Outerra forum

User mods, screenshots & videos => Scenery => Topic started by: Acetone on June 08, 2016, 02:12:41 pm

Title: [Released] Monterrey extended
Post by: Acetone on June 08, 2016, 02:12:41 pm
Monterrey extended v1 (http://www.mediafire.com/download/zv8xjv6lvoqwr21/Monterrey_extended_v1.otx)  |  /!\ Requires World2Xplane models library (https://mega.nz/#!g1l3HZpb!Yu3Mo9ECNaz-3CaqO3qvuDE-821MGNl7OdSqWf7shyc)
[otx package - 3Mo]    |[otx package - 52.4Mo]
The original scenery for Monterrey is nice, but there were not enough buildings to get an idea of the area scale. I started to create this add-on, expanding the existing are with more roads and a ton of World2Xplane buildings. It's mainly flight oriented, since these models are low quality and not very well placed (more content, less details).

(https://i.imgur.com/y4sS0PL.jpg)

v1:
Title: Re: Monterrey extended
Post by: HiFlyer on June 08, 2016, 05:36:50 pm
Looks pretty nice! I didn't even know w2xp buildings came in those colors!
Title: Re: Monterrey extended
Post by: andfly on June 08, 2016, 09:14:52 pm
Always excellent work.
Thanks !
Title: Re: Monterrey extended
Post by: Acetone on June 09, 2016, 05:17:49 am
And a video :)

https://www.youtube.com/watch?v=I3X4Be2Q_JQ
Title: Re: Monterrey extended
Post by: KW71 on June 09, 2016, 10:51:52 am
Cool! Great diversity!    :)

Thanks, Acetone!
Title: Re: Monterrey extended
Post by: HiFlyer on June 11, 2016, 04:53:33 am
Interesting you got more trees over a basically desert texture area. And lots of houses. as always amazed at your patience. I wish houses automatically blocked trees from appearing in the same spot without painstakingly flattening each footprint.
Title: Re: Monterrey extended
Post by: Acetone on June 11, 2016, 07:48:15 am
Interesting you got more trees over a basically desert texture area. And lots of houses. as always amazed at your patience. I wish houses automatically blocked trees from appearing in the same spot without painstakingly flattening each footprint.

Actually it was quickly done, a lot of houses copy and paste, then slightly adjusted to not be on the roads. You don't have to create levelling for all houses too, you just need to copy it with the house. However, since some of the W2Xplane models have extended base, the levelling is broken after you copy the house, so I don't use this for these models.

In fact, since trees placement is mostly a matter of rules + vegetation data, I'm wondering if buildings could have the same type of effect the roads have on trees : removing those.
Title: Re: Monterrey extended
Post by: HiFlyer on June 11, 2016, 12:01:20 pm
Interesting you got more trees over a basically desert texture area. And lots of houses. as always amazed at your patience. I wish houses automatically blocked trees from appearing in the same spot without painstakingly flattening each footprint.

Actually it was quickly done, a lot of houses copy and paste, then slightly adjusted to not be on the roads. You don't have to create levelling for all houses too, you just need to copy it with the house. However, since some of the W2Xplane models have extended base, the levelling is broken after you copy the house, so I don't use this for these models.

In fact, since trees placement is mostly a matter of rules + vegetation data, I'm wondering if buildings could have the same type of effect the roads have on trees : removing those.

That's what I meant, actually. It would look great and also be very helpful, especially in covering large areas. Aerofly Fs 2 is very pretty, but I notice the trees appear absolutely everywhere. Parking lots, on roads, in the middle of buildings.........

A shame.
Title: Re: Monterrey extended
Post by: cameni on June 11, 2016, 02:20:32 pm
Hmm, would an automatic leveling (and tree removal) for buildings be desired in all cases?
Title: Re: Monterrey extended
Post by: Acetone on June 11, 2016, 02:54:36 pm
Hmm, would an automatic leveling (and tree removal) for buildings be desired in all cases?

Probably not the levelling, because I see a lot of cases where it could create problems (buildings models with extended underground walls, large structures, conflict with other roads in some areas...). Plus it shouldn't be applied to all objects, and there is no real difference between simple static models and buildings outside the keywords in metadata.
But right now it's the only way to remove trees, right?
One solution would be to remove (or hide) any trees inside the bounding box of a static object, but I have no idea if it's possible.
Title: Re: Monterrey extended
Post by: cameni on June 11, 2016, 03:04:36 pm
It would be possible to perform some terrain modifications using static object footprints. Removing trees, or some height filtering (limited to the procedural terrain areas to avoid modifying roads).
Title: Re: Monterrey extended
Post by: HiFlyer on June 11, 2016, 04:28:06 pm
It would be possible to perform some terrain modifications using static object footprints. Removing trees, or some height filtering (limited to the procedural terrain areas to avoid modifying roads).

Sounds good!
Title: Re: Monterrey extended
Post by: Acetone on June 11, 2016, 04:55:52 pm
(http://i.imgur.com/KmI3awV.jpg)

And remember folks, you should start adding roads before cloning buildings blocks, or you will end up having to move thousands of houses to fit the urban grid :(

This advice was brought to you by Acetone™. Acetone™:  "it's never too late to realise you are an idiot"™
Title: Re: Monterrey extended
Post by: PytonPago on June 12, 2016, 02:54:17 am
This advice was brought to you by Acetone™. Acetone™:  "it's never too late to realise you are an idiot"™

Putting that quote right above my monitor ...
Title: Re: Monterrey extended
Post by: Acetone on June 17, 2016, 12:29:57 pm
(http://i.imgur.com/y4sS0PL.jpg)
Title: Re: Monterrey extended
Post by: HiFlyer on June 17, 2016, 12:51:27 pm
It would be possible to perform some terrain modifications using static object footprints. Removing trees, or some height filtering (limited to the procedural terrain areas to avoid modifying roads).

Would it be possible to just have a clickbox, that said something like Auto-level active: yes/no so that designers could select and choose as they work?

And great job, Acetone!
Title: Re: [Released] Monterrey extended
Post by: Acetone on June 18, 2016, 03:23:31 pm
Version 1 Release !

Monterrey extended v1 (http://www.mediafire.com/download/zv8xjv6lvoqwr21/Monterrey_extended_v1.otx)  |  /!\ Requires World2Xplane models library (https://mega.nz/#!g1l3HZpb!Yu3Mo9ECNaz-3CaqO3qvuDE-821MGNl7OdSqWf7shyc)
[otx package - 3Mo]    |[otx package - 52.4Mo]
v1:
Title: Re: [Released] Monterrey extended
Post by: josem75 on June 18, 2016, 03:54:22 pm
Acetone ur the man!  Thank you!!

Always with this new mediafire i have a lot of problems. I find myself in a loop, solving captchas, but the file never download :( 
I still cant enjoy your scenary
How many captchas i need to solve for download it?  Already like ten times.. For mediafire it seems i am always a Robot.. I will begin to think that i am.. xD
Title: Re: [Released] Monterrey extended
Post by: Acetone on June 18, 2016, 04:17:43 pm
Captcha on Mediafire? Weird... Never saw a single one, even not connected.

Here is a mega link for the otx : https://mega.nz/#!6g1BTTBb
Title: Re: [Released] Monterrey extended
Post by: josem75 on June 18, 2016, 05:06:06 pm
Captcha on Mediafire? Weird... Never saw a single one, even not connected.

Here is a mega link for the otx : https://mega.nz/#!6g1BTTBb

At the begining i though you was joking. But i opened the Mediafire link in a diferent browser (opera instead chrome), and the page is totally diferent and captchas are not there...  This is so weird..
I know that sometimes your browser can be cache saturated if load a lot of pages (common in me). 

So, solved. By the way, the last Mega link is asking for a key. But anyway, Mediafire should work in normal circunstancies..
Thank you