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google-earth-decoder-optimization-tools's Issues

GDAL Lib installation

Hi, im currently trying to optimize a scenery project, but as i click the button to do it, the console show's me this error
Immagine 2024-04-07 153910

I'm on blender 4.1 and on the latest version of the tool. I also built the project via tool and did all the steps described in the tutorial.

Merging existing MSFS scenery and other functions just throw errors

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')

Step 2 - Fiona Error

Hi,

I am on Blender 3.6 LTS, and the latest release v2.0.6 and when executing step 2 ; I get this error related to Fiona.
I did not have this error before, also looking into the other issue about GDAL, reverting back to Blender 3.5.1 did not solve the issue.

image

Optimize step fails due to missing LODs

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.

Scale of ingame custom scenery is x1000 bigger

The in-game scale of the imported scenery is 1000 times bigger than normal:

issue1

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.

Python: Traceback Error

Hi Thaxilite, thank you so much for this wonderful addon.

I'm getting into PG Creation and had no problem initialising the folders and optimising the project.
However, when I try and click the 3.Create the terraform.... option it shows an error.

Any help would be appreciated, thank you ๐Ÿ‘
8023A0EA-8E8E-49E5-9ACE-3699FC939708_1_102_o

ModuleNotFoundError

Using latest 1.0.7 and latest Blender.

image

Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender 3.0\3.0\scripts\modules\addon_utils.py", line 351, in enable
mod = import(module_name)
ModuleNotFoundError: No module named 'Google-Earth-Decoder-optimisation-tools-1'

Internal compiler error - gltf files in different folders than expected

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

Keep Water tiles

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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