Let there be rectangles…

I have added a new processing step to scenProc that allows you to turn polygons into rectangles. This step is mainly useful when creating autogen vegetation for FS2004, since the vegetation must be rectangular there. What the step does is just take the polygon and try to fill the shape with rectangles of the size […]

Features with holes

I have made some changes to the OSM importer for scenProc and it should now handle features with holes correctly. Since I am currently travelling for work, I do not have the FSX SDK here, so I haven’t been able to try yet if the produced AGN with the holes will actually work. That’s something […]

scenProc GUI available

A first version of the scenProc graphical user interface is now available in the development release package. This new interface allows you to run the scenProc configuration file from the GUI, you don’t have to use the command prompt anymore. I also includes a text editor control, with tooltips and auto-completion to make it easier […]

scenProc GUI progress

I have made some progress on the scenProc user interface. The buttons to process the configuration file are working now, all processing steps report their progress and messages in the GUI, there is syntax highlighting and tool tips showing help about the processing steps. Next item to work on is auto completion while editing the […]

Bye bye command prompt interface

Today I have started working on the graphical user interface for scenProc. The idea is to make a kind of text editor that will help you to define the configuration file for scenProc. Below is a first screenshot of the new user interface. Once I have the basics finished, I will turn my attention to […]

64 bit version

Until now all of my tools were 32 bit, so even if you we’re running them on a 64 bit OS you could not access the additional memory. Especially for scenProc that was an annoying limitation, so today I took another look at making them 64 bit as well. In the end it turned out […]

Classify building footprints

I have been adding more built-in attributes to scenProc recently, to allow you to classify buidling footprints in different types. Then for each type you can make different kind of autogen. This work is not yet finished, but in this blog post I want to show what you can do already now. Please read the […]