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Best methods for compiling large areas (photo scenery)

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unitedstates
Hi everyone,I am just getting back into scenery design after a few years hiatus.

I am creating some photo scenery to use in a project covering a larger area. I was reading the earlier thread about maximum file sizes and believe I am running into that issue but just in case it is something else, I thought I would start a new thread. I also wanted to go over some of the methods I am using for creating my photoscenery for my project.

I think I am having an issue with exceeding the maximum file size. I have a project covering a large area and have multiple tiff files being used. The method I am using is: one tiff file is a lower resolution image covering a wide area and then I have two higher resolution areas which I want to overlay on top of the lower res scenery. Resample accepts my inf file and processes it but stops at about 2.18 gb. Loading the bgl file which resample compiles in tmfviewer does not show any scenery, just a white canvas. So I assume I exceeded the max file size. Would the result I got confirm that?

My next question...If that is the issue, what are the options in the inf file I need to specify to create multiple bgls? Is this the best method for compiling large areas with multiple tiff files or would it be better to create individual inf files for (in my case: one for the base lower res layer, a second for the first high res area to overlay the lower res area, and a third for the other high res area to overlay the low res area). Would this work the same way or would there be any issues with my scenery displaying properly (high res areas overlaying the low res)?

Keep in mind I still haven't added my night layer(s) yet or my mask layers yet. So I imagine my file sizes will only increase.

Just to add...my original method was to use QGIS and GDAL to layer the high resolution areas I have on top of the larger area which is lower resolution. I was planning to merge the high res on top of the low res into one tiff image but when I tried to save it only showed the low res image or didn't work. So if anyone has any input on that or any advice, I am interested. I have been trying to use QGIS as much as possible to create my work and I keep running into issues trying to compress images to a reasonable size. Mostly in that it takes forever for the computer to process the files just to compress them. I am also trying to compress the files to a reasonable level without sacrificing too much quality. So if I am doing anything wrong, again, I am all ears.

Thanks!

-James
 
From that most useful reference document that came with the SDK:

"SplitDirLOD: number Segment the resampled data into multiple destination subdirectories based upon the bounds of cells with the given LOD.


SplitFileLOD: number Segment the resampled data into multiple destination files based upon the bounds of cells with the given LOD. Must be greater than or equal to DestDirLOD (if used).
 
In terms of the use of higher and lower resolution images:

I would compile these into separate files, using separate inf, each specifying a non-overlapping LOD range. The SDK lists the syntax for specifying LOD range.

It is unlikely the low res one will exceed the 2Gb limit, but hi-res imagery easily can. Make sure you use compression (about 85% seems to be the sweet spot, depending on source imagery)

Note: If your imagery is not the same, there will be a loading transition in the sim when switching from the high to the low res imagery. Downscaling the hi-res over the corresponding hi-res imagery may be one way of combatting this.
 
Thank you for your replies.

I guess I should add a couple things to clarify. I am creating essentially a large geographical area of scenery. The entire extents of the photoscenery will be about 4m/pixel resolution imagery. I am then going to do certain areas within that geographical area at 1m/pixel resolution. All sources derive from 1 single geotiff file with 1m/pixel resolution. I merely reduced the resolution of the larger geographical area and saved it as a separate tiff file and cut out the areas I want as 1m resolution into their own tiff files. My intent is to reduce file sizes and load times in fsx by creating the 4m/pixel for the entire region and only use 1m/pixel resolution for the areas I want more detail.

The way I understand it, it is possible to do this but you have to split bgls for each resolution (you can't mix them in one bgl). That is fine, but I also want to ensure my scenery shows in the sim correctly. So I want both bgls to show at the same time, just making sure the higher resolution scenery displays properly on top of the lower resolution scenery. Reading some additional threads that I could find, it appears FSX doesn't necessarily automatically show the higher resolution imagery as priority but that I may have to name each bgl alphabetically sorted in a format that puts my higher resolution bgl ahead of the lower resolution file. This way I can keep the LOD as "auto" in the inf file. Does this sound correct?

I know people use a lot of different methods than those explained in the SDK itself so I was just looking for the best one.
 
The neatest way is to compile the scenery into separate filesets, using the SplitFileLOD option if required

For the 4m source use LOD = Auto,13

For the 1m source, use LOD = 14, 15

This will ensure that there are no conflicting LOD levels, and the two sceneries will display, with the higher resolution one inset

A note about this. The fsx terrain engine is quite clever and only seems to pick the headers for the bits it needs, so doing things this way won't actually improve loading times much, but will improve file sizes.

For the higher resolution area, I would consider adding a blend-mask with a feathered border, so the transition does not look harsh.
 
Thank you again for your help.

I have been playing around with it and think I have it the way I want it now. Everything looks right in tmfviewer. I haven't had a chance to load it into the sim yet but am sure it won't be an issue.
 
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