Landscape and Route Generator
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Landscape and Route Generator
When I read the tread https://bveworldwide.forumotion.com/t2198-the-most-important-thing I remembered an idea I wrote down a year ago:
OpenBVE Landscape and Route Generator
A software with which routes / landscapes can be created in a rudimentary automated way. The detailed design still has to be done by hand.
First, a map is loaded from openstreetmap.
You use the whole map or in certain cases a part of the map (for example: lowland, gorge, high valley); the parts are then put together (manually?).
Using the data from the map, the landscape is generated and the track.
To create the landscape, elements can be imported for certain individual signatures/areas of the map. A random generator then compiles the landscape from these:
- from 1-10 different, previously uploaded trees, single trees, hedges and forest are generated.
- from 1-10 different, previously uploaded houses, buildings and villages are displayed
- for different road types one element each can be loaded
- for different water bodies (stream, river, ...) upload one element each
- for land cover one or more elements can be loaded (meadow, field, cemetery, field, pasture, vineyard, ...)
- Other elements that are often mapped, such as benches, etc.
- Store horizon. Either 1-10 elements, which are combined randomly, or individual images, which form the horizon in a certain order.
A basic landscape is then created from these elements.
Such a landscape/route is of course still rudimentary and has to be reworked manually, e.g. replace standard church or railway station with a model of the corresponding place.
Such an approach enabled a beginner to create an average route quasi automatically. For the expert it served as a basis
Licence: Creative Commons in the sense that landscapes created with it must be under a CC licence.
OpenSource, if possible for Linux, Windows, Macintosh
The above is of course only an idea sketch.
OpenBVE Landscape and Route Generator
A software with which routes / landscapes can be created in a rudimentary automated way. The detailed design still has to be done by hand.
First, a map is loaded from openstreetmap.
You use the whole map or in certain cases a part of the map (for example: lowland, gorge, high valley); the parts are then put together (manually?).
Using the data from the map, the landscape is generated and the track.
To create the landscape, elements can be imported for certain individual signatures/areas of the map. A random generator then compiles the landscape from these:
- from 1-10 different, previously uploaded trees, single trees, hedges and forest are generated.
- from 1-10 different, previously uploaded houses, buildings and villages are displayed
- for different road types one element each can be loaded
- for different water bodies (stream, river, ...) upload one element each
- for land cover one or more elements can be loaded (meadow, field, cemetery, field, pasture, vineyard, ...)
- Other elements that are often mapped, such as benches, etc.
- Store horizon. Either 1-10 elements, which are combined randomly, or individual images, which form the horizon in a certain order.
A basic landscape is then created from these elements.
Such a landscape/route is of course still rudimentary and has to be reworked manually, e.g. replace standard church or railway station with a model of the corresponding place.
Such an approach enabled a beginner to create an average route quasi automatically. For the expert it served as a basis
Licence: Creative Commons in the sense that landscapes created with it must be under a CC licence.
OpenSource, if possible for Linux, Windows, Macintosh
The above is of course only an idea sketch.
Vicicongo- Posts : 4
Join date : 2023-02-14
Gothpaladinus, Rakago and ADbve like this post
Re: Landscape and Route Generator
For current route structure implementing that idea maybe pretty hard, maybe need to rewrite or even make new route structure.
For me what can be improved with current route structure is:
1. Can read a curve data (maybe in obj format) to define the track path, the track path data can be made from 3d model app that can import openstreetmap data and convert it to curve data.
2. The path data can store a parameter that can user specify like what rail object did it use, how many segment/repeater that curve have between controls points.
Because currently openbve route is sort of linear, like from station A to Sta B to Sta C is ok but the opposite from C to A you need to make new copy of that route and the entire maps flipped to make it look better, you can play backward but that feel not immersive.
For me what can be improved with current route structure is:
1. Can read a curve data (maybe in obj format) to define the track path, the track path data can be made from 3d model app that can import openstreetmap data and convert it to curve data.
2. The path data can store a parameter that can user specify like what rail object did it use, how many segment/repeater that curve have between controls points.
Because currently openbve route is sort of linear, like from station A to Sta B to Sta C is ok but the opposite from C to A you need to make new copy of that route and the entire maps flipped to make it look better, you can play backward but that feel not immersive.
ADbve- Posts : 72
Join date : 2020-05-14
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