Parameters [Builder]

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 scenery objects are generated offline as described in chapter Scenery Generation.
  • All decimals need to be with “.” — i.e. local specific decimal separators like “,” are not accepted.
  • Unless specified otherwise then all length is in metres and areas are in square metres.
  • 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.

View a List of Parameters

The final truth about parameters is stored in parameters.py — unfortunately the content in this chapter of the manual might be out of date (including default values).

It might be easiest to read parameters.py directly. Python code is easy to read also for non-programmers. Otherwise you can run the following to see a listing:

/usr/bin/python3 /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 combination of the defaults with the overridden values in your params.ini file, then you can run the following command:

/usr/bin/python3 --file /home/pingu/development/osm2city/parameters.py -f LSZS/params.ini

Important Parameters

Minimal Set

See also Setting a Minimal Set of Parameters.

Parameter Type Default Description / Example
PREFIX String n/a Name of the scenery project. Do not use spaces in the name.
PATH_TO_SCENERY Path n/a Full path to the scenery folder without trailing slash. This is where we will probe elevation and check for overlap with static objects. Most likely you’ll want to use your TerraSync path here.
PATH_TO_SCENERY_OPT List None Optional additional paths to scenery folders (e.g. for Project3000). Specified as a list of strings (e.g. [‘/foo/uno’, ‘/foo/due’]. Only used for overlap checking for buildings against static and shared objects.
PATH_TO_OUTPUT Path n/a The generated scenery (.stg, .ac, .xml) will be written to this path. If empty then the correct location in PATH_TO_SCENERY is used. Note that if you use TerraSync for PATH_TO_SCENERY, you MUST choose a different path here. Otherwise, TerraSync will overwrite the generated scenery. Unless you know what you are doing, there is no reason not to specify a dedicated path here. While not absolutely needed it is good practice to name the output folder the same as PREFIX.
PATH_TO_OSM2CITY_DATA Path n/a Full path to the folder with osm2city-data. See chapter Installation of osm2city (e.g. “/home/user/osm2city-data”).
FG_ELEV String n/a Points to the full path of the fgelev executable. On Linux it could be something like .../bin/fgfs_git/next/install/flightgear/bin/fgelev'. On Windows you might have to put quotes around the path due to whitespace e.g. '"D:/Program Files/FlightGear/bin/Win64/fgelev.exe"'.
PROBE_FOR_WATER Boolean False Checks the scenery in PATH_TO_SCENERY whether points are in the water or not. The FlightGear scenery’s water boundaries might be different from OSM. E.g. removes buildings if at least one corner is in the water. And removes or splits (parts of) roads/railways, if at least 1 point is in the water. Only possible with FGElev version after 9th of November 2016 / FG 2016.4.1.

Important Flags

Parameter Type Default Description / Example
FLAG_COLOUR_TEX Boolean False Experimental code. If True then the texture and OSM tags can use colouring. For later versions of FlightGear (2019.x?).
FLAG_STG_BUILDING_LIST Boolean False Experimental code. If True then some buildings use the Random Building code in FlightGear instead of a building mesh.
BUILDING_USE_SHARED_WORSHIP Boolean False Use a shared model for worship buildings instead of OSM floor plan and heuristics. The shared models will try to respect the type of building (e.g. church vs. mosque) and will in size (not height) respect the convex hull of the building floor plan in OSM. If the building is composed of several parts as in OSM 3D buildings, then no shared models are used - as it is assumed that the 3D modeling is more realistic (e.g number and height of towers) than a generic model, although the facade texture is more dumb than a typical shared model texture.
NO_ELEV Boolean False The only reason to set this to True would be for scenery builders to check generated scenery objects a bit faster not caring about the vertical position in the scenery.

Buildings

Diverse Parameters

Parameters which influence the number of buildings from OSM taken to output.

Parameter Type Default Description / Example
BUILDING_MIN_HEIGHT Number 0.0 Minimum height from bottom to top without roof height of a building to be included in output (does not include roof). Different from OSM tag “min_height”, which states that the bottom of the building hovers min_height over the ground. If set to 0.0, then not taken into consideration (default).
BUILDING_MIN_AREA Number 50.0 Minimum area for a building to be included in output (not used for buildings with parent).
BUILDING_PART_MIN_AREA Number 10.0 Minimum area for building:parts.
BUILDING_REDUCE_THRESHOLD Number 200.0 Threshold area of a building below which a rate of buildings gets reduced from output.
BUILDING_REDUCE_RATE Number 0.5 Rate (between 0 and 1) of buildings below a threshold which get reduced randomly in output.
BUILDING_REDUCE_CHECK_TOUCH Boolean False Before removing a building due to area, check whether it is touching another building and therefore should be kept.
BUILDING_NEVER_SKIP_LEVELS Integer 6 Buildings that tall will never be skipped.

In order to reduce the total number of nodes of the buildings mesh and thereby reducing both disk space volume and rendering demands as well as to simplify the rendering of roofs, the geometry of buildings is simplified as follows:

  • Only if not part of a building parent
  • Only if no inner circles
  • Only if a multiple of 4 nodes gets reduced and always 4 neighbouring points are removed at the same time (e.g. something that looks like a balcony from above, but can also point inwards into the building)
  • If points get removed, which are also part of a neighbour building, then the simplification is not accepted.
  • The tolerance of the below parameters is respected.
Parameter Type Default Description / Example
BUILDING_SIMPLIFY_TOLERANCE_LINE Number 1.0 The point on the base line may at most be this value away from the straight line between the node before the balcony and the node after the balcony. This in order to prevent that e.g. a stair-case feature is removed.
BUILDING_SIMPLIFY_TOLERANCE_AWAY Number 2.5 The 2 points sticking out (or in) may not be more than this value away from the straight line between the node before the balcony and the node after the balcony. This in order to prevent clearly visible “balconies” to be removed.

Level of Details of Buildings

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 Adjusting Visibility of Scenery Objects.

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_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.

Building Levels and Height

In OSM the height of a building can be described using the following keys: * building:height * roof:height * height (the total of building_height and roof_height, but most often used alone) * building:levels * roof:levels (not used in osm2city) * levels

Most often none of these features are tagged and then the number of levels are determined based on the settlement type and the corresponding BUILDING_NUMBER_LEVELS_* `` parameter. The height is always calculated as the product of the number of levels times parameter ``BUILDING_LEVEL_HEIGHT_*. If only the height is given, then the levels are calculated by simple rounding — and this level value is then used for calculating the height. The reason for this is that some uniformity in building heights/values is normally observed in the real world — and because the generic textures used have a defined height per level.

An exception to this is made for building parts in a relationship (Simple 3D buildings), as the heights in this case might be necessary to be correct (e.g. a dome on a church).

There is some randomness about the number of levels within the same settlement type, which is determined by using a dictionary of level=ratio pairs, like:

BUILDING_NUMBER_LEVELS_CENTRE = {4: 0.2, 5: 0.7, 6: 0.1}

meaning that there is a ratio 0f 0.2 for 4 levels, a ratio of 0.7 for 5 levels and a ratio of 0.1 for 6 levels. I.e. the keys are integers for the number of levels and the values are the ratio, where the sum of ratios must be 1.

Parameter Type Default Description / Example
BUILDING_NUMBER_LEVELS_* Dict . A dictionary of level/ratio pairs per settlement type, which is used when a building does not contain information about the number of levels. If the building class is not residential or residential_small and the settlement type is not centre or block, then specific parameters are used for apartments, industrial/warehouse and others.
BUILDING_LEVEL_HEIGHT_URBAN Number 3.5 The height per level. This value should not be changed unless special textures are used. For settlement types centre, block and dense. If a building is of class commercial, retail, public or parking_house, then this height is always used.
BUILDING_LEVEL_HEIGHT_RURAL Number 2.5 Ditto for settlement types periphery and rural.
BUILDING_LEVEL_HEIGHT_INDUSTRIAL Number 6.0 Ditto for buildings of class industrial or warehouse.

European Style Inner Cities (Experimental)

Given the available textures in osm2city-data and the in general limited tagging of buildings in OSM as of 201x, European cities look wrong, because there are too many modern facades used and too many flat roofs.

The following parameters try to “fix” this by adding OSM-tags roof:colour=red and roof:shape=gabled to all those buildings, which do not have parents or pseudo-parents (i.e. nor relationships or parts in OSM), but which share node references with other buildings. So typically what is happening in blocks in inner cities in Europe.

Excluded from this are buildings tagged as building=house or building=terrace or building=detached.

Parameter Type Default Description / Example
BUILDING_FORCE_EUROPEAN_INNER_CITY_STYLE Boolean False If True then some OSM tags are enforced to better simulate European style buildings - especially in inner cities.

Example of using the flag set to True in a part of Prague:

_images/force_european_true.png

vs. setting it to False (default):

_images/force_european_false.png

Roofs on Buildings

Below you will find quite a lot of parameters deciding what type of roofs should be generated on buildings. To understand the basic concepts, you should understand OSM Simple 3D buildings. With complex roof below all those roof types, which are not flat/horizontal are meant.

The following parameters decide whether a complex roof should be used on top of a building at all.

Parameter Type Default Description / Example
BUILDING_COMPLEX_ROOFS Bool True Set this to false if only flat roofs should be used. Good for performance, but not so nice for the eye. If this is set to False, all other parameters do not matter.
BUILDING_COMPLEX_ROOFS_MIN_LEVELS Integer 1 Don’t put complex roof on buildings smaller than the specified value unless there is an explicit roof:shape flag in OSM.
BUILDING_COMPLEX_ROOFS_MAX_LEVELS Integer 5 Don’t put complex roofs on buildings taller than the specified value unless there is an explicit roof:shape flag in OSM.
BUILDING_COMPLEX_ROOFS_MAX_AREA Integer 1600 Don’t put complex roofs on buildings larger than this.
BUILDING_COMPLEX_ROOFS_MIN_RATIO_AREA Integer 600 If a building is larger than this but smaller than ..._MAX_AREA, then it is compared whether the building tends to be small and long, because often one more square buildings, which at the same time are large, the roof tends to be flat.
BUILDING_SKEL_MAX_NODES Integer 10 The maximum number of nodes for which a complex roof is generated. The higher the number, the longer the execution time but the more houses actually get realistic roofs.
BUILDING_ROOF_SHAPE_RATIO Dict . If the roof:shape tag is missing in OSM (which it most often is), then this parameter can help to make region specific decisions on what roof types are to be applied randomly with a given ratio. The sum of the ratios must give 1.0 and the values must be one of the values defined for RoofShapes in roof.py.
BUILDING_ROOF_SIMPLIFY_TOLERANCE Number 0.5 All points in the simplified roof will be within the tolerance distance of the original geometry.

Finally the following parameters let you play around with how complex roofs are done.

Parameter Type Default Description / Example
BUILDING_SKEL_ROOFS_MIN_ANGLE Integer 10 The minimum angle of the roof
BUILDING_SKEL_ROOFS_MAX_ANGLE Integer 50 The max angle of the roof. Some randomness is applied between MIN and MAX.
BUILDING_SKILLION_ROOF_MAX_HEIGHT Decimal
No matter the MIN and MAX angles: a skillion will have at most this height difference.
BUILDING_SKEL_ROOF_MAX_HEIGHT Decimal
Skip skeleton roofs (gabled, pyramidal, ..) if the roof height is larger than this value.

Overlap Check for Buildings

Overlap checks try to omit overlap of buildings generated based on OSM data with static object as well as shared objects (depending on parameter OVERLAP_CHECK_CONSIDER_SHARED) in the default scenery (defined by PATH_TO_SCENERY).

If parameter PATH_TO_SCENERY_OPT is not None, then also object from that path are considered (e.g. for Project3000).

Parameter Type Default Description / Example
OVERLAP_CHECK_CONVEX_HULL Bool True Reads all points from static (not shared) objects and creates a convex hull around all points. This is a brute force algorithm only taking into account the firsts object’s vertices.
OVERLAP_CHECK_CH_BUFFER_STATIC Decimal 0.0 Buffer around static objects to extend the overlap area. In general convex hull is already a conservative approach, so using 0 (zero) should be fine.
OVERLAP_CHECK_CH_BUFFER_SHARED Decimal 0.0 Same as above but for shared objects.
OVERLAP_CHECK_CONSIDER_SHARED Bool True Whether only static objects (i.e. a unique representation of a real world thing) should be taken into account — or also shared objects (i.e. generic models reused in different places like a church model). For this to work PATH_TO_SCENERY must point to the TerraSync directory.
OVERLAP_CHECK_ROAD_MIN_REMAINING Integer 10 When a static bridge model or other blocked area (e.g. airport object) intersect with a way, how much must at least be left so the way is kept after intersection.

Examples of overlap objects based on static objects at LSZS (light grey structures at bottom of buildings):

_images/lszs_hull_front.png _images/lszs_hull_back.png

Rectify Buildings

Rectifies angles of corners in buildings to 90 degrees as far as possible (configurable). This operation works on existing buildings as mapped in OSM. It corrects human errors during mapping, when angles are not straight 90 degrees (which they are in reality for the major part of corners). I.e. there is no new information added, only existing information corrected.

This operation is mainly used for eye-candy and to allow easier 3-D visualization. It can be left out if you feel that the OSM mappers have done a good job / used good tooling. On the other hand the processing time compared to other operations is negligible.

The following picture shows an example of a rectified building with a more complex layout. The results are more difficult to predict the more corners there are. The red line is the original boundary, the green line the rectified boundary. Green circles are at corners, where the corner’s angle is different from 90 degrees but within a configurable deviation (typically between 5 and 10 degrees). Corners shared with other buildings are not changed by the rectify algorithm (not shown here).

_images/rectify.png

Please note that if you are annoyed with angles in OSM, then you have to rectify them manually in OSM. One way to do that is to use JOSM and related plugins.

Parameter Type Default Description / Example
RECTIFY_ENABLED Boolean True Toggle whether the rectify operation should be used.
RECTIFY_90_TOLERANCE Number 0.1 Small tolerance from 90 degrees not leading to rectification of corner.
RECTIFY_MAX_90_DEVIATION Number 7 By how much an angle can be smaller or larger than 90 to still be rectified. You might need to experiment a bit and use plotting to determine a good value.
RECTIFY_MAX_DRAW_SAMPLE Number 20 How many randomly chosen buildings having rectified corners shall be plotted. The more buildings the better for comparison. However plotting can take quite some time and system resources.
RECTIFY_SEED_SAMPLE Boolean True If set to True then the randomizer uses a different seed each time. In some situations it might be better when the same set of random buildings are plotted each time - e.g. when experimenting with parameters and wanting to compare the outcomes.

Light Effects on Buildings

Parameters for some light effects.

Parameter Type Default Description / Example
OBSTRUCTION_LIGHT_MIN_LEVELS Integer 15 Puts red obstruction lights on buildings >= the specified number levels. If you do not want this, then just set the value to 0.
BUILDING_FAKE_AMBIENT_OCCLUSION Boolean True Fake ambient occlusion by darkening facade textures towards the ground, using the formula 1 - VALUE * exp(- AGL / HEIGHT ) during texture atlas generation.
BUILDING_FAKE_AMBIENT_OCCLUSION_HEIGHT Number
(see above)
BUILDING_FAKE_AMBIENT_OCCLUSION_VALUE Number 0.6 (see above)

Generating Buildings Where OSM is Missing Buildings

It is possible to let osm2city generate buildings, where it is plausible that there in reality would be buildings, but buildings were not mapped in OSM. The following set of parameters make some customisation to specific areas possible. However parts of the processing is rather hard-coded (e.g. the available buildings are defined in code in module owbb/would_be_buildings.py in function _read_building_models_library(). Still the results are much better than an empty scene.

No additional buildings are generated inside zones for aerodromes.

A lot of processing is dependent on land-use information (see e.g. Land-use Handling and Land-use Parameters). For a short explanation of the process used see Generate Would-Be Buildings.

In settlement areas an attempt is made to have the same terrace houses or apartment buildings along both sides of a way.

The first set of parameters determines the overall placement heuristics:

Parameter Type Default Description / Example
OWBB_GENERATE_BUILDINGS Boolean False Set this to True to generate buildings.
OWBB_USE_GENERATED_LANDUSE_FOR_B.._GENERATION Boolean False Generated land use is based on existing OSM buildings but missing land-use information. Therefore there is a fair chance that no additional buildings are plausible.
OWBB_USE_EXTERNAL_LANDUSE_FOR_B.._GENERATION Boolean True External land-use is only added, where OSM is missing and no generated land-use is available. Currently this only land-use from FlightGear (parameter OWBB_USE_BTG_LANDUSE), which is why most probably plausible buildings should be generated.
OWBB_STEP_DISTANCE Integer 2 How many meters along the way to travel before trying to set a building again. Smaller values might be more accurate, but also increase processing time.
OWBB_MIN_STREET_LENGTH Integer 10 How long a way needs to be at least to be considered for generating buildings along.
OWBB_MIN_CITY_BLOCK_AREA Integer 200 The minimal area of a city block along a way to be considered for generating buildings.
OWBB_RESIDENTIAL_HIGHWAY_MIN_GEN_SHARE Decimal 0.3 If there are already buildings along the way: what is the minimal share of an uninterrupted length along the way to consider for terraces or apartments (detached houses might still be “built”).
OWBB_ZONE_AREA_MAX_GEN Decimal 0.1 If the share of floor area of exiting OSM buildings compared to the whole area is above this value, then no extra buildings are placed. In the future this value might need to be specific per settlement type.
OWBB_HIGHWAY_WIDTH_FACTOR Decimal 1.3 Factor applied to highway width in order to push buildings exponential more away from high level highways (highway.width ** factor)

The second set of parameters determines the type of residential buildings to use and the distances between the buildings and the street as well as what happens in the backyard. The width of a building is along the street, the depth of a building is away from the street (front door to back door).

Parameter Type Default Description / Example
OWBB_RESIDENTIAL_RURAL_TERRACE_SHARE Decimal 0.1 The share of terraces / row houses in rural settlement areas. Most houses are detached, which is the default.
OWBB_RESIDENTIAL_PERIPHERY_TERRACE_SHARE Decimal 0.25 Ditto in periphery settlement areas.
OWBB_RESIDENTIAL_RURAL_APARTMENT_SHARE Decimal 0.1 The share of apartment buildings in rural settlement areas.
OWBB_RESIDENTIAL_PERIPHERY_APARTMENT_SHARE Decimal 0.3 Ditto in periphery settlement areas.
OWBB_RESIDENTIAL_DENSE_TYPE_SHARE Dict   In dense areas not everything is attached like in block or centre settlement areas. It can be quite region specific. Therefore there is quite a choice for specifying the distribution. E.g. {'detached': 0.1, 'terraces': 0.1, 'apartments': 0.3, 'attached': 0.5}.
OWBB_RESIDENTIAL_TERRACE_MIN_NUMBER Integer 4 The minimum number of terrace houses to fit along a street before it is considered to build terraces along the way.
OWBB_RESIDENTIAL_TERRACE_TYPICAL_NUMBER Integer 5 The typical number of terrace houses attached to each other before there will be a break. The actual number is randomized around this value.
OWBB_RESIDENTIAL_SIDE_FACTOR_PERIPHERY Decimal 1.0 The default buffer on the side of detached houses and apartment houses is the sqaure root of the house’s width. So the distance between two houses gets the square root of the one house’s width plus the square root of the other house’s width. This factor is multiplied to allow some linear correction for region specific adaptation. E.g. in Switzerland the houses tend to be farther apart along the street than in Denmark (the opposite is true for the backyard). This factor is used for rural and periphery settlement types.
OWBB_RESIDENTIAL_SIDE_FACTOR_DENSE Decimal 0.8 Ditto for dense settlement type. Attached houses and terrace houses have a distance of ca. 0 (it is not exactly 0 due to the way placements are made in the heuristics - but close enough; you can play with the step distance).
OWBB_RESIDENTIAL_BACK_FACTOR_PERIPHERY Decimal 2.0 Same as the ..SIDE_FACTOR.., but now for the back. Again the starting point is a square root - this time of the building’s depth.
OWBB_RESIDENTIAL_FRONT_FACTOR_PERIPHERY Decimal 1.0 Same as the ..SIDE_FACTOR.., but now for the back. The starting point is the square root of the building’s width.
OWBB_FRONT_DENSE Decimal 3.0 The distance in metres between the street and the front. Same for settlement types dense, block and centre.

Finally a set of parameters for industrial buildings:

Parameter Type Default Description / Example
OWBB_INDUSTRIAL_LARGE_MIN_AREA Integer 500 The minimal number of square metres for an industrial building being considered large.
OWBB_INDUSTRIAL_LARGE_SHARE Decimal 0.4 If the building zone type is industrial, then this share is used between large buildings and smaller buildings.
OWBB_INDUSTRIAL_BUILDING_SIDE_MIN Decimal 2.0 The minimal buffer around a building - so the total distance between two industrial buildings is at least twice this value. The actual value used is chosen randomly between the .._SIDE_MIN and .._SIDE_MAX.
OWBB_INDUSTRIAL_BUILDING_SIDE_MAX Decimal 5.0 See above.

Linear Objects (Roads, Railways)

Parameters for roads, railways and related bridges. One of the challenges to show specific textures based on OSM data is to fit the texture such that it drapes ok on top of the scenery. Therefore several parameters relate to enabling proper draping.

Parameter Type Default Description / Example
BRIDGE_MIN_LENGTH Decimal
Discard short bridges and draw roads or railways instead.
MIN_ABOVE_GROUND_LEVEL Decimal 0.01 How much a highway / railway is at least hovering above ground
HIGHWAY_TYPE_MIN Integer 4 The lower the number, the smaller ways in the highway hierarchy are added. Currently the numbers are as follows (see roads.py -> HighwayType). motorway = 12 trunk = 11 primary = 10 secondary = 9 tertiary = 8 unclassified = 7 road = 6 residential = 5 living_street = 4 service = 3 pedestrian = 2 slow = 1 (cycle ways, tracks, footpaths etc).
POINTS_ON_LINE_DISTANCE_MAX Integer 1000 The maximum distance between two points on a line. If longer, then new points are added. This parameter might need to get set to a smaller value in order to have enough elevation probing along a road/highway. Together with parameter MIN_ABOVE_GROUND_LEVEL it makes sure that fewer residuals of ways are below the scenery ground. The more uneven a scenery ground is, the smaller this value should be chosen. The drawback of small values are that the number of faces gets bigger affecting frame rates.
MAX_SLOPE_ROAD, MAX_SLOPE_* Decimal 0.08 The maximum allowed slope. It is used for ramps to bridges, but it is also used for other ramps. Especially in mountainous areas you might want to set higher values (e.g. 0.15 for roads works fine in Switzeland). This leads to steeper ramps to bridges, but give much fewer residuals with embankments.
USE_TRAM_LINE Boolean False Often tram lines are on top of existing roads or between. This can lead to roads being (partially) hidden etc.

With residuals:

_images/elev_residuals.png

After adjusted MAX_SLOPE_* and POINTS_ON_LINE_DISTANCE_MAX parameters:

_images/no_elev_residuals.png

Land-Use

Land-use data is only used for built-up area in osm2city. All other land-use is per the scenery in FlightGear. The main use of the land-use information processed is to determine building types, building height etc. for those buildings (often the majority), where this information is lacking and therefore must be obtained by means of heuristics. See Land-use for an overall description.

Parameter Type Default Description / Example
OWBB_LANDUSE_CACHE Boolean False Instead of calculating land-use related stuff including buildings from scratch each time, use cached (but possibly stale) data for speed-up.

Complement OSM Land-Use Information

These operations complement land-use information from OSM based on some simple heuristics, where there currently are no land-use zones for built-up areas in OSM: If there are clusters of buildings outside of registered OSM land-use zones, then zones are added based on clusters of buildings and buffers around them. The land-use type is based on information of building types, amenities etc. — if available.

Parameter Type Default Description / Example
OWBB_USE_BTG_LANDUSE Boolean False Read FlightGear scenery (BTG-files from existing TerraSync scenery) for land-use data to complement (not replace) data from OSM.
OWBB_GENERATE…_BUILDING_BUFFER_DISTANCE Number 30 The minimum buffering distance around a building.
OWBB_GENERATE…_BUILDING_BUFFER_DISTANCE_MAX Number 50 The maximum buffering distance around a building. The actual value is a function of the previous parameter and the building’s size (the larger the building the larger the buffering distance - up to this max value.
OWBB_GENERATE_LANDUSE_LANDUSE_HOLES_MIN_AREA Number 20000 The minimum area for a hole within a generated land-use that is kept as a hole (square metres).
OWBB_GENERATE…_SIMPLIFICATION_TOLERANCE Number 20 The tolerance in metres used for simplifying the geometry of the generated land-use boundaries. Tolerance means that all points in the simplified land-use will be within the tolerance distance of the original geometry.
OWBB_SPLIT_MADE_UP_LANDUSE_BY_MAJOR_LINES Boolean True Splits generated land-use by major lines, as typically land-use changes occur across larger boundaries. “Major lines” here are motorways, most railways (not trams) and waterways classified in OSM as rivers and canals.

On the left side of the picture below the original OSM-data is shown, where there only is one land-use zone (green), but areas with buildings outside of land-use zones as well as several streets without buildings (which from an arial picture actually have lots of buildings — they have just not been mapped in OSM.

On the right side of the picture the pink areas are generated based on building clusters and the yellow zone is from CORINE data.

_images/landuse.png

Generating Areas Where Roads are Lit

Land-use information is used to determine which roads are lit during the night (in addition to those roads which in OSM are explicitly tagged as being lit).

The resulting built-up areas are also used for finding city and town areas — another reason why the values should be chosen conservative, i.e. large.

Parameter Type Default Description / Example
OWBB_BUILT_UP_BUFFER Number 50 The buffer distance around built-up land-use areas to be used for lighting of streets. The number is chosen pretty large such that as many building zone clusters as possible are connected. Also it is not unusual that the lighting of streets starts a bit outside of a built-up area.
OWBB_BUILT_UP_AREA_HOLES_MIN_AREA Number 100000 The minimum area in square metres a hole in a LIT_BUFFER needs to have to be not lit. In general this can be quite a large value and larger than e.g. parameter OWBB_GENERATE_LANDUSE_LANDUSE_HOLES_MIN_AREA.
OWBB_BUILT_UP_MIN_LIT_AREA Number 100000 The minimum area of a lit area, such that it is actually used for lighting of streets. Given buffering with OWBB_BUILT_UP_BUFFER alone is already a large area, this value must not be chosen too small.

Size of Concentric Settlement Type Rings

The formula for the radius of the outer border of the ring is:

radius = population^OWBB_PLACE_RADIUS_EXPONENT * OWBB_PLACE_RADIUS_FACTOR
Parameter Type Default Description / Example
OWBB_PLACE_POPULATION_DEFAULT_CITY Integer 200000 The default population for a settlement tagged with place=city, where the population size is not tagged.
OWBB_PLACE_POPULATION_DEFAULT_TOWN Integer 20000 Ditto for place=town.
OWBB_PLACE_POPULATION_MIN_BLOCK Integer 15000 The minimum amount of people living in a place=town for it to have a settlement type block (i.e. where all builings are attached). If the population is based on default, then no block will be assigned.
OWBB_PLACE_RADIUS_EXPONENT_CENTRE Number 0.5 The exponent for calculating the radius for settlement type centre, i.e. 1/2.
OWBB_PLACE_RADIUS_EXPONENT_BLOCK Number 0.6 Ditto for type block, i.e. 5/8.
OWBB_PLACE_RADIUS_EXPONENT_DENSE Number 0.666 Ditto for type dense, i.e. 2/3.
OWBB_PLACE_RADIUS_FACTOR_CITY Number
Linear correction factor for radius when dealing with place=city.
OWBB_PLACE_RADIUS_FACTOR_TOWN Number
Ditto for place=town.
OWBB_PLACE_TILE_BORDER_EXTENSION Integer 10000 Extension of the perimeter (tile borders) to read place information from, as e.g. a city might extend across til border areas.
OWBB_PLACE_CHECK_DENSITY Boolean False Should only be used if majority of all buildings are mapped in OSM. Otherwise settlement type will be downgraded e.g. in areas based on BTG etc. Mostly for testing purposes and prrof of concept.
OWBB_PLACE_SANITY_DENSITY Number 0.15 Make sure that settlement type dense is assigned, if the density of a building zone is larger than a given ratio and the settlement type is rural or periphery. The density is calculated as the total of all buildings’ floor area (inner rings’ areas do also count) divided by the area of the building zone. Likewise if the density is lower than the ratio, but the settlement type is dense or block (not centre), then the type is changed to periphery.

Textures

Parameter Type Default Description / Example
ATLAS_SUFFIX String (empty) Add the the suffix to the texture atlas (also light-map) in osm2city-data including an underscore (e.g. ‘foo’ leads to atlas_facades_foo.png).
TEXTURES_ROOFS_NAME_EXCLUDE List [] List of roof file names to exclude, e.g. [“roof_red3.png”, “roof_orange.png”]. The file names must be relative paths to the tex.src directory within PATH_TO_OSM2CITY_DATA. Be aware the excluding roofs can lead to indirectly excluding facade textures, which might be depending on provided roof types. An empty list means that no filtering is done.
TEXTURES_FACADES_NAME_EXCLUDE List [] Same as TEXTURES_ROOFS_EXCLUDE but for facades — e.g. [“de/commercial/facade_modern_21x42m.jpg”].
TEXTURES_ROOFS_PROVIDE_EXCLUDE List [] List of provided features for roofs to exclude, e.g. [“colour:red”].
TEXTURES_FACADES_PROVIDE_EXCLUDE List [] Ditto for facades.
TEXTURES_REGIONS_EXPLICIT List [] Explicit list of regions to include. If list is empty, then all regions are accepted. There is also a special region “generic”, which corresponds to top directory structure. In many situations it might not make sense to include “generic”, as it provides a lot of colours etc. (which however could be filtered with the other parameters).
TEXTURES_EMPTY_LM_RGB_VALUE Integer 35 If a texture does not have an explicit light-map (i.e. same file name plus “_LM”, then a default light-map is constructed with RGB(VALUE, VALUE, VALUE).

Other Parameters

Detailed Features

The following parameters determine, whether specific features for procedures pylons respectively details will be generated at all.

Parameter Type Default Description / Example
C2P_PROCESS_POWERLINES Boolean True pylons: Generate electrical power lines (incl. cables)
C2P_PROCESS_WIND_TURBINES Boolean True pylons: wind turbines
C2P_PROCESS_STORAGE_TANKS Boolean True pylons: storage tanks either mapped as nodes or ways in OSM
C2P_PROCESS_CHIMNEYS Boolean True pylons: chimneys either mapped as nodes or ways in OSM
C2P_PROCESS_POWERLINES_MINOR Boolean False details: Only considered if C2P_PROCESS_POWERLINES is True
C2P_PROCESS_AERIALWAYS Boolean False details: Aerial ways is currently experimental and depends on local shared objects.
C2P_PROCESS_OVERHEAD_LINES Boolean False details: Railway overhead lines (pylons and cables)
C2P_PROCESS_STREETLAMPS Boolean False details: Only proof of concept. It will drain your resources in larger sceneries.
DETAILS_PROCESS_PIERS Boolean True details: Generate piers and boats
DETAILS_PROCESS_PLATFORMS Boolean True details: Generate railway platforms

Database

OSM data is read from a PostGIS database. See also OSM Data in Database.

Parameter Type Default Description / Example
DB_HOST String n/a The host name of the computer running PostGIS (e.g. localhost).
DB_PORT Integer 5432 The port used to connect to the host (5433 for Postgres 9,x+)
DB_NAME String n/a The name of the database (e.g osmogis).
DB_USER String n/a The name of the user to be used to read from the database. Can be read-only.
DB_USER_PASSWORD String n/a The password for the DB_USER.

Skipping Specific Buildings and Roads/Railways

There might be situations, when you need to skip certain buildings or roads/railways, because e.g. the overlap checking does not work or the OSM features simply do not fit with the FlightGear scenery. Often it should be checked, whether the OSM data really is correct (if not, then please directly update the source in OSM) or the FlightGear scenery data is not correct (if not, then please check, whether source data can be improved, such that future versions of the scenery are more in line with reality and thereby with OSM data).

In order to temporarily exclude certain buildings or roads/railways, you can use parameter SKIP_LIST. For buildings you can either specify the OSM id or (if available) the value of the name tag. For roads/railways only the OSM id can be used.

E.g. SKIP_LIST = ['St. Leodegar im Hof (Hofkirche)', 87220999]

Clipping Region

The boundary of a scenery as specified by the parameters boundary command line argument is not necessarily sharp. As described in Getting OpenStreetMap Data it is recommended to use completeWays=yes, when manipulating/getting OSM data - this happens also to be the case when using the OSM Extended API to retrieve data. However there are no parameters to influence the processing of OSM nodes and OSM ways depending on whether they are inside / outside the boundary or intersecting.

The processing is as follows:

  • buildings.py: if the first node is inside the boundary, then the whole building is processed — otherwise not
  • roads.py: if not entirely inside then split at boundary, such that the first node is always inside and the last is either inside by default or the first node outside for splitting.
  • piers.py: as above for piers
  • platforms.py: as above for platforms
  • pylons.py
    • storage tanks: if the centroid is inside the boundary, then the whole storage tank is processed — otherwise not
    • wind turbines and chimneys: no checking because the source data for OSM should already be extracted correctly
    • aerial ways: if the first node is inside the boundary, then the whole aerial way is processed — otherwise not (assuming that aerial ways are short)
    • power lines and railway overhead lines: as for roads. If the last node was split, then no shared model is placed assuming it is continued in another tile (i.e. optimized for batch processing across tiles)