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Sbuilder Error?

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us-colorado
Can someone help me out with this problem? Apparently some of the photoscenery appears but there is a shape around the airport that does not appear.
 

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  • photo.jpg
    photo.jpg
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Hello:

The shape in question is most likely ground texture tiles surrounding the aircraft within its"Visual Display Radius" which are different in content and / or Level of Detail (aka "LOD") than the central tile immediately under the aircraft itself; this is most likely due to how the scenery was made.

Please post in this thread, the *.INF file which SBuilderX used to create this scenery when the source data was submitted to FS SDK Resample to be compiled into a BGL.

Also please indicate at what "Zoom" level your source aerial imagery background map display was set at when you acquired the imagery tiles for processing by SBuilder to create the scenery seen in your Top Down view screen shot above in the Opening Post (aka "OP") for this thread.

Additionally, please indicate which version of FS this project is for.

Until then... Happy Holidays ! :santahat:

GaryGB
 
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Attached is the Image, INF and bgl. The zoom was 15 i believe, this is for FSX. I appreciate your assistance!
 
Hi again:

I am unable to see any attachments to your latter post immediately above; would you please verify if they were attached properly ? :scratchch

GaryGB
 
Hi again:

The *.INF you posted is comparable to a (un-edited) file made by SBuilderX 3.14 64-bit on my computer at:

[SBuilderX314 install path]\Tools\Work\Photo01.INF


The latter INF file made by SBuilderX on my computer does produce a properly working photo-real aerial imagery BGL:

Code:
[Source]
   Type = BMP
   Layer = Imagery
   SourceDir = "."
   SourceFile = "L15X13668X13701Y25038Y25060.BMP"
   Variation = All
   NullValue = 255,255,255
   SamplingMethod = Gaussian
   ulyMap =  39.0362529596367
   ulxMap = -104.91943359375
   xDim =  2.14576721191406E-05
   yDim =  1.66787664864981E-05

[Destination]
   DestDir = "."
   DestBaseFileName = "Photo01"
   DestFileType = BGL
   LOD = Auto
   UseSourceDimensions = 1
   CompressionQuality = 85


The resulting BGL file output by FSX SDK Resample with the latter INF file can be examined in:

[FSX SDK install path]\Environment Kit\Terrain SDK\TmfViewer.exe


When loaded into TMFViewer, one can see what LOD's were actually created within that BGL output by FSX SDK Resample:

TMFViewer Menu > View > Level Of Detail

FYI: On my computer, LODs 4 through 14 were created from source imagery at "Zoom level 15"


You may wish to examine your own BGL from the OP above in TMFViewer, and post your results here.


[EDITED]

Also, please state whether you are also using any other 3rd party land class ground texture add-on ex: Global Environment X" (aka "GEX") or OrbX FTX Global.


[END_EDIT]

GaryGB




 
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Hey man, can you dumb that down a little bit? I saw it on the TMFViewer, and it looked like it was supposed to, but in game its not like that. I do have FTX Global, and GSX... idk what GEX is...
 
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...

[EDITED]

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

[END_EDIT]


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. :alert:

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. :pushpin:


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" ?


[EDITED]

For example:

[FSX install path]\Addon Scenery\[ your project name (this is the 'top folder') ]\Scenery\Photo01.BGL

[END_EDIT]


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 ?


[EDIT]

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'. :idea:


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" sliders 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. :pushpin:

[END_EDIT]


GaryGB
 
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Without the bitmap, it's not easy to figure this out. My guess is that the LOD = Auto is not giving you the required LOD13 needed to replace the default landclass tiles.

The SDK, in this case, suggests LOD = Auto,13

Default land class textures will be used if the terrain system cannot find photo-imagery at LOD13 (5 meters per pixel) or greater detail. This can lead to default textures appearing when photo-imagery is desired. To ensure that the LOD13 requirement is met, consider using LOD=Auto,13 in the [Destination] section of the .inf file. Also be careful with the CompressionQuality setting, change the default of 100 to around 80, and adjust one way or the other to get an acceptable compromise of image quality and size.

Dick
 
Thanks Rhumbaflappy! If i change the ini after I have compiled the bgls, does it still change the information of the bgls, or do i have to put the ini files with the bgls in the addon folder?
 
You would need to change the INI file, and recompile the image with resample... drag'n'drop may work.

Dick
 
Hey Rhumbaflappy you are awesome man, it fixed the photoscenery... the problem i am having now are the ground polys i place on ADE are not showing up on top of the photoscenery, any idea on how to fix that problem?
 
Thanks Rhumbaflappy! If i change the ini after I have compiled the bgls, does it still change the information of the bgls, or do i have to put the ini files with the bgls in the addon folder?

You would need to change the INI file, and recompile the image with resample... drag'n'drop may work.

Dick

Some readers here (including myself ! ;)) are trying to understand how SBuilderX may have originally output a INF file which yielded the visual anomaly in the OP above.

Are we now discussing use of edits to ex: "SBuilder.ini" file, or are we discussing use of this example INF code instead of that used in the OP ? :scratchch

[EDITED]
Code:
[Destination]
   DestDir = "."
   DestBaseFileName = "Photo01"
   DestFileType = BGL
   LOD = Auto,13
   UseSourceDimensions = 1
   CompressionQuality = 85
[END_EDIT]



Brandon
(aka "BEMO" / "BroMo"): IMHO, it would be helpful for other readers here to know your answer to this question, asked above:

http://www.fsdeveloper.com/forum/threads/sbuilder-error.432452/#post-695870

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) ?

GaryGB


FYI: Some of us here would welcome the opportunity to learn how to avoid having a similar outcome as seen in the OP when using SBuilderX with default settings in the INF, as that visual anomaly in the OP seems to have possibly involved the:

* 'Zoom Level' resolution of the source aerial imagery tiles selected in the SBuilderX GUI for creation of the background map

...and/or the:

* 'Size' of the background map area selected in the SBuilderX GUI for creation of the resulting Photo01.INF file


Your answer would be greatly appreciated. :)

GaryGB
 
Last edited:
SBuilderX will always use LOD = Auto when building the INF file.

But if the resolution of the image is less than LOD13, then the compiled BGL won't show in the sim near ground level. So you will need to use LOD = Auto,13 for low resolution imagery, to make resample fill LOD13 with imagery, and override the default landclass tiles.

Dick
 
Thanks for that clarification, Dick. :)

[EDITED]

IIUC, that info, and Brandon's results using the new "LOD = Auto,13" [Destination] parameter in his Photo01.INF file tends to further reinforce the likelihood that the OP visual anomaly may have been due to lower resolution aerial imagery tiles being selected as the source for the background map in SBuilderX prior to compilation of his original Photo01.BGL (as seen in his OP screen shot taken in FS at run time).

[END_EDIT]

GaryGB
 
Last edited:
Yeah, I don't get it either. I captured L15X13677X13698Y25044Y25063.BMP myself both from google and from virtualearth and each time I compiled it I ended up with LOD14 and didn't see any LC anomalies in the sim. I was thinking maybe he'd gotten some white tiles from google because of an outdated googleserver.dll and NullValue = 255,255,255 was causing resample to null the white areas out. That however should have been apparent in the SBX UI. Strange, but glad it's sorted :) .

Jim
 
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