placed by using the following :ref:`Parameters <chapter-parameters-label>`:
In ``osm2city.py`` you can influence into which of the three LOD ranges the objects are placed by using the following :ref:`Parameters <chapter-parameters-lod-label>`:
* LOD_ALWAYS_DETAIL_BELOW_AREA
* LOD_ALWAYS_ROUGH_ABOVE_AREA
......@@ -69,7 +83,7 @@ In the same dialog press the ``Shader Options`` button and set the slider for ``
Change Materials to Hide Urban Textures
=======================================
FlightGear allows to change the texture used for a given landclass. More information is available in ``$FG_ROOT/Docs/README.materials`` as well as in the FlightGear Forum thread regarding `New Regional Textures`_. There is not yet a good base texture replacing the urban textures. However many users find it more visually appealing to use a uniform texture like grass under the generated buildings etc. instead of urban textures.
FlightGear allows to change the texture used for a given landclass. More information is available in ``$FG_ROOT/Docs/README.materials`` as well as in the FlightGear Forum thread regarding `New Regional Textures`_. There is not yet a good base texture replacing the urban textures. However many users find it more visually appealing to use a uniform texture like grass under the generated buildings etc. instead of urban textures (because urban textures interfere visually with ways, houses etc.). A drawback of using diferent textures is the absence of trees — owever in many regions of the world there are lot of trees / vegetation in urban areas.
E.g. for the airport ``LSZS`` in Engadina in Switzerland you would have to go to ``$FG_ROOT/Materials/regions`` and edit file ``europe.xml`` in a text editor: add name-tags for e.g. ``BuiltUpCover``, ``Urban``, ``Town``, ``SubUrban`` to a material as shown below and comment out the existing name-tags using ``<!-- -->``. Basically all name-tags, which relate to a material using ``<effect>Effects/urban</effect>``. The outcome before and after edit (you need to restart FlightGear in between!) can be seen in the screenshots below (for illustration purposes the buildings and roads do not have textures).
......@@ -109,4 +123,19 @@ Depending on your region and your shader settings you might want to search for e
.. _`New Regional Textures`: http://forum.flightgear.org/viewtopic.php?f=5&t=26031
.. _ALS: http://wiki.flightgear.org/Atmospheric_light_scattering
\ No newline at end of file
.. _ALS: http://wiki.flightgear.org/Atmospheric_light_scattering
===============================================
Consider Sharing Your Generated Scenery Objects
===============================================
Although this guide hopefully helps, not eerybody might be able to generate scenery objects wih ``osm2city`` related programs. Therefore please consider sharing your generated scenery objects. You can do so by announcing it in the Sceneries_ part of the FlightGear Forums and linking from the bottom of the osm2city related Wiki_ article.
.. _Sceneries: http://forum.flightgear.org/viewforum.php?f=5
.. _Wiki: http://wiki.flightgear.org/Osm2city.py
-----
.. [#] As of beginning of 2016: chapters 3.1, 4.1, 4.5
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