So how those waypoints (roads) stored in game folder? Is it Xml file or a code?
Cause it would be easier if outerra engine could just read Xml file (with road vector data) from one of it's root folders.
Then anything that is done in external editors (with some conversion to outerra format (xml structure)) could be easy just to drop in folder, that will be loaded in next outera startup.
And whenever road adjusted within outerra engine, it would just correct the xml file.
It would be useful to have a tool that extracts external vector definitions, getting rid of unused stuff and partitioning it into smaller tiles so that our tool can process it easier and from a cleaner intermediate format.
Looks like OSM all the vectors are named, and it should be quite easy to pick up just one that's needed (using a script). That's what I've originally planned - I know how OSM xml looks like, but I don't know what's outera accepts, therefore don't know to what format to convert those xml's.
Btw why not to add those roads and airports into OSM?
Already did some contribution to it. Only if anybody will want to make his own road or city (for example medieval city) , that doesn't exist in real world, then OSM can't be a solution. And external 2D editor could be very useful. Again, many of them exist already, just need outerra to read xml's.
Sorry if I'm wrong about Outerra vector storage way. If it already does (reads) it in kind of XML, then much of what I'm said is out of date
that's what I'm trying to find out.