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Feeding external ground traffic ("moving cars") into FG would not necessarily be very difficult - but it would almost certainly never match "roads" shown in FlightGear, and even if elevations would be patched up, there would remain quite a bit of work to be done.<ref>{{cite web | |||
|url = https://forum.flightgear.org/viewtopic.php?p=235994#p235994 | |url = https://forum.flightgear.org/viewtopic.php?p=235994#p235994 | ||
|title = <nowiki> Re: AI </nowiki> | |title = <nowiki> Re: AI </nowiki> | ||
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|script_version = 0.40 | |script_version = 0.40 | ||
}}</ref> | }}</ref> | ||
For instance, red and white dots moving in opposite directions<ref>{{cite web | |||
|url = https://forum.flightgear.org/viewtopic.php?p=212169#p212169 | |||
|title = <nowiki> Re: osm2city.py development </nowiki> | |||
|author = <nowiki> radi </nowiki> | |||
|date = Jun 9th, 2014 | |||
|added = Jun 9th, 2014 | |||
|script_version = 0.40 | |||
}}</ref> | |||
If we have linear features like roads mapped in the proper direction and classified into left and right lanes, we could add overlay textures and normalmaps with the shader (think urban effect) and translate them with time, creating the semblance of traffic (like the urban effect, this would break at low altitude, but from reasonably high up might look credible)<ref>{{cite web | If we have linear features like roads mapped in the proper direction and classified into left and right lanes, we could add overlay textures and normalmaps with the shader (think urban effect) and translate them with time, creating the semblance of traffic (like the urban effect, this would break at low altitude, but from reasonably high up might look credible)<ref>{{cite web |