SCO LIDEX goes GLOBAL

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  • scottb613
    2500 Post Veteran


    • Apr 2003
    • 2848
    • Downeast Maine (soon)
    • ORTS

    #46
    Originally posted by CSRX
    Scott,
    It appears the shapes I was using, were corrupted somehow, did some tweaks, and managed to get the trees to behave properly. Sometimes they still show up wonky, but not nearly as bad as before, and seem to be more so off in the distance. I am thinking this is part of ORTS possibly taking forever to load up after going through the tree laying process.

    I may end up going through anyways and redefining some stuff, I feel like some spots the trees are overlapping too much, and some areas they seem to be closer to the tracks than they should be. Either way, this is a game changer, and glad I got it working, for the most part.
    Hi Shawn,

    Glad it's working better for you - I still don't know why it's happening.


    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

    • CSRX
      13500 Post Veteran



      • Oct 2005
      • 13646
      • Lincoln, ME
      • English
      • ORTS

      #47
      Originally posted by scottb613

      Hi Shawn,

      Glad it's working better for you - I still don't know why it's happening.


      Regards,
      Scott

      I swapped trees completely, using the newer shapes from the CN Ruel Sub, versus the older ones. They seem to behave much better!


      -Shawn K-
      MEC Mountain Subdivision - Trackwork 70%, Scenery 35%
      ​

      Comment

      • eric
        9500 Post Veteran and Administrator



        • Dec 2002
        • 9583
        • NS MP245.4 CNO&TP South District
        • English, SQL
        • General

        #48


        Originally posted by scottb613
        As for planting suburbs — an interesting thought! The planter can place building shapes, as you’ve discovered. Arranging them into convincing neighborhoods would need additional controls for spacing, orientation, and alignment with roads, but I can see the appeal.
        That would let me finish my Chicago route in short order.....

        OSM street level detail should be able to define where houses go. Two rows of houses where it's wide enough, one where its not.

        If by chance the OSM detail is smart enough to delineate between factory footprints, business districts and houses, even better.

        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, or items available in our library, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!

        Comment

        • scottb613
          2500 Post Veteran


          • Apr 2003
          • 2848
          • Downeast Maine (soon)
          • ORTS

          #49
          Originally posted by CSRX

          I swapped trees completely, using the newer shapes from the CN Ruel Sub, versus the older ones. They seem to behave much better!
          Hi Shawn,

          Glad to hear - look'n good - the whole point of my work is to try and make it easier, quicker, and better.

          Originally posted by eric

          That would let me finish my Chicago route in short order.....

          OSM street level detail should be able to define where houses go. Two rows of houses where it's wide enough, one where its not.

          If by chance the OSM detail is smart enough to delineate between factory footprints, business districts and houses, even better.

          Sent from my SM-S911U using Tapatalk
          Hi Eric,

          Yeah - I'm not sure there is any delineation between houses and factories - I was always focused on rural landscape. I'll take a look.

          This is right out of Arno's (FSDeveloper) book of autogen for FSX.


          Regards,
          Scott
          Last edited by scottb613; 09-23-2026, 16:50.
          <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

          • CSRX
            13500 Post Veteran



            • Oct 2005
            • 13646
            • Lincoln, ME
            • English
            • ORTS

            #50
            Scott,
            Thanks! I came up with a quick how to guide for anyone interested. Once you, and Andrew Collins helped me out with some problems I kept having, and the fixes you made, and guidance from Andrew, I think others will find this tool very helpful!

            -Shawn K-
            MEC Mountain Subdivision - Trackwork 70%, Scenery 35%
            ​

            Comment

            • scottb613
              2500 Post Veteran


              • Apr 2003
              • 2848
              • Downeast Maine (soon)
              • ORTS

              #51
              Originally posted by CSRX
              Scott,
              Thanks! I came up with a quick how to guide for anyone interested. Once you, and Andrew Collins helped me out with some problems I kept having, and the fixes you made, and guidance from Andrew, I think others will find this tool very helpful!

              Hi Shawn,

              Really NICE job - you can do that far better than I could.

              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

              • CSRX
                13500 Post Veteran



                • Oct 2005
                • 13646
                • Lincoln, ME
                • English
                • ORTS

                #52
                Originally posted by scottb613

                Hi Shawn,

                Really NICE job - you can do that far better than I could.

                Thanks.

                Regards,
                Scott
                I just wish I didn't sound stuffed up all the time (I actually kind of am, sinuses are never great with me), mixed with the Maine accent. It is a blast. haha.
                -Shawn K-
                MEC Mountain Subdivision - Trackwork 70%, Scenery 35%
                ​

                Comment

                • Tonya37
                  Member

                  • Apr 2019
                  • 41
                  • Perth, Western Australia
                  • MSOR

                  #53
                  Scott, thank you for your help!
                  @Shawn K Great video, and most helpful. Just had one viewing which of course is insufficient to take everything in, so I'll be going over it a few times yet.

                  Tony

                  Comment

                  • superheatedsteam
                    Senior Member


                    • Jun 2004
                    • 764
                    • Perth, WA, Australia.

                    #54
                    Thanks to Shawn for creating the video tutorial and thanks to Scott for writing the program.

                    Cheers,

                    Marek.

                    Comment

                    • pwillard
                      3000 Post Veteran



                      • Nov 1999
                      • 3070
                      • Cumming Ga
                      • ORTS

                      #55
                      At least you pronounce "route" correctly. :-P
                      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

                      • eric
                        9500 Post Veteran and Administrator



                        • Dec 2002
                        • 9583
                        • NS MP245.4 CNO&TP South District
                        • English, SQL
                        • General

                        #56
                        Ah well. Another out of memory fail 2:30 or so into the run....

                        Code:
                        RUN SETTINGS
                        ------------
                          OPERATION: Run
                          ROUTE: r:\packerland
                          VERSION: v1.401
                          MODE: Append
                          TERRAIN OUTPUT: Normal - 8m Tiles
                          SELECTION: Use Route Tiles
                        
                          OUTPUTS
                          -------
                            • Route Tiles: No
                            • Distant Mountains: No
                            • OSM / Map Tiles: Yes
                            • HD Map Tiles: No
                            • HD Mesh Tiles: No
                        
                          OPTIONS
                          -------
                            • Tile Radius: 2
                            • DM Radius: 1
                            • Clean Tile Wipe: No
                            • Scan Override: No
                            • Geo Bias N/S: 0 m
                            • Geo Bias E/W: 0 m
                        
                          DATA SOURCES
                          ------------
                            • USGS: 1m, 5m~, and 10m DEM tiers as enabled by Scan
                            • Global fallback: 30m Copernicus DEM GLO-30 Public | anonymous AWS Open Data | low-resolution DSM
                        
                          LOG: E:\OneDrive\Desktop\SCOLIDEX.log
                        
                        ================================
                        SCO LIDEX TERRAIN RUN
                        ================================
                        
                        
                        ROUTE SUMMARY
                        -------------
                          ROUTE: r:\packerland
                          TERRAIN TILES: 1,897
                          WORLD FILES: 1,863
                          ROUTESTART TILE: X=-11553, Z=14624
                          MARKER BOUNDS: lon -92.791725..-82.421330, lat 41.709020..46.728200
                          PROJECTION TAG: TsreGeoProjection not found; using standard route projection
                        
                          TERRAIN STORAGE
                          ---------------
                            HEIGHT STORAGE: external *_y.raw height grids
                            SELECTED OUTPUT: Normal - 8m Tiles | 256x256 int16 samples | not inline text heights
                        Loaded 4 cached USGS product URLs from r:\packerland\SCOLIDEX-product-cache.json
                        
                          GEOGRAPHIC PROJECTION
                          ---------------------
                            DEM BOUNDS: lon -88.601224..-87.021900, lat 42.962751..46.185881
                            MODE: MSTS/Open Rails interrupted Goode homolosine world-tile projection
                            DETAILS: TsreGeoProjection not detected; using standard MSTS/Open Rails tile geography with the TSRE map compatibility correction: terrain east=11m, south=16m.
                        
                        RUNTIME INITIALIZATION
                        ----------------------
                          GDAL: initializing bundled geospatial engine
                        
                        RUN DATA SOURCE STATUS
                        ----------------------
                        
                          PASSED: OpenStreetMap regional extract
                            SOURCE: Local Geofabrik PBF cache
                            DETAILS: cached map extract will be used; Geofabrik will not be polled
                        
                        Route tile generation skipped by option.
                        Using current route Geofabrik extract.
                        
                        Creating 1,897 TSRE terrain map tile(s) from US Midwest...
                        PBF cache: r:\packerland\osm_data\geofabrik\us-midwest.osm.pbf
                        
                        OSM / POLYVEG PROCESSING
                        ------------------------
                          • This is a time-intensive operation.
                          • Completed work is checkpointed; long operations report every five minutes.
                        
                          OSM SOURCE READING
                          ------------------
                          [22:20:33] Using current compact route OSM cache: r:\packerland\osm_data\route-osm-working.gpkg
                        
                          ROUTE FEATURE PROCESSING
                          ------------------------
                          [22:20:34] Route OSM derivative is missing or stale; rebuilding it for the active route.
                          [22:20:34] PolyVeg output: r:\packerland\osm_data\polyveg-polygons.geojson
                          [22:20:34] Route coverage: 1,897 terrain tiles; 1,863 object-bearing world files.
                          [22:20:35] Relation-safe read; completed geometry limited to route coverage.
                          [22:20:35] Reading and classifying OSM features...
                            • [22:25:35] Still processing: Reading and classifying OSM features.
                            • [22:27:05] OSM source read: 25% (358,804 route features classified).
                            • [22:27:05] OSM source read: 50% (359,623 route features classified).
                            • [22:30:35] Still processing: Reading and classifying OSM features.
                            • [22:35:35] Still processing: Reading and classifying OSM features.
                            • [22:40:35] Still processing: Reading and classifying OSM features.
                            • [22:44:50] OSM source read: 75% (1,307,466 route features classified).
                            • [22:44:51] OSM source read: 100% (1,312,396 route features classified).
                          [22:44:51] Reading and classifying OSM features complete.
                        
                          PERMANENT EXCLUSIONS
                          --------------------
                          [22:44:51] Sources: 30,819 PolyVeg; 870,154 polygon masks; 308,528 line masks.
                          [22:44:51] Combining 1,179,117 permanent exclusion polygons...
                            • [22:49:51] Still processing: Combining 1,179,117 permanent exclusion polygons.
                            • [22:54:51] Still processing: Combining 1,179,117 permanent exclusion polygons.
                            • [22:59:51] Still processing: Combining 1,179,117 permanent exclusion polygons.
                            • [23:04:51] Still processing: Combining 1,179,117 permanent exclusion polygons.
                            • [23:09:51] Still processing: Combining 1,179,117 permanent exclusion polygons.
                            • [23:14:51] Still processing: Combining 1,179,117 permanent exclusion polygons.
                            • [23:19:51] Still processing: Combining 1,179,117 permanent exclusion polygons.
                            • [23:24:51] Still processing: Combining 1,179,117 permanent exclusion polygons.
                            • [23:29:51] Still processing: Combining 1,179,117 permanent exclusion polygons.
                            • [23:34:51] Still processing: Combining 1,179,117 permanent exclusion polygons.
                            • [23:39:51] Still processing: Combining 1,179,117 permanent exclusion polygons.
                            • [23:44:51] Still processing: Combining 1,179,117 permanent exclusion polygons.
                            • [23:49:51] Still processing: Combining 1,179,117 permanent exclusion polygons.
                            • [23:54:51] Still processing: Combining 1,179,117 permanent exclusion polygons.
                            • [23:59:51] Still processing: Combining 1,179,117 permanent exclusion polygons.
                            • [00:04:51] Still processing: Combining 1,179,117 permanent exclusion polygons.
                            • [00:09:51] Still processing: Combining 1,179,117 permanent exclusion polygons.
                            • [00:14:51] Still processing: Combining 1,179,117 permanent exclusion polygons.
                            • [00:19:51] Still processing: Combining 1,179,117 permanent exclusion polygons.
                            • [00:24:51] Still processing: Combining 1,179,117 permanent exclusion polygons.
                            • [00:29:51] Still processing: Combining 1,179,117 permanent exclusion polygons.
                          [00:32:49] Combining 1,179,117 permanent exclusion polygons complete.
                        
                          POLYVEG SURFACE BUILD
                          ---------------------
                          [00:32:49] Building final PolyVeg surfaces...
                        
                          SOURCE NORMALIZATION
                          --------------------
                            • [00:32:51] PolyVeg sources normalized: 3,082 / 30,819.
                            • [00:32:52] PolyVeg sources normalized: 6,164 / 30,819.
                            • [00:32:52] PolyVeg sources normalized: 9,246 / 30,819.
                            • [00:32:52] PolyVeg sources normalized: 12,328 / 30,819.
                            • [00:32:52] PolyVeg sources normalized: 15,410 / 30,819.
                            • [00:32:53] PolyVeg sources normalized: 18,492 / 30,819.
                            • [00:32:53] PolyVeg sources normalized: 21,574 / 30,819.
                            • [00:32:53] PolyVeg sources normalized: 24,656 / 30,819.
                            • [00:32:53] PolyVeg sources normalized: 27,738 / 30,819.
                            • [00:32:53] PolyVeg sources normalized: 30,819 / 30,819.
                        
                          TERRAIN-SECTION STACKING
                          ------------------------
                            • [00:32:53] Processing 1,897 terrain sections with a one-foot overlap halo.
                            • [00:37:49] Still processing: Building final PolyVeg surfaces.
                            • [00:38:16] Terrain sections processed: 190 / 1,897.
                            • [00:40:00] Terrain sections processed: 380 / 1,897.
                            • [00:42:49] Terrain sections processed: 570 / 1,897.
                            • [00:42:49] Still processing: Building final PolyVeg surfaces.
                            • [00:44:54] Terrain sections processed: 760 / 1,897.
                            • [00:47:08] Terrain sections processed: 950 / 1,897.
                            • [00:47:49] Still processing: Building final PolyVeg surfaces.
                            • [00:49:00] Terrain sections processed: 1,140 / 1,897.
                            • [00:50:35] Terrain sections processed: 1,330 / 1,897.
                            • [00:52:46] Terrain sections processed: 1,520 / 1,897.
                            • [00:52:49] Still processing: Building final PolyVeg surfaces.
                            • [00:54:47] Terrain sections processed: 1,710 / 1,897.
                            • [00:56:25] Terrain sections processed: 1,897 / 1,897.
                        
                          POLYVEG FEATURE ASSEMBLY
                          ------------------------
                            • [00:56:26] PolyVeg features assembled: 3,082 / 30,819.
                            • [00:56:30] PolyVeg features assembled: 6,164 / 30,819.
                            • [00:56:32] PolyVeg features assembled: 9,246 / 30,819.
                            • [00:56:32] PolyVeg features assembled: 12,328 / 30,819.
                            • [00:56:33] PolyVeg features assembled: 15,410 / 30,819.
                            • [00:56:35] PolyVeg features assembled: 18,492 / 30,819.
                            • [00:56:40] PolyVeg features assembled: 21,574 / 30,819.
                            • [00:56:42] PolyVeg features assembled: 24,656 / 30,819.
                            • [00:56:44] PolyVeg features assembled: 27,738 / 30,819.
                            • [00:56:49] PolyVeg features assembled: 30,819 / 30,819.
                          [00:56:50] Building final PolyVeg surfaces complete.
                        
                          POLYVEG VALIDATION
                          ------------------
                          [00:56:50] Validating final PolyVeg surfaces...
                            • [00:57:03] PolyVeg properties validated: 1,564 / 15,639.
                            • [00:57:03] PolyVeg properties validated: 3,128 / 15,639.
                            • [00:57:03] PolyVeg properties validated: 4,692 / 15,639.
                            • [00:57:03] PolyVeg properties validated: 6,256 / 15,639.
                            • [00:57:03] PolyVeg properties validated: 7,820 / 15,639.
                            • [00:57:03] PolyVeg properties validated: 9,384 / 15,639.
                            • [00:57:04] PolyVeg properties validated: 10,948 / 15,639.
                            • [00:57:04] PolyVeg properties validated: 12,512 / 15,639.
                            • [00:57:04] PolyVeg properties validated: 14,076 / 15,639.
                            • [00:57:04] PolyVeg properties validated: 15,639 / 15,639.
                            • [00:57:08] PolyVeg geometries validated: 1,564 / 15,639.
                            • [00:57:08] PolyVeg geometries validated: 3,128 / 15,639.
                            • [00:57:09] PolyVeg geometries validated: 4,692 / 15,639.
                            • [00:57:09] PolyVeg geometries validated: 6,256 / 15,639.
                            • [00:57:09] PolyVeg geometries validated: 7,820 / 15,639.
                            • [00:57:10] PolyVeg geometries validated: 9,384 / 15,639.
                            • [00:57:10] PolyVeg geometries validated: 10,948 / 15,639.
                            • [00:57:11] PolyVeg geometries validated: 12,512 / 15,639.
                            • [00:57:11] PolyVeg geometries validated: 14,076 / 15,639.
                            • [00:57:12] PolyVeg geometries validated: 15,639 / 15,639.
                            • [00:57:12] Exclusion and overlap topology validated within bounded terrain sections.
                          [00:57:12] Validating final PolyVeg surfaces complete.
                        
                          POLYVEG EXCLUSIONS
                          ------------------
                          [00:57:12] Writing PolyVeg exclusions...
                            • [00:57:52] PolyVeg exclusions written: 105,085 / 1,050,849.
                            • [00:58:25] PolyVeg exclusions written: 210,170 / 1,050,849.
                            • [00:58:50] PolyVeg exclusions written: 315,255 / 1,050,849.
                            • [00:59:01] PolyVeg exclusions written: 420,340 / 1,050,849.
                            • [00:59:11] PolyVeg exclusions written: 525,425 / 1,050,849.
                            • [00:59:20] PolyVeg exclusions written: 630,510 / 1,050,849.
                            • [00:59:30] PolyVeg exclusions written: 735,595 / 1,050,849.
                            • [00:59:42] PolyVeg exclusions written: 840,680 / 1,050,849.
                            • [00:59:54] PolyVeg exclusions written: 945,765 / 1,050,849.
                            • [01:00:04] PolyVeg exclusions written: 1,050,849 / 1,050,849.
                          [01:00:07] Writing PolyVeg exclusions complete.
                          [01:00:07] Validating PolyVeg exclusions...
                        Error: Insufficient memory to continue the execution of the program.
                        
                        RUN TOTALS
                        ----------
                          ELAPSED: 2:42:05
                          USGS DATA READ: 0 bytes
                          COPERNICUS DATA READ: 0 bytes
                        If you like what you see here at Trainsim.com, be it the discussions and knowledge in the forums, or items available in our library, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!

                        Comment

                        • scottb613
                          2500 Post Veteran


                          • Apr 2003
                          • 2848
                          • Downeast Maine (soon)
                          • ORTS

                          #57
                          Originally posted by eric
                          Ah well. Another out of memory fail 2:30 or so into the run....
                          Hi Eric,

                          I think I fixed this following your last reported memory error — your log shows you’re still running v1.401, which predates those changes.

                          LIDEX finished building and validating the vegetation surfaces, then wrote over a million exclusion features. It ran out of memory while checking that exclusions file. The older code loaded the entire file into memory for validation, on top of the geometry already being held.

                          Your selected options look fine, and this error doesn’t indicate that your route or JSON is corrupt.

                          Please update to v1.501 and repeat the same map-only run. The newer version stages geometry on disk, combines exclusions in smaller terrain sections and validates the JSON one feature at a time. Those changes specifically target the bottlenecks shown in your log.

                          Keep your existing OSM cache — there should be no need to download the Midwest extract again.

                          Sorry it got that far before falling over. Let me know how the updated version handles Packerland.

                          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

                          • eric
                            9500 Post Veteran and Administrator



                            • Dec 2002
                            • 9583
                            • NS MP245.4 CNO&TP South District
                            • English, SQL
                            • General

                            #58
                            Ugh. I installed the new version. Wound up with two desktop shortcuts and triggered the wrong one...

                            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, or items available in our library, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!

                            Comment

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