projects_folder: the parent folder that contains your sceneries.For instance, if you have a gltf file for a tile that is named 30604141705340627_LOD00.gltf, all the texture files corresponding to this tile and this LOD level (all the texture files that start with 30604141705340627_LOD00) will be baked into one single texture bake_textures_enabled: tells the script to optimize the textures by baking all the textures corresponding to the min Lod levels of the tiles (default is True).Just put the scenery_optimisation.py script, and the retrievepos.js script in a folder of your choice.Ĭhange the following settings, according to your project: The script automatically removes the orphaned scenery object xml files (scenery object xml files that do not have associated gltf and/or bin files) The script also applies ASOBO extension tags to the gltf files, in order to enable the road management and the collisions. The script also changes the LOD levels to better suit the LOD management system, and allows (if configured) to convert texture files into jpg format, in order to reduce the texture file size (but with a possible loss in the texture quality). This is the fix that the script applies to the tiles: it gives each tile its own origin point, and resizes the bounding boxes according to the real tile size. Now, if each tile has its own origin point, and has a bounding box corresponding to the real tile size, we obtain those results: and, which are far better from a LOD point of view, and better preserve the framerate. Here, we can see that the more detailed tiles are the one that are far from the camera, which is the exact opposite result than the one we want to obtain to optimize our scenery framerate. The more the yellow or red is the color, the less detailed is the tile. The more the green or blue is the color, the more detailed is the tile. The problem here is that the Google Earth Decoder gives all the tiles the same origin, and changes the bounding box to go from this origin point to the last mesh vertice point.Īnother way to see this problem, is to use the new MSFS SDK Debug LOD feature, that displays the current lod level of each tiles, and the size of the bounding sphere: In this case, we can see that the tiles have the correct LOD levels, and it leads to a reduced number of vertices (20M in this case, but it can be changed according to the LOD levels that are set in the optimisation script (see chap. The result is that this scene, from this point of view, displays more than 80M of vertices, which bottlenecks the GPU (and the CPU). You can see that the scenery tiles are dark gray, which means there are a lot of vertices on each tile, because all the tiles are on the max level of detail (which is 19 here). This picture shows a wireframe representation of a big scenery created from the Google Earth Decoder tool. It fixes an issue with the Google Earth Decoder tool, that breaks the LOD management system. It bakes the tiles texture files in order to reduce the number of the files in the final package, and reduce the scenery loading time. This script applies the CTD issues fix (see ). Lily texture Packer IMPORTANT ! download version 1.1.x only:. I did not test them with another Google Earth Decoder minLod. The scripts are intended to be used with a Google Earth Decoder min LOD of 17. merge_sceneries: merge all the files from a source Google Earth Decoder scenery to a destination Google Earth Decoder scenery.update_objects_LODs.py: update the LOD levels for the tiles of a scenery based on an array of minsizes.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |