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Experimental Water

Open ntodzy opened this issue 4 years ago • 6 comments

This feature seems to add massive oceans inside my city. Heres a picture reference: 2020-03-26_20 05 26 2020-03-26_20 19 53 2020-03-26_20 06 44 2020-03-26_20 22 27

ntodzy avatar Mar 27 '20 01:03 ntodzy

It is most likely a grounding mismatch due to some obscure overpass API rules. Unfortunately, I cannot yet think of a clean solution to this. The affected area is usually less than 2000x2000 blocks.

orangeadam3 avatar Mar 27 '20 01:03 orangeadam3

Any ideas why hills don't properly generate? Or do the hills have to be pretty tall to be significant?

Also I have some roads just turning into stone brick paths, one side of intersection is fine and the other isn't I've driven through it plenty of times. The width of the road doesn't change!

ntodzy avatar Mar 27 '20 01:03 ntodzy

Small hills might be too small to be picked up by the terrain dataset. Large hills (over 50m wide) should easily get picked up. The road type is decided by the OSM type so the road probably gets downgraded the road classification system is being rewriten in a fork right now so that may address the issue.

Didnt mean to close. Missclicked.

orangeadam3 avatar Mar 27 '20 02:03 orangeadam3

I noticed some rivers are "flooding" entire regions that are not supposed to be covered in water (I confirmed by looking OSM), and many roads which normally pass over water get submerged. I guess it's because we are only at the experimental stage. Anyway I admire the work you are doing, and wish for the best!

ELIAREy avatar Mar 27 '20 11:03 ELIAREy

@orangeadam3 I haven't had enough time to check out the overpass api but would there be any way to implement a command to regenerate a section of terrain but use a more fine pass? IE..

/terra121 regenerate [*X] [*Y] [*FINE]

ntodzy avatar Mar 27 '20 17:03 ntodzy

I'm not sure what you mean by fine. Overpass (aka openstreetmap) uses vectors so it can't get any more precise

orangeadam3 avatar Mar 28 '20 00:03 orangeadam3