thalixte / google-earth-decoder-optimization-tools Goto Github PK
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Python blender scripts designed to be used with Google Earth Decoder Tool sceneries
Got the same issue as heAlexPa:
I'm trying to optimize a project but keep getting the same error as this person:heAlexPa:
currently on blender 3.5.1 as you suggested
got an feeling that hes trying to install GDAL form this website http://www.xavierdupre.fr/enseignement/setup/
but the site is down ?
When clicking on Merge an existing MSFS Scenery and some other functions, I encounter errors like the following:
bpy.ops.wm.merge_sceneries_panel()
Python: Traceback (most recent call last):
File "C:\Users\HexHyte\AppData\Roaming\Blender Foundation\Blender\3.5\scripts\addons\Google-Earth-Decoder-Optimization-Tools\UI\operator\panel.py", line 35, in invoke
self.__save_operator_context(context, event)
File "C:\Users\HexHyte\AppData\Roaming\Blender Foundation\Blender\3.5\scripts\addons\Google-Earth-Decoder-Optimization-Tools\UI\operator\panel.py", line 48, in __save_operator_context
panel_props.setting_sections = self.starting_section
TypeError: bpy_struct: item.attr = val: enum "MERGE" not found in ('PROJECT', 'AUTOMATIC_BUILD')
I downloaded the city of Leuven (BE) for LOD levels 17, 18 and 19. However, some LODs seem to be missing for parts of the map. This makes step 2 (optimize) fail, as the 999999999.xml files inside the _PackageInt\_tempFiles\somename\somemodellib directory always assume .bin and .gltf files exists for all LOD levels. On creating these .xml files, the script should not add tags if the corresponding .bin and .gltf files don't exist.
The in-game scale of the imported scenery is 1000 times bigger than normal:
Using a 0.001 scale in the Gizmo window of the scenery editor fixes this issue.
I suspect that the Blender "Unit Scale" and "Length" values play a role in this process, but it is unclear what the correct values should be, as setting them to "Meter" and "1.000" does not resolve the problem.
Hi,
Trying to use GED optimizer for the first time. When running the optimize-scenary script, I get the following errors. It turns out that MSFS World Update 10 has the gltf files inside extra folders for each LOD. For example, 21604141534360534_LOD00.gltf' would be inside mymodellib**21604141534360534_LOD00**21604141534360534_LOD00.gltf
Please let me know if you need additional info.
Can not find model file: 'D:\Projects\MSFS\Models\St-joseph-oratory_PackageInt_tempFiles\st-joseph-oratory\mymodellib\21604141534360534_LOD00.gltf'
Can not find model file: 'D:\Projects\MSFS\Models\St-joseph-oratory_PackageInt_tempFiles\st-joseph-oratory\mymodellib\21604141534360534_LOD01.gltf'
Can not find model file: 'D:\Projects\MSFS\Models\St-joseph-oratory_PackageInt_tempFiles\st-joseph-oratory\mymodellib\21604141534360534_LOD02.gltf'
INTERNAL COMPILER ERROR: #C2006: Parse failed (0x80004005)
INTERNAL COMPILER ERROR: #C2340: Failed to finalize MODEL_DATA!
INTERNAL COMPILER ERROR: #C2032: XML Parse Error! Element tree follows:
ERROR:
ERROR:
ERROR:
INTERNAL COMPILER ERROR: #C2024: Failed to process closing element tag near line 2!
Can not find model file: 'D:\Projects\MSFS\Models\St-joseph-oratory_PackageInt_tempFiles\st-joseph-oratory\mymodellib\21604141534360536_LOD00.gltf'
Can not find model file: 'D:\Projects\MSFS\Models\St-joseph-oratory_PackageInt_tempFiles\st-joseph-oratory\mymodellib\21604141534360536_LOD01.gltf'
Can not find model file: 'D:\Projects\MSFS\Models\St-joseph-oratory_PackageInt_tempFiles\st-joseph-oratory\mymodellib\21604141534360536_LOD02.gltf'
INTERNAL COMPILER ERROR: #C2006: Parse failed (0x80004005)
INTERNAL COMPILER ERROR: #C2340: Failed to finalize MODEL_DATA!
INTERNAL COMPILER ERROR: #C2032: XML Parse Error! Element tree follows:
ERROR:
ERROR:
ERROR:
INTERNAL COMPILER ERROR: #C2024: Failed to process closing element tag near line 3!
INTERNAL COMPILER ERROR: #C2607: Compilation errors detected, compilation failed!
INTERNAL COMPILER ERROR: #C2006: Parse failed (0x 0)
PackageBuilder | Output path does not exist: D:\Projects\MSFS\Models\St-joseph-oratory\Packages\st-joseph-oratory\scenery\mycompany\st-joseph-oratory-modelLib.BGL
Hi Thalixte,
Thank you for continuing to support this great addon.
I am currently creating some PG and would like to know if it is possible for the script not to remove tiles which are all water, please? I prefer the rivers being PG rather than having a hatched perimeter with some brown from the PG followed by MSFS water textures
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