Also, please state whether you are also using any other 3rd party land class ground texture add-on ex: GEX or FTX Global.
I do have FTX Global, and GSX... idk what GEX is...
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I am doubtful that "
Ground Services X" (aka "
GSX") would alter display of custom photo-real land class textures made with FSX SDK Resample at your airport (ICAO:
KAFF) which is IIUC, not a FSDT proprietary payware
airport package, so that would be less likely a cause for the scenery issues seen in your OP above.
http://www.fsdreamteam.com/products_gsx.html
In answer to your latter question,
"Ground Environment X" (aka "
GEX"), is another 'land class ground texture add-on' from Flight1:
http://www.flight1.com/products.asp?product=gexusacan
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FYI: Unlike the
GEX ground textures used for replacement of many FS default land class ground textures,
many OrbX FTX Global land class ground textures are displayed via changes made to "RenderPriority" in the modified FSX Terrain.Cfg file.
In some cases one may need to utilize special procedures to allow one's add-on scenery to be displayed on top of the underlying land class ground textures or ground polygons otherwise loaded by BGLs for FTX Airports / Regions / Global scenery packages.
http://msdn.microsoft.com/en-us/library/cc526967.aspx#texture.n
Note: "
RenderPriority" as specified in the FS Terrain.Cfg file is separate and distinct from:
* Area Layer "priority" numbering system seen in the FSX Scenery Library GUI
* Internal file "Layer" numbering system utilized in source code for pre-FSX legacy-type SCASM / ASM textured Ground Polygons
You may wish to examine your own BGL from the OP above in TMFViewer, and post your results here.
I saw it on the TMFViewer, and it looked like it was supposed to, but in game its not like that.
This compels a few questions:
1.) When you display the
Photo01.BGL scenery from your OP above in
TMFViewer and navigate to this pull-down Menu selection:
TMFViewer Menu > View > Level Of Detail
* What Levels of Detail (aka "LODs") were actually created within your Photo01.BGL output by Resample (after compiled from the SBuilderX background map of aerial imagery tiles captured at ex: Zoom level 15) ?
2.) When you load the
Photo01.BGL scenery from your OP above in FSX:
* Is the scenery BGL inside a \Scenery sub-folder 'nested' beneath a "top level folder" ?
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For example:
[FSX install path]\Addon Scenery\[ your project name (this is the 'top folder')
]\Scenery\Photo01.BGL
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3.) In the FSX Scenery Library GUI:
* Is the 'top folder' for your
Photo01.BGL scenery folder chain ...added as a separate "Area" layer ?
* Is the Area layer for your
Photo01.BGL scenery folder chain (nested under the 'top folder') ...
above all 'Area' layers for
any OrbX FTX scenery ?
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NOTE: During installation SBuilderX creates local paired \Scenery and \Texture sub-folders nested under the [SBuilderX install path] top-folder.
The FSX Scenery Library GUI Area entry for that location is created at that same time, and as one adds new scenery to the FSX Scenery Library GUI (via manual or installer methods), or when one re-configures certain payware scenery add-ons via their "configurator" utilities, that
SBuilderX\Scenery Area layer drops down in the "priority list".
For example, whenever
ex: OrbX' "
FTX Central" for payware Airports / Regions / Global is run, by default it places all OrbX FTX Area layers at the
top of the stack of layers, thus giving them "top priority" for display over all other scenery, whether FSX default or 3rd party add-on (payware or freeware).
In SBuilderX when one 'compiles' a (selected) background map of aerial imagery tiles, the dialog box offers to copy the resulting
Photo01.BGL to SBuilderX's
own designated \Scenery sub-folder.
As described above, the Area layer entry for that \Scenery sub-folder may be located at a lower priority in the FSX Scenery Library GUI; consequently ones
Photo01.BGL may not be able to display properly "on top" of other OrbX FTX scenery Area layers when rendered in FSX at run time.
Thus, it may be a good idea for purposes of testing, to move one's
Photo01.BGL from SBuilderX's
own designated \Scenery sub-folder into a new and separately controllable Area layer which is manually kept at the
top of the FSX Scenery Library GUI ...above
all other Area layers.
FYI: OrbX'
FTX Central for payware Airports / Regions / Global can be configured so that it
always places all OrbX FTX Area layers at an assigned "priority" position somewhere
below the
'top' of that stack of scenery Area layers in the FSX Scenery Library GUI by running:
[FSX install path]\ORBX\Scripts\FTXCentral\FTXCentral.exe
...Then navigate:
FTXCentral Menu > Tools > Scenery Library Configuration > FTX Scenery Library Insertion Points
Setting an 'Insertion Point' for FTX Area layers somewhere below the 'top' of that stack of scenery Area layers in the FSX Scenery Library GUI ...may allow "most" (... but not all !) custom photo-real add-on scenery textures to display properly even when OrbX FTX Airports / Regions / Global scenery is installed and set 'active'.
Additionally, IMHO, one should ensure that in the FSX Menu GUI:
* "
Level of Detail Radius" slider is at
Middle ("
Large") position
* "
Global Texture Resolution"
and "
Texture Resolution" slider
s are set at the
farthest right position
* "
Mesh Resolution" slider is set at
5 Meters for max LOD-13 resolution aerial imagery BGLs
* "
Mesh Resolution" slider is set at
2 Meters for max LOD-14 resolution aerial imagery BGLs
...to allow proper display of higher resolution custom photo-real ground texture tiles in FSX at run time along with other "lower resolution" ground texture LODs and/or texture MIP-MAPS from CVX vector format BGLs at a distance within the "Visual Display Radius" (aka "
Level of Detail Radius") surrounding the user aircraft.
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GaryGB