SCOtopo - Modern Open Rails Cloud Terrain Builder (USGS 3DEP)

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  • scottb613
    2500 Post Veteran

    • Apr 2003
    • 2682
    • Downeast Maine (soon)
    • ORTS

    #61
    Originally posted by pschlik
    Neat stuff! As much as OR is only set up to handle the tile sizes from MSTS, I don't see anything that suggests you couldn't use an arbitrary number of samples; it looks to me like terrain files are set up to define the number of samples (not OR itself, the only thing that seems to be hardcoded into OR is the physical size of a tile) used and that might mean you can throw higher resolution terrain in? I guess nobody's tried since 1 meter data is a lot newer than MSTS is. Though, for all I know the tile compression algorithm just explodes if you try to cram that much more data into it. Maybe give it a try anyway?

    I suspect the actual problem would likely be that the current system of near and distant mountain terrain tiles is inadequate for such high levels of detail, we'd likely need a third type of tile (super near?) or a clever algorithm to procedurally reduce the terrain mesh detail below what's specified in the file as distance increases. I'm interested in the idea of using the nearby terrain tiles as a substitute for distant mountain tiles on routes without distant mountains (inspired by the Utah Belt route, which could benefit from distant mountains), so perhaps that will reveal more about how the terrain system can be manipulated.
    Hi...

    Thanks - that is pretty much where my head is at too.

    From what I have seen so far, ORTS is very tile-size aware, but the terrain file format itself does appear to carry information about the terrain sample structure. So in theory, yes, there may be room to experiment with higher-density terrain than the traditional MSTS-style 8m grid.

    That said, I have been trying to keep SCO LIDEX conservative for the first release. Right now it writes terrain in the format ORTS, MSTS tooling, and TSRE are already known to tolerate: normal route terrain at the standard 256 x 256 raw height grid, which works out to 8m post spacing. The 1m LIDAR is used as the source data, but it is resampled down into the normal ORTS terrain structure.

    The reason I have been cautious is compatibility. It is one thing to prove that Open Rails might accept a denser tile. It is another thing to prove that TSRE, existing route tools, tile compression, patch metadata, water/texture data, and long routes all remain stable. I would rather have a boring 8m output that works everywhere than a brilliant 1m experiment that eats someone's route.

    I do think higher-density local terrain is worth investigating, especially for special areas like tunnel portals, cliffs, rock cuts, yards, and riverbanks. But my gut says it may be better handled as a separate "detail terrain" or scenery-object workflow rather than changing the whole route terrain grid globally.

    The near/distant mountain point is a good one too. The current normal tile / distant mountain split is pretty coarse. SCO LIDEX currently builds TSRE-style DM tiles from lower-resolution data, mainly to give route builders a complete one-pass terrain workflow. Using nearby terrain tiles, or a reduced version of them, as a substitute for distant mountains is an interesting idea. It would probably need careful LOD handling so we do not just move the performance problem farther from the camera.

    So short answer: yes, I think there is room to experiment. For v1.000, SCO LIDEX stays intentionally compatible and predictable. Once that baseline is solid, higher-density or "super near" terrain experiments become a lot safer to explore.


    I also wanted to say I agree strongly with your comments elsewhere about teamwork, and that nobody should have to go it alone.

    That has been one of the harder parts of this hobby, at least from my seat. I know the Open Rails development team is small, and they are trying to do a huge amount of work with limited hands. I have a lot of respect for that. But at the same time, it has often felt almost impossible to get real cooperation between the ORTS and TSRE sides of the house.

    For the changes that would make the biggest difference to route builders, I do not think cooperation is just helpful. I think it is essential.

    One example is Forest Regions. Eric and I have both wanted to see Forest Regions improved so a single forest region could contain multiple tree types instead of being locked to one tree type. I would think, a pretty easy task. I have also wanted to see the return of the "cruciform tree" as they are far superior to moving "billboard trees" especially in near-to-track applications. Eric has asked for help. I have asked for help. But no champion ever really stepped forward to carry that across the line. This is just a single example off the top of my head, but clearly illustrates the world in which we live.

    LOL - I have given this some thought...

    Code:
    //forests.json
    
    {
      "ORTSForestRegions": [
        {
          "Name": "Mixed Deciduous Woodland",
          "Trees": [
            {
              "Texture": "MSMajesticOak36A.ace",
              "RenderMode": "Billboard",
              "Width": 15.0,
              "Height": 20.0,
              "MinScale": 0.8,
              "MaxScale": 1.2,
              "PopulationWeight": 70
            },
            {
              "Texture": "Generic_Birch.ace",
              "RenderMode": "Cruciform",
              "Width": 10.0,
              "Height": 18.0,
              "MinScale": 0.9,
              "MaxScale": 1.1,
              "PopulationWeight": 25
            },
            {
              "Texture": "Dead_Elm_Snag.ace",
              "RenderMode": "Cruciform",
              "Width": 8.0,
              "Height": 15.0,
              "MinScale": 0.7,
              "MaxScale": 1.0,
              "PopulationWeight": 5
            }
          ]
        }
      ]
    }

    Route building is an enormous job, and very few people are willing to take it on. My feeling is simple: the easier we make the process, the more routes will get built. Better tools, better workflows, and better cooperation all feed directly into more content for the community.

    I have also seen several times where Goku expressed frustration because he wanted to improve TSRE, but could not really move forward because corresponding code changes were not being adopted in Open Rails. That is a tough spot for everyone.

    So yes, I agree completely. More teamwork is needed, and I would love to see it. Not as a criticism of anyone's effort, but because the whole community benefits when the simulator and the tools can move forward together.

    Regards,
    Scott
    Last edited by scottb613; 07-18-2026, 10:23.
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    • pschlik
      Senior Member


      • Jun 2011
      • 272
      • Missouri
      • MSOR

      #62
      Yeah, terrain changes are another thing on the list of 'sure but multiple programs need to agree on this'. I do need to figure out building TSRE locally using the github Eric has set up, there's a range of things I'd like to do in there so TSRE can keep parity with OR, though it's been ages since I touched C++. Still, something as important as route editing definitely shouldn't be a one man job!

      Of course, the ideal solution would be a route editor built off of the OR simulation so it automatically supports new features since the editor and the simulator are the same thing, but that would merely be the 1000th time someone has mentioned that. That will be a slow process, the new 3D file format and hot reloading are steps towards it, and I don't think there's going to suddenly be one day where OR can do every sort of editing. Ask one person to make a whole editor, it's probably not going to happen, but maybe something will actually be achieved if we accept that it should be done piece-by-piece by people who actually understand their piece of the system. That's the sort of teamwork that will make progress.

      Contributing to ORTS since 2023
      Find me on GitHub @SteelFill

      Like what I do? Join my Patreon to help me do more!

      Comment

      • scottb613
        2500 Post Veteran

        • Apr 2003
        • 2682
        • Downeast Maine (soon)
        • ORTS

        #63
        Stay tuned.
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        Comment

        • scottb613
          2500 Post Veteran

          • Apr 2003
          • 2682
          • Downeast Maine (soon)
          • ORTS

          #64
          Hi Folks,

          Just an FYI.

          I have found - that if you set an offset of 14m East and 14m South when pulling terrain - the terrain geography seems to match up with the tile maps pretty darn close. I've tested on more than one route - all in the Northeast USA.

          I have poured over the code - I can't find any miscalculation on my part - or an explanation as to why this shift works.

          You could try it on a few tiles to test in your own application of terrain - via the defined TEXT file and see how it works out for your before doing a full run.

          I'd be interested to see if these values work for you. If this works in all cases I could hard code an offset?

          Thanks.

          Regards,
          Scott
          <a href=https://www.trainsim.com/forums/filedata/fetch?filedataid=80663&type=full title=thumb_80663.png >thumb_80663.png</a>​ My Blender Models

          Comment

          • pwillard
            2500 Post Veteran


            • Nov 1999
            • 3019
            • Cumming Ga
            • ORTS

            #65
            Maybe hard-code as a default with an easy "override" option?
            http://www.railsimstuff.com
            Just Blender now, 3DCrafter only when I have to.
            Formerly The Keystone Works (All Permissions Granted)
            Things I work on: https://github.com/pwillard

            Comment

            • scottb613
              2500 Post Veteran

              • Apr 2003
              • 2682
              • Downeast Maine (soon)
              • ORTS

              #66
              Originally posted by pwillard
              Maybe hard-code as a default with an easy "override" option?
              Hi Pete,

              Thanks - yep - that is what I was thinking - I'd just like confirmation these settings work best all over the coverage area.

              Regards,
              Scott
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              Comment

              • eric
                Owner/Admin


                • Dec 2002
                • 9403
                • NS MP245.4 CNO&TP South District
                • English, SQL
                • General

                #67
                That lines up with what I was seeing and why I asked for the offset.

                Sent from my SM-S911U using Tapatalk

                If you like what you see here at Trainsim.com, be it the discussions and knowledge in the forums, items saved in our library or the ongoing development of our TSRE Fork, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!

                Comment

                • scottb613
                  2500 Post Veteran

                  • Apr 2003
                  • 2682
                  • Downeast Maine (soon)
                  • ORTS

                  #68
                  Hi Eric,

                  Thanks much - and a great idea for a welcome addition.

                  FYI: You can slide the terrain around after download to see what works best - but each post download move degrades the data - find what looks good and set that for a fresh download - if customization is needed.

                  Yeah - I'll add an option to "Match Map Tiles" or something along those lines.

                  Regards,
                  Scott
                  <a href=https://www.trainsim.com/forums/filedata/fetch?filedataid=80663&type=full title=thumb_80663.png >thumb_80663.png</a>​ My Blender Models

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                  • scottb613
                    2500 Post Veteran

                    • Apr 2003
                    • 2682
                    • Downeast Maine (soon)
                    • ORTS

                    #69
                    Hi Folks,

                    There is an update in my GitHub account - it corrects the terrain mappings so you should not have to play with bias at all to get a good fit with the TSRE maps.

                    Download (right hand column latest release):
                    SCO LIDEX - An automated high resolution terrain mesh builder for Open Rails. It leverages USGS/Copernicus cloud data for mesh and Geofabrik OSM data for map tiles. - scottb613/SCO_LIDEX


                    Regards,
                    Scott
                    <a href=https://www.trainsim.com/forums/filedata/fetch?filedataid=80663&type=full title=thumb_80663.png >thumb_80663.png</a>​ My Blender Models

                    Comment

                    • baldwin
                      5000 Post Veteran

                      • Nov 1999
                      • 6342
                      • Chippenham, Wiltshire, UK.
                      • ORTS

                      #70
                      Hi Scott
                      Once again I am stuck, I have installed the program, but when I click on the exe nothing happens. I have win 10 plus everything needed to run ORTS. Is there anything extra I should have installed to get this to run. If I run as admin I get the admin dialog box asking for permission, then nothing.
                      Beer is not a matter of life or death, it is much more serious than that.

                      Comment

                      • scottb613
                        2500 Post Veteran

                        • Apr 2003
                        • 2682
                        • Downeast Maine (soon)
                        • ORTS

                        #71
                        Originally posted by baldwin
                        Hi Scott
                        Once again I am stuck, I have installed the program, but when I click on the exe nothing happens. I have win 10 plus everything needed to run ORTS. Is there anything extra I should have installed to get this to run. If I run as admin I get the admin dialog box asking for permission, then nothing.
                        Hi Mervyn,

                        Sorry you're having trouble.

                        Please extract the complete ZIP - place the folder wherever you choose to home it - then run AddShortcutDesktop.cmd from the main extracted SCOLIDEX folder. That creates a desktop shortcut with the required --gui option. Launch SCO LIDEX using that shortcut. While it creates a shortcut on your desktop - you can move it anywhere afterwards. There is no need to run it as administrator.

                        If that still fails, please check your Desktop for SCOLIDEX-startup-error.txt and send me its contents.

                        Regards,
                        Scott
                        <a href=https://www.trainsim.com/forums/filedata/fetch?filedataid=80663&type=full title=thumb_80663.png >thumb_80663.png</a>​ My Blender Models

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