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Карта Балаково

Posted by PostFactum on 25 October 2016 in Russian (Русский)

Друзья! Есть важное сообщение!)

Приступили с товарищем к реализации нашей давней задумки. Создаём наиболее полный и достоверный геоинформационный сервис по нашему городу Балаково, чтобы жители могли найти абсолютно всё, что есть в городе, до самых мелочей на одном ресурсе. Наш приоритет - жители и гости города, поэтому охват берём полный: от супермаркетов до небольших магазинов, павильонов, киосков и сервисов (вплоть до гаражей). На данный момент создали сайт и активно наполняем базу, заканчиваем внесение функционала клиентских отзывов и возможностей редактирования и добавления от юзеров и организаций. В ближайшей перспективе мобильное приложение, разделы "Услуги" (не привязанные к адресам) и "Мероприятия".

Так вот!) Собственно, суть нашего обращения. Помимо внесения организаций, мы актуализируем и дополняем OSM-карту - вносим исправления, добавляем новое. Друзья, давайте объединим наши усилия! Мы со своей стороны заявляем, что карта ОСМ Балаково жива и люди, её наполнявшие, сделали огромное доброе дело, которое мы решили подхватить. Если есть ещё картографы, готовые поднять знамя, то счастью нашему не будет предела!

Рады пригласить вас ознакомиться с проектом по адресу: Кстати, отзывы о самом ресурсе и предложения по его улучшению - приветствуются!

Картографам Балаково

Posted by BalakovoSpace on 25 October 2016 in Russian (Русский)

Наша небольшая команда работает над проектом городского справочника Балаково. На чистом энтузиазме с замахом на коммерциализацию стремимся создать наиболее полную и актуальную ГИС в рамках города - от гаражей до супермаркетов, от гигантов индустрии до мелких лавочек.

Мысль вынашивали около полугода, ознакомились с темой и инструментарием. За основу взяли (естественно) ОСМ, и выяснили, что наш город давным давно не актуализируется.

Не беда - исправляем неточности, добавляем новые объекты. Короче, наводим порядок.

Но один вопрос не даёт покоя - куда ушли, почему забросили проект те ребята, которые со скрупулезностью рисовали здания, тропки, растительность. Что случилось?

Отзовитесь, старожилы!

Location: Трнавская улица, Балаково, Балаковский район, Саратовская область, Приволжский федеральный округ, 413840, РФ

French valley

Posted by Yawnz1 on 25 October 2016 in English (English)


Location: Gray Squirrel Road, GlenOak Hills, Riverside County, California, 92592, United States of America

Mapping considered Malicious (if Fire Hydrants)

Posted by alexkemp on 25 October 2016 in English (English)

In Mysterious Markers (22 Oct) I showed the following ancient markers from the NCWW:

mysterious markers identified

Really, this was a case of “Nothing to see here, please move on” as they were simply older variations on the modern “Sluice Valve” (SV) & “Fire Hydrant” (H) ‘grave-stone’ wall plates used by Severn Trent elsewhere in Nottingham. As escada pointed out in the comments, both hydrants and sluice-valves can be mapped (though currently will not show). The kicker came in a comment from Andy Mackey, giving a link to a blog post from Chris Hill in 2012. A 2016 comment in that blog post said that the UK authorities consider mapping Fire Hydrants to be a terrorist act (no kidding):

  1. 16 February 2015: Andy Mabbett made a FoI request to the West Midlands Fire Service for locations of all FH within their area (see
  2. 11 March 2015: Request refused, citing “..for the purposes of safeguarding national security ... protecting potential targets ... protect the critical national infrastructure and national security”
  3. 11 March 2015: Andy requests an internal review of the decision
  4. 3 June 2015: The response “ relevant as the current threat level from terrorism in the United Kingdom is deemed to be SEVERE ... publishing information about water networks and other parts of the critical national infrastructure could expose vulnerabilities in the network and pose a serious risk to public health either through non availability of water resource or contamination of supplies”

As my response, I'm making a point of mapping every Fire Hydrant that I can find (whether they show on the map or not). Stupid prats.

Location: Porchester Gardens, Arnold and Carlton, Gedling, Nottinghamshire, East Midlands, England, United Kingdom

Cleaning up the streets.

Posted by lukys1 on 25 October 2016 in English (English)

Spent a good part of yesterday and today cleaning up names. In China, names should almost always be in Chinese. There are some exceptions like with certain shop names but things like road names should certainly always be in Chinese. I kept seeing the following problems cropping up:

  1. Abbreviated road names like "name:en=W. Shuncheng Str.".

  2. Mixed Chinese and English/pinyin like "name=文艺路 Wenyi Road".

  3. English road names using 'Lu' instead of 'Road' (Lu is the diacritic-less pinyin for 'road' in Chinese, often used by English speakers when naming Chinese roads even in English).

  4. English names in the name= tag rather than the name:en= tag.

Finding 2 and 4 could be done together. I initially tried to figure out how to use Overpass Turbo to find a mix of hanzi and Latin alphabet, but then I realised it was much simpler than that because no valid Chinese road name would contain Latin letters, so I just had to search name= for Latin letters. The query is as follows:

[out:json][timeout:25]; way["highway"]["name"~"[A-Za-z]"]({{bbox}}); out center;

Actually, as it turns out there might be some valid road names with Latin letters in them. Namely alphanumeric codes like 'G203' or whatever. Whether these should be tagged as name= or ref= I'll leave someone else to figure out. If the name was mixed English/Chinese and name:en= already existed, I just deleted the English from name=. If there was no existing name:en=, I created that tag and moved the English name into it.

Number 3 is also fairly easy to spot.

[out:json][timeout:25]; way["highway"]["name:en"~"Lu$"]({{bbox}}); out center;

Number 1 required a combination of queries (there's probably a way to search for them all in one go but I just did it one by one this time). For example:

[out:json][timeout:25]; way["highway"]["name:en"~"W\\."]({{bbox}}); out center;

This finds all roads like "W. Shuncheng Road" (full stops have to be escaped with two backslashes (and also turns out the markdown for OSM diary entries requires you to escape backslashes)).

The same principle applies for "E.", "S.", and "N.". Then "Rd" is just another simple search. "Str" is similar but needs to be searched as "Str$" to find only occurrences at the end of the line, or else it will match everything with "Str" in it.

Not the most fun in the world but it is certainly a lot more efficient thanks to Overpass Turbo, and I'm happy to say that as far as I can tell the walled part of Xi'an is now completely free of these errors!

Location: 西羊市, 北院门, Lianhu District, Xi'an City, Shaanxi, 710002, China

Mapillary & usage métier (ramassage des ordures ménagères) : couvrir des centres historiques en 360°

Posted by JLZIMMERMANN on 25 October 2016 in French (Français)

Travaillant au sein d'une communauté de communes avec de multiples missions, le besoin d'outils souples et faciles à mettre à jour s'avère précieux. Mapillary apparait comme l'environnement idéal pour monter en gamme dans un environnement orienté productivité au bénéfice d'un observatoire territorial. La CCPRO pour laquelle je travaille comporte à ce jour 7 communes : Bédarrides, Caderousse, Châteauneuf-du-Pape, Courthézon, Jonquières, Orange, Sorgues. 2 communes (Sorgues et Bédarrides quitteront ce territoire pour rejoindre la Communauté de Communes Sorgues du Comtat). Cette communauté de communes compte à ce jour 69 220 habitants.

L'entrée professionnelle par laquelle cette expérimentation trouve sens est d'optimiser les circuits de collecte pour les ordures ménagères. Depuis un an, j'ai déjà bien couvert les communes de façon générale avec une moindre couverture la commune de Sorgues qui quitte la collectivité.

Voici une composition de la couverture 360° réalisée dans Mapillary avec plusieurs type de capteurs : Theta Ricoh & Giroptic. Composition couverture 360° dans Mapillary

L'objectif des collègues géomaticiens (Tony & Antoine) est de produire une cartographie fine des centres bourgs pour mieux localiser les points de collecte. Extrait d'une planche sur la commune de Courthézon

OpenStreetMap for the first time

Posted by misato1217 on 25 October 2016 in Japanese (日本語)

##how to

##how to   


Posted by Annabil on 25 October 2016 in English (English)

25 TH 10 2016


What ave learnt

how to differentiate the road feature requirements suitable for different areas,

i.e remote areas have limited road tags to highway unclassified,

urban areas go up to primary ,

Location: Kigandazi, Bweyogerere, Kira, Wakiso, Central Region, Uganda

OSM go - 3D Render? (DE)

Posted by -karlos- on 24 October 2016 in German (Deutsch)

Die Verbesserungen an “OSM go” gehen weiter. Ich war schon stolz, das der OSM Wochenbericht es erwähnt hat. Die Handhabung and Bedienfunktionen sind jetzt brauchbar. Es gibt Tasten- und URL-Befehle. Das Rendering kennt jetzt building levels und Geleise. Der erste “Layer” ist enthalten: Keepright. Es ist motivierend, alle Fehler zu beseitigen, die in der 3D-Welt markiert sind. Eine Objektauswahl zeigt Tags an.

Und gibt es das in einem anderen Programm oder Service: OSM rendered in Stereo zum Ansehen in Google Cardboard? Mit OSM go kann man durch die virtuelle welt von OSM lauen oder Fliegen.


Alle Details stehen auf der OSM-Wikiseite für OSM go. Da stehen auch alle Einzelheiten zu den enthalten Teilfunktionen und deren Entwicklungsstand. Und am Ende eine ToDo-Liste.

Der 2D render Kode war ja nur ein erster Versuch. Ich wollte einen fertige Komplettlösung einsetzen. In den letzten Wochen suchte ich, fand aber keine Lösung. Da sind wirklich viele 2D-Renderer und durchaus einige für 3D. Nur einige nutzen Javascript und ich fand nur einen der das Framework Three.js verwendet. Unglücklicherweise sind die meisten Rendern kommerziell, auch wenn der Kode open source ist. Der Client zumindest. Oft sind wichtige Funktionen wie die Analyse der OSM Tags auf einem Server versteckt. Die benutzen alle einen 2D-Layer als Grundlage, Brücken sind nicht im 3D raus platziert, wie ich es möchte. Es ist fast unmöglich, alle Webseiten von so vielen Projekten zu lesen, die Werkzeuge und unterstützten Funktionen zu analysieren. Ich würde dazu gerne eine Tabelle als Überblick haben, vielleicht auch machen. Ein guter Anfang ist die Wikiseite für 3D_development.

  • Erst hatte ich ein Auge auf OSM2WORLD geworfen. Es bietet eine immer realistischere Ansicht, weniger Darstellung von Daten, wie ich das beabsichtige. Es verwendet Java. Ich erinnere mich an Etwas, mit dem man das unter Javascript laufen lassen konnte. Vielleicht verwende ich auch einfach die Logik wie die Tag-Analyse.
  • Das Nächste war OSMBuildings. Verwendet Javascript aber nicht Three.js sondern direkt WebGL. Ich hatte gute Gespräche und Mails mit dem Macher, Jan. Wir überlegten sogar eine Neuimplementierung mit Three. Wir suchen weiter einen Weg zusammen zu arbeiten. Aber Malbox scheint die bessere Lösung für Jan zu sein.
  • Dieser Tagen hat Mapbox einen 3D-Service vorgestellt. Deren Renderer nutzt auch direkt WebGL.. Die Tiles sind binär codiert, den Inhalt kann ich nicht sehen.
  • Da ist nur ein 3D-Rendere, der Three nutzt, soweit ich weis: vizicities. Ich sehe nicht viel davon weil die Motzen Tiles, die genutzt werden offline sind. Ich versuche, das zu aktualisieren.

Wegen des kommerziellen Karakters der Projekte habe ich bedenken. Wenn ich was dazu baue können sie es merken und meine Kontrolle darüber weg, sie könnten ihren code inkompatible zu mir ändern. Und wenn der Tile-Server zu viel macht, kann ich nicht tun, was mir im Sinn ist. Letztlich ist es auch schwer in den Haufen Kode einzusteigen. Daher habe ich beschlossen, die Suche zu beenden und meinen einfachen Renderer zu verbessern, solange es Spaß macht. Die Meisten Renderer versuchen eine möglichst realistische Szene zu zeigen. Das Ziel von "OSM go” ist es nicht, perfekt zu sein sondern die OSM Daten als abstrakte, dynamische Ansicht zu präsentieren; mit Zugriff auf alle Tags und Daten. Und Daten zu editieren! Deshalb werden die nächsten Schritte das auswählen von Objekten und erste Edit-Funktionen sein. Um Anfängerfehler zu vermeiden denke ich an Edits zur 3D Visualisierung wie Gebäudehöhe und Dachtype.

Ein anderes Ziel von OSM go ist, mit neuen Funktionen zu experimentieren, z.B. ein Weg, sich durch die virtuelle welt zu bewegen. So hat sich die Bedeutung von “go” geändert, vom “wie Pokemon” zu “gehe umher in OSM und experimentiere mit den Daten”. Ein Expeiment wird ein “Skagway-Mode” für 3D-Brillen sein. Vielleicht Avatar zu andere Anwender virtuell zu treffen um miteinander zu “sprechen” und zu editieren. OSM go begann als ein diffuse Spielende. Die erweiterte sich zu sowas wie “kann alles”. Aber die Idee, die OSM Daten durch Spielende zu verbessern ist noch da. Eine fehlende Hausnummer zu ergänzen, bringt Punkte. Ein Spieler erwartet ein Spielerlebnis mit Highscore, Wettbewerben, Preisen und motivierende animierte Effekte. Ich würde gerne solche Sachen programmieren. Aber ich brauche Hilfe, vielleicht ein Künstler und Designer um das ganze Gameplay zu entwerfen.

Der Code ist noch im Anfangsstadium, manchmal fehlerhaft und nicht mit allen Geräten getestet. Bitte probiert es und berichtet wie es war, was gut war, wars seltsam. Was sollte geändert werden und wie. Fehlen Funktionen oder möchte jemand was spezielles ausprobieren? Betrachtet OSM go als Spielwiese. Macht einen Entwurf und ich baue es vielleicht ein. Gibt es Funktionen, die ihr bei euch einbauen möchtet? Ich würde gerne helfen, es ein zu bauen.


OSM go - 3D Render? (EN)

Posted by -karlos- on 24 October 2016 in English (English)

The improvements of “OSM go” are going on. I was quite proud, as the OSM weekly mentioned it. The handling and the control is usable now. There are keyboard- and URL-commands. The rendering includes building levels and train tracks. The first “Layer” is included: Keepright. It is motivating to clear the errors, marked in the 3D world. A object selector does show its OSM tags.

And did you ever see this in any tool or service?: OSM, rendered in stereo, to see it in a Google Cardboard? OSM go enables you to walk or fly through the virtual world of OSM


Read all details in the OSM-Wiki page for OSM go . There you will also find details to ongoing component states and rendering details. And a todo list at last.

The 3D rendering code was only a preliminary attempt. I wanted to use an existing renderer out of the box. In the last weeks I was no search but did not find a solution. There are really a lot of 2D renderer and even quite a view 3D renderer. Only some use Javascript and I found only one using the framework Three.js. Unfortunately, most of this renders are comertial, even if the code is open source. The client part at last. Often, important functions like OSM tag analysis are hidden in the tile server. They all use a 2D layer as Basis, bridges are not placed in the 3D space as I intend to have. Its almost impossible to read all the pages of so many projects, analyse all the supported features of all tools. I would like to make/have an overview as a table. A good start is the Wiki page for 3D_development.

  • First I had an eye on OSM2WORLD. It offers a more and more realistic view, less data visualisation as I intent. It is written in Java. I remember a framework to run Java in Javascript. May be I just could take the logic like tag analysis.
  • Next was OSMBuildings. Using Javascript but not Three.js but WebGL direct. I had some nice talk and mailing with its creator Jan. We even considered to do a re-implementation with Three. We still try to find a way to work together. But Mapbox seems to be a better place to go for Jan.
  • This days, Mapbox announced its 3D service. Their renderer also uses WebGL directly. The Tiles are binary and kind of a blackbox to me.
  • There is only one 3D render using Three, as far as I know: vizicities. I can’t see much there because the Mapzen tiles it uses are offline now. I will try to update it.

Because of the commercial character of the projects, I do have my doubts. If I add features, they may merge it out of my control, they may change their source incompatible to my code. And if the tile server does to much, I will not be able to do what I have in mind. At last, ist's a hard point to get into a big bunch of code. So I desided to stop my search and improve my simple renderer as much as long as it will be fun. Most renderer try to show a more or less realistic scene. That's not a aim of OSM go to become perfect, but do present the OSM data as a abstract, dynamical view with access to all tags and data. And to edit the data! That's why the next steps will be data and object selection and first edit features. To avoid bad newbie edits, I think about edits, related to the 3D visualisation, like building height and roof type.

Another aim of OSM go is, to experiment mit new features, i.e. a way to move through a augment or virtual world. So the meaning of “go” changed from “as Pokemon" to “go around in OSM and experiment with the data”. One next experiment will be a “Segway-Mode” for 3D glasses. May be avatars to meet other users virtual, chat and edit together. OSM go started as a diffuse gameplay idea and extended to something to “does anything”. But the Idea to improve the OSM data by players is still there. Add missing house numbers to get points, why not. A player will expect an experience with high scores, competitions, batches and motivating optical effects. I would love to code such things. But I need help, may be an artist and designer to develop the whole gameplay.

The Code is still in a beginning state, buggy sometimes, not tested with all devices. Please try it and tell me, how it went, what was nice, what was odd. What should be changed and how. Are you missing a feature or would like to try something special? Think about OSM go as a sandbox. Make a draft and I may implement it. Do you like a feature for your project? I would love to help to include it.


`exit_to` --> `destination` in Canada

Posted by mvexel on 24 October 2016 in English (English)

We had a discussion about retiring the use of exit_to in favor of destination for motorway / trunk exit tagging in the US a while ago. Since then, a shift has happened and a majority of exits is now mapped with destination instead of exit_to. This is great for navigation applications that rely on detailed signpost information, such as OsmAnd, and Scout.

With the situation in the U.S. so much improved, a next obvious target for mapping is Canada :) The situation there has been improved already by the community, but also by organized mapping by Mapbox and Telenav. Still, about 1200 exits remain that are tagged with the 'old' scheme. With the help of my colleagues at Telenav we put these in a MapRoulette challenge.


Because both OpenStreetView and Mapillary have good coverage in Canada, I think we should be able to update most of these exits to use the new scheme. Let's give this a go!

Imagery offset database in JOSM

Posted by nammala on 24 October 2016 in English (English)

Satellite imagery is one of our common source of data for mapping, however, not all imagery is exactly aligned to real world features. Every mapper should be aware of this and should consider adjusting imagery from aggregated GPS tracks or from features which we know have correct location.

Adjusting imagery offset

The usual approach is to align the imagery to GPS traces as best as possible using the Adjust imagery offset tool before making any edit. screen shot 2016-10-20 at 11 53 08 am

You can also save the defined offset as a bookmark so you can access them later on, for specific places. krishna

These offsets are stored in your local machine and only you can access them.

Using the Imagery Offset Database

The Imagery Offset Database allows a mapper not only to store imagery offsets but also to share them with the community. This crowdsourced approach for managing imagery offset is a great way to make sure that data derived from imagery have a consistent offset adjustment. This database can be accessed through a JOSM plugin.

Here is the wiki page for Imagery Offset Database and step by step tutorial with illustrations to install and use it in JOSM.

Aligning the imagery using aggregated GPS traces

  • In JOSM, load the imagery layer you wish to align (for example, Mapbox or Bing).
  • Load the Strava heat map or OpenStreetMap Traces layer.
  • Make sure the satellite or aerial imagery aligns as best as possible with aggregated GPS sources. how_to_offset3

  • To verify the alignment check the offset at a nearby area with a very high density of GPS data and wide roads. screen shot 2016-10-19 at 4 34 48 pm

Store the imagery offset

To record the offset for sharing with others and later use Imagery > Store Imagery Offset. Make sure the offset imagery is on top of other imagery or you would get a warning message. how_to_store

Using the stored offsets

To use the offsets stored in the database, download the area in JOSM and place the imagery on top and click on Imagery Offset DB icon to show the offsets stored in that area and select the best suitable offset corresponding to aggregate GPS traces. 222

Hope this database is useful for the community. Please do comment on this diary if you have any suggestions on storing and sharing the imagery offsets while mapping at different regions.


Posted by ザキマヤ on 24 October 2016 in Japanese (日本語)


  • 建物マッピング

  • 他人のマッピングの修正




3.ID editerを選択し、航空写真に沿って建物をマッピング。 (建物は角が直角になるように整形し、種類は建物を選択)







  • 人民救助などで住宅地など、人のいる場所を把握するため。
  • また、避難場所となる建物の確保などに役立つ。
  • 土砂災害による建物の破壊?が起こりそうな地域の把握など。


Posted by tadanet3 on 24 October 2016 in Japanese (日本語)

尼崎市の境界はぱっと見で変な境界多い 何故ここで分けたという様な境界がちらほら有る

先日、園田地区をマッピングしてた時の事 旧猪名川自然歩道という道を通った 街中に連なる小山の尾根にある歩道で、変な道やなぁと思いながら通ってました

ふと道の看板に目を遣ると、どうやら小山やと思ってたのは土手で、昔はここに川が通ってたらしい 航空写真を見てみると、猪名川公園から境界に沿って旧猪名川の土手が残ってました 成る程、それで昔はここの川沿いに境界を敷いたのか!


Location: 利倉園田線, 豊中市, 大阪府, 661-0952, 日本

An Obsession with Stone Guardians

Posted by alexkemp on 24 October 2016 in English (English)

For those that do not already realise: I appear to be as obsessed with the stone creatures that Nottingham householders use to guard their homes as they are. Here is the latest one from Robinson Road, Porchester Gardens:—

Robinson Road stone guardian

Location: Porchester Gardens, Arnold and Carlton, Gedling, Nottinghamshire, East Midlands, England, United Kingdom

Property worth a Billion £ GBP in Porchester Gardens

Posted by alexkemp on 23 October 2016 in English (English)

Current values for Porchester Gardens' houses seem to be somewhere north of £250,000 GBP each (5-bedroom detached houses are common on those slopes). With more than 800 properties in that neighbourhood, the total value is climbing rapidly towards the £billion GBP mark.

Of course, there's always someone that will let the side down...

a billion £ BGP in Porchester Gardens

Location: Porchester Gardens, Arnold and Carlton, Gedling, Nottinghamshire, East Midlands, England, United Kingdom

Kulturní a náboženské památky

Posted by MapperDB on 23 October 2016 in Czech (Česky)

Tagging destination lanes in Sardinia

Posted by dan980 on 23 October 2016 in Italian (Italiano)


Today I started adding the tag key:destination to the main primary and secondary roads in Sardinia. I'm using my knowledge of the roads and/or the layout of the network. This is very useful for navigator software: Osmand, Magic Hearth, Skobbler gives you voice directions on where to turn (in 500 meters take the exit to Sassari).

Check the wiki as reference:


Oggi ho iniziato a etichettare la chiave key:destination alle principali strade primarie e secondarie della Sardegna. Mi baso a seconda dei casi in parte sulla conoscenza locale o sulla configurazione della rete stradale. Si tratta di un etichetta molto utile per i navigatori: Osmand, Magic Earth e Skobbler danno indicazioni vocali in merito (fra 500 metri prendi l'uscita in direzione Sassari).


Mysterious Markers Solved?

Posted by alexkemp on 22 October 2016 in English (English)

The latest survey of Porchester Gardens — just another couple of days surveying before it should be completed — has unearthed more of these lead markers and, possibly, has answered what they are. Here are two pictures from today's trip [1] [2]:

Kent Road 1 Kent Road 2

The second picture is, I think, the key to unlock this: they are more-ancient versions of the traditional grave-stone wall-plates used to indicate the presence of Fire Hydrants or Sluice Valves (sewage safety feature). So, the prize goes to EdLoach (commentator in Mysterious Marker #2).

Do we have any agreed method of mapping these markers?

This is the only Fire Hydrant marker that I've found so far in Porchester Gardens. Which is a little worrying.

Location: Porchester Gardens, Arnold and Carlton, Gedling, Nottinghamshire, East Midlands, England, United Kingdom

Missing street names in Sardinia

Posted by dan980 on 22 October 2016 in English (English)

I'm currently updating Sardinia street names, using open data (IODL) from Regione Sardegna.

The best data source is the Geo Topographic Database ( . It covers 125 towns out of 377. The data is pretty accurate.

As a secondary data source I'm using DBT Elemento stradale ( It covers all the towns, but is older and many street names are missing, including main street names (e.g. they are called "Strada Provinciale 12" instead of "Via Roma").

I'm updating the names of existing OSM highways. For missing roads I'm using Mapbox Satellite first.

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