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What is the highest resolution photo scenery achievable

http://www.fsdeveloper.com/forum/th...-scenery-achievable.440912/page-2#post-781505

Disaster.
I thought that I created my water mask (layer) spending a lot of time around the edges of the water and some docks (which I don't want to use) saved and then found out later that I forgot to lock my background later and select my 'water' layer so all that work was saved to the original 'map'. Grrr!
Oh well that gave me a chance to include a little more area into my satellite imagery BMP.


Hi John:

Been there / done that ...as likely most of us all have, at one time or another. :oops:


If it is not too late to try this, you could save as a new file name with a default GIMP file type that retains all layers etc., then escape from the original without saving any changes in that editing session.

Alternatively, see if there is any available "revert without saving changes" option.

One could also save out the original Background Image layer separately and 'revert' the original GIMP file work session.


BTW: One may reduce the amount of work by using the "Magic Wand" tool to quickly create a mask over larger water areas farther away from shore by assigning selected color values as a target with a smaller 'tolerance' threshold value, then use any available keyboard commands along with Mouse clicks to allow incremental adding to- and/or enlargement of- the selected areas of the 'mask' ...in stages.

Be careful to avoid selection of areas where shadows are cast by trees or other structures onto visible water surfaces.

Additionally, some manual drawing of 'inferred' water body edges along shorelines obscured by over-hanging trees or other vegetation may be required for more accurate derivation of water areas into the intended Water mask area.

For this, one can use a 'Pencil tool' set to Pure Black (RGB 0,0,0) with a ex: 1-pixel width, to lay down line segments along edges of the intended Water Mask area at 'inferred' water body edges where one's view is obscured, and to lay down straight lines along adjacent edges of docks, piers, jetties, floating rafts or platforms, and shores ...otherwise seen in the (separate) underlying aerial imagery background layer.


The selected 'mask' area in the graphics application that is intended to be rendered in FS / P3D as "Water" can then be flood filled with pure Black (RGB 0,0,0).

Next, the flood filled pure Black (RGB 0,0,0) 'mask' area in the graphics application can be re-selected with the Magic Wand tool, then that selection can be 'inverted'.

Now that inverted and selected 'mask' area in the graphics application that is intended to be rendered in FS / P3D as "Land" can be flood filled with pure White (RGB 255,255,255).

Available features may vary between different graphics applications and numeric versions of a graphics application. ;)

BTW: what is the largest photo BGL you have created and is there a maximum file size one should aim at?

FS does not load 'all' the data in 'big' SDK Resample aerial imagery or terrain mesh files into the FS task session USERVA, but it reportedly does read and establish 'pointers' to sections within such files that are accessed and loaded by 'fibers' during the rendering cycle based on the Geo-graphic coordinates of the aircraft and ques up data for local terrain quad tiles.

So, IIUC, one can make such BGLs as large as 2-GB without any theoretical performance hit.

Very large source file sizes 'risk' exceeding the SDK Resample task session work-space of 2-GB USERVA..

Also, there is a 2-GB output BGL size limit for SDK Resample.

One can reduce the SDK Resample output size of BGLs by use of 1-Bit B & W Land-Water Masks and 8-Bit gray-scale Blend Masks, and using the INF compression parameter value option for BGLs.

[EDITED]

NOTE: Final output source file format for TIFF Masks must actually be 8-Bit gray-scale; see:

http://www.fsdeveloper.com/forum/th...-scenery-achievable.440912/page-4#post-789447

[END_EDIT]

Personally, I want my aerial imagery as sharp as possible, so I use "no" compression in my INF parameters, and simply make more than 1 BGL via multiple INF and source data files in multiple SDK Resample sessions to achieve full coverage for my scenery project area.


But, you 'can' decrease the output file size of your aerial imagery BGL by approximately 40 percent, while still preserving a targeted higher LOD resolution and most of its inherent visual quality when displayed on the ground at run time in FS ...via a "CompressionQuality = 85" parameter value used in the INF file when the imagery source files are submitted to MSFS / P3D SDK Resample ex: :idea:

[Destination]
CompressionQuality = 85


Hope this helps ! :)

GaryGB
 
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Thanks Gary,

I decided to restart doing my water mask with a new 'image' file which takes in a bit more of the scenery and hopefully will blend in better.

Yes the 'compressionquality' I mustn't forget that.

I don't have too much problem then with file size as I had done a 'bgl compile' just to mainly to create the INF file and have a quick look in FSX how it is starting to look and the BGL photo file is only about 561Mb. That begs hopefully my last question (for a while at least ;)) and that is how can you end up with a 2Gb photo bgl file. Will SBX allow you to 'capture' an area (at zoom level 18 - which is the largest I can achieve without getting an image which contains nothing) so large that it results in such a large compiled bgl photo file?
 
http://www.fsdeveloper.com/forum/th...-scenery-achievable.440912/page-3#post-781541

Yes the 'compressionquality' I mustn't forget that.

I don't have too much problem then with file size as I had done a 'bgl compile' just to mainly to create the INF file and have a quick look in FSX how it is starting to look and the BGL photo file is only about 561Mb.

That begs hopefully my last question (for a while at least ;)) and that is how can you end up with a 2Gb photo bgl file.

Will SBX allow you to 'capture' an area (at zoom level 18 - which is the largest I can achieve without getting an image which contains nothing) so large that it results in such a large compiled bgl photo file?

Hi John:

SBuilderX captures tiles (in various file formats depending on the tile server) into the [SBuilderX install path]\Tiles subfolder chain under each tile server name (and we should never access these 'directly').

In SBuilderX, we can keep moving the 'center' of our background view using the "Center" context menu option with the Magnifying Glass tool, then re-adjusting to the desired zoom level # we want, and capture tiles for an entire region (provided we have sufficient storage space available on the drive where we installed SBuilderX).


Once SBuilderX has 'cached' tiles in the above referenced folder chains, it can utilize them for aerial imagery mapping features, based on what we direct it to do by:

* Method #1 (Add Map directly From work-space view of background)

...or:

* Method #2 (Add Map From Background - via download tiles dialog)


Alternatively, if we have saved a properly projected aerial imagery source GIS GeoTIFF format *.TIF file (or an archived aerial imagery *.BMP file with associated *.TXT Geo-referencing file) in the [SBuilderX install path]\Tools\Work sub-folder, we can use:

* Add Map > From Disk.


FYI: Apparently there is always 'some' measure of MS ACES Game Studios' proprietary "PTC" compression imputed by SDK Resample even if one requests that "No" compression be used (100 units), so it is not easy to predict what one will get with various source files when one is using a "multi-source" INF.


You could try gambling via 'trial-and-error' with source file size on disk vs. estimated SDK Resample BGL output size at 100 % fidelity, then work down towards 85 with as little compression as possible to avoid SDK Resample compile session failures.


Otherwise you would have to "do the math" to identify Geographic coordinates to be included in more than (1) BGL output from a 'massive tonnage' of aerial imagery source files that cover a project area, and which are referenced using SDK Resample "multi-source" INF file parameter values.


IIRC, there is a way via certain SDK Resample INF file parameter values to direct the output of Geographic coverage of individual BGLs for specific area extents, when one has made available (using 'other' SDK Resample "multi-source" INF file parameter values), multiple source files that cover a larger area than is intended for- or possible to include within- any particular single output BGL.

That would prevent SDK Resample from 'attempting' to utilize all of the otherwise available source data within the source files to make a maximum sized 2-GB BGL that covers the entire extent of those source files ...and thus avoiding SDK Resample compile session failures.


If you would like to learn more about that, we can discuss that ...when you are 'ready'.


BTW: I don't know if the SDK Resample aerial imagery compression versus size reduction ratio is linear; but if it were:

85 units of compression parameter value = 40 percent size reduction

...or: 100 - 85 = 15 units; 40 percent / 15 units = 2.6666666666666666666666666666667 percent size reduction / unit


So, IIUC, 1 unit of compression parameter value = 2.6666666666666666666666666666667 percent size reduction / unit :scratchch


PS: I have seen some FS developers use 97 units as a 'CompressionQuality' parameter value in INF files for making terrain mesh; but I have not tested to see what that may do to perceived visual fidelity and/or percent size reduction in SDK Resample BGL output size, because- (...you guessed it ! :p) -I prefer as little compression as possible.

GaryGB
 
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Goodness Gary
You know so much on the 'workings'. My head started to spin as I read it.
Some I already knew about but remembered that you often do that for other readers benefits.
Have fun.
I will continue with my water mask a little later.
I am off to England on Sunday week so lots to do although purchasing some overseas currency, planning and printing of confirmations complete. Just packing to do and charge up the camera batteries etc.
 
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Hi Gary
Looking back at your second last reply
BTW: One may reduce the amount of work by using the Magic Wand tool to quickly create a mask over larger water areas farther away from shore by assigning selected color values as a target with a smaller 'tolerance' value, then use any available keyboard commands along with Mouse clicks to allow incremental adding to- and/or enlargement of- the selected areas of the 'mask' ...in stages.
I looked and looked then used the HELP to try and determine where to select the 'magic wand tool' (in GIMP2) unsuccessully.
I am very familiary with this selection took in PSP and it is great.
One thing which annoyed me that I could not find a 'search function' in the HELP. If I did I would have searched for 'magic wand tool'
 
http://www.fsdeveloper.com/forum/th...-scenery-achievable.440912/page-3#post-781562

Hi Gary
Looking back at your second last reply

I looked and looked then used the HELP to try and determine where to select the 'magic wand tool' (in GIMP2) unsuccessully.
I am very familiary with this selection took in PSP and it is great.
One thing which annoyed me that I could not find a 'search function' in the HELP. If I did I would have searched for 'magic wand tool'

Yup, I know the frustration; GIMP is like QGIS: multiple versions out in the wild, with often 'obscure' documentation. :banghead:


Fuzzy selection (Magic wand)

https://docs.gimp.org/en/gimp-tool-fuzzy-select.html


Google query on 'magic wand tool' (in GIMP2):

https://www.google.com/search?source=hp&q=+'magic+wand+tool'+(in+GIMP2)&oq=+'magic+wand+tool'+(in+GIMP2)&gs_l=psy-ab.3...4146.4146.0.7377.1.1.0.0.0.0.166.166.0j1.1.0....0...1.2.64.psy-ab..0.0.0....0.YKRW-yJyPM8

GaryGB
 
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Thanks Gary

I have another question this time about the blend mask.
I know that in the layer you paint out all of the image (using say a 50% 'black' brush) you don't want to see in FSX and so I will need to paint out all of my water area. The 50% brush as you know only 'feathers' (wrong terminology I'm sure) the EDGE of where you paint. If I want a larger area 'blended' as in the following example (from a video tutorial to result in the shallow water area) do I paint out as well as I can and then use the 'eraser' tool set to 20% or 50% over the areas (to 'thin' out) where I want my 'shallow water' to show through (the areas are circled in green and result in the look of shallow water in the bay (center) and between mainland and small islands.

blendmask.jpg


Also what do I do about the docks which I painted around for the water mask. In the blend mask do I 'paint' around then using a 'hard' (100%) brush (using a 50% brush would not work). I am assuming the answer is yes. Maybe that is why K-MAN incorporated his water and blend masks as one as he had a heap of docks to 'paint' around and incorporating the two masks into one prevented the need to paint around all those docks twice?

Sorry about what is probably a 'no brainer' but I thought that I would ask rather than use a trial and error procedure.
 
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http://www.fsdeveloper.com/forum/th...-scenery-achievable.440912/page-3#post-781571

Thanks Gary

I have another question this time about the blend mask.

I know that in the < blend mask ? > layer you paint out all of the < photo-real aerial background ? > image (using say a 50% 'black' brush) you don't want to see in FSX and so I will need to paint out all of my water area. The 50% brush as you know only 'feathers' (wrong terminology I'm sure) the EDGE of where you paint.

If I want a larger area 'blended' as in the following example (from a video tutorial to result in the shallow water area) do I paint out as well as I can and then use the 'eraser' tool set to 20% or 50% over the areas (to 'thin' out) where I want my < photo-real aerial background ? > 'shallow water' to show through (the areas are circled in green and result in the look of shallow water in the bay (center) and between mainland and small islands. < ? >

This all depends on the actual resulting transparency achieved by the gray-scale values in the Blend Mask.

Typically graphics applications will display a message status box or a cursor tool tip status message for the RGB values of 'color' under the cursor when that mode is toggled on (ex: color selection 'Eye-Dropper' tool ...or a setting via a menu etc.).

Then one can move the mouse cursor (with any required tool mode required for RGB 'color' value display toggled 'on) over the gray-scales in the Blend Mask gradient 'transition' areas on either the lighter or darker side of mid-gray-scale (RGB 127,127,127), to determine what 'approximate' transparency one might anticipate in FS at run time.


It may be possible to learn how to anticipate the impact certain gray-scale RGB values in a gradient will have on transparency in FS at run time, by actually compiling 1 or more 'test' versions of one's source files via submission of those file along with the INF to SDK Resample.

One can compare the custom photo-real aerial imagery scenery in a top-down view within a 'windows mode' FS flight session, with the images seen in a graphics application, side-by-side on 2 monitors, or by swapping their task session window focus to / from the Windows 'task' bar.


Also what do I do about the docks which I painted around for the water mask. In the blend mask do I 'paint' around then using a 'hard' (100%) brush (using a 50% brush would not work). I am assuming the answer is yes. Maybe that is why K-MAN incorporated his water and blend masks as one as he had a heap of docks to 'paint' around and incorporating the two masks into one prevented the need to paint around all those docks twice ?

Sorry about what is probably a 'no brainer' but I thought that I would ask rather than use a trial and error procedure.

Because there only a 'few' such docks and piers in the Sechelt area, and you are already making your scenery rather realistic at the Waterdrome with AI traffic, and will be in a user aircraft directly adjacent to docks and piers with the ability to look out the wind screens of that aircraft cockpit, if it were me, I would make sure I have kept a backup copy of the original aerial imagery source image files, then NOT include the dock and piers within the aerial imagery. :idea:

Instead, I would 'Clone' the images of those docks and piers out of the aerial imagery background image using adjacent portions of the aerial water image.


I would then import the local (maximum 1 Kilometer-size per image texture tile) aerial imagery into the free Sketchup version-8 3D modeling application, and map them as textures onto Faces drawn using Google Earth Desktop exported poly-line KML files imported to Sketchup ...via Aerilius' "KML Tools" plugin Ruby script.

Those Faces are 'textured' with the imported local aerial image at the correct size and Geographic location; those Faces can be 'extruded' with the Push-Pull Tool, then used to make 3D models of the docks and piers.

Believe it or not this process can actually be both easy and fun. ;)


Those 3D models of the Sechelt area docks and piers can be
:

* Exported from Sketchup as KMZ files

* Imported into Arno's ModelConverterX (aka "MCX")

* Mapped texture materials are converted and sized for use in FSX / P3D

* MDLs are exported by MCX as scenery library object BGLs


NOTE: Those scenery BGLs would contain both the 3D MDLs and their Geographic placement info, and they are written into paired local \Scenery sub-folder

Converted aerial imagery textures mapped onto those 3D models in Sketchup are written into a paired local \Texture sub-folder.


I can elaborate on the latter process above, when you are 'ready' ...in a separate thread here: :)

http://www.fsdeveloper.com/forum/forums/3d-objects-general.46/


GaryGB
 
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Thanks Gary,

I might continue with my original (2D) photo realistic scenery and keep copies IN CASE I get the 'urge' to try 3D modeling which is a completely new area to try to 'master'. I did created a simple 3D model some years ago and although simple took me ages to do (yes one gets better at things after doing them). I see a lot of work there.

BTW the docks I have in my current photo scenery are on the west 'shore' of the inlet only and they are not very close to the floatplane docks, runway or taxiways and even on from the air will be a very small part of what is seen from an aircraft.
I am currently using FSX scenery objects for the docks used by floatplanes.
 
I'm just reviewing what you have told me up till now as well as video tutorials and documents read regarding WATER and BLEND masks.
I know you used suffixes of _W in the water mask filename and _B in the blend mask filename but in some other things (video and documents) I have viewed that was not mentioned.
In the examples given in the tutorial "Make photo-real ground textures in Flight Simulator X" (a html document with accompanying images) the (unknown) author also SOME of his examples with those suffixes and other examples with _WATER and _BLEND.
In the the example in [source1] section of the INF file I could not find any reference what the parameters
Channel_BlendMask AND
Channel_LandWaterMask
and in one example given he has them set to the values
2.0 and
3.0
It so happens that his blend mask file is under [Source2] and his blend mask file is under [Source3]

So is that how RESAMPLE knows which is the water mask and which is the blend mask?
If not what are the parameters Channel_BlendMask AND Channel_LandWaterMask used for?

Sorry I couldn't find the answer in SDK/Environment/Terrain SDK where RESAMPLE resides.
 
Hi John:

I am providing suggestions based on use of SBuilderX as a GUI for making custom photo-real aerial imagery on as much of a semi-automated basis as possible, although use of a graphics application is also necessary in order to make Seasonal and Night versions of the original Day background image and Masks.

However, my work-flow presented here otherwise requires that all source imagery including Day, Night, Seasonal, Land-Water Mask, Blend Mask, Geo-referencing *.TXT file, and the multi-source INF file ultimately are:

* named as I describe

...and that all such files are to be:

* located in [SBuilderX install path]\Tools\Work sub-folder

...so that ultimately the SBuilderX GUI can perform a semi-automated BGL compilation, as originally intended by the SBuilderX author.


NOTE: In order for SBuilderx to do that, one must be certain that the name prefix used for the selected aerial imagery background composite 'map' image in the SBuilderX work-space is "Photo" within the 'Map' properties dialog accessed by right-clicking the selected map border and choosing 'Properties'.


This is discussed in the PTSIM thread and tutorial package by Luis Feliz-Tirado cited above.

BTW: According to Luis Feliz-Tirado's tutorial "Make Photo-real Ground Textures in FSX":

"SBuilderX will automatically integrate the blend and/or water mask in the custom ground"


Thus, the Water Mask and Blend Mask will 'automatically' be found / used during BGL compilation, even if not listed in SBuilderX' {Seasons} dialog entries or the INF file.


CAVEAT: AFAIK, this will only work if the Water Mask and Blend masks are included as Alpha Channels within the DAY image source file, when that DAY (Summer Season) image is a TIFF (*.TIF) or Targa (*.TGA) texture image file format.


Although the answers to your questions are indeed to be found in the tutorials and Terrain SDK Resample documentation I cited above, when the work-flow is performed as I describe above, SBuilderX is intended to be able to generate the INF file itself, so that the end user need not do so manually. ;)

GaryGB
 
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I had completely forgotten that SBX could do it all (right click on edge of photo scenery).
I am still unsure where the
Terrain SDK Resample documentation
is unless you mean your within your personal documentation. I just 'edited' all your replies and could not find any reference to Terrain SDK Resample documention (I am expecting to find such documentation somewhere in the TERRAIN SDK folder).
Oh there it is. A Google search found https://msdn.microsoft.com/en-us/library/cc707102.aspx?f=255&MSPPError=-2147217396#TheResampleTool
 
http://www.fsdeveloper.com/forum/th...-scenery-achievable.440912/page-2#post-781489

Technically one can use BMP files in 24-Bit format as a source for Blend Masks and Land-Water Masks, as is seen in the Tiberius et al tutorial.

However, those 24-Bit format BMPs are un-necessarily large, and there are problems with some graphics applications converting them into a 1-Bit and 8-Bit "Windows BMP format" compatible with SDK Resample.

So AFAIK, latter documentation in FSX "ESP" edition SDK by ACES had worked examples instead that use TIFF or GeoTIFF files ...presumably to help eliminate risk for such BMP-associated problems in the SDK user community. :teacher:

https://msdn.microsoft.com/en-us/library/cc707102.aspx#ResampleExamples

Hi John:

This was the SDK citation I was referring to. ;)


NOTE
: When you read the entire SDK Resample-related documentation, you will inevitably see links to other info, including "worked example" INFs for the images used in the main Resample documentation.

https://msdn.microsoft.com/en-us/library/cc707119.aspx


These parallel those in the "Make Photo-real Ground Textures in Flight Simulator X" tutorial I linked you to by Luis Feliz-Tirado.


CAVEAT
: Do not use a NullValue parameter when a Blend Mask is used in a resample source file set. :alert:

GaryGB
 
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I have no idea what is going on my head. Last night before sending my last reply I searched through the now 3 'pages' in this thread for 'resample' using (Windows) Edit/Find (CtrlF) and found many references BUT not
I just did the SAME search and now I see it (on page 2).
Sorry about that.
Unless of course I was searching for 'resample tool' which would not have found your reference.
Oh yes I saw all the worked examples (the ones in the SDK folder) but did not actually view them.

Thanks for the warning re NullValue parameter.
 
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I am starting to get there.
I have yet to get rid of the existing shorelines which have texture and also move those ones which now have 'shallow' water to the junction of the deep and shallow water (next step).

Below is a screen shot from part of my scenery to ask a question about.
Note the RED roof on the building roof. I have no idea where the red comes from as the original scenery file does NOT have a red roof and there is NO mask in that area.
Any ideas?
I need to blend the edge of the deep and shallow water better. I used a 50% brush so maybe use a 25% brush and/or use a 25% eraser along the edge. I need to experiment and/or try with much smaller area as this one takes 20 minutes to compile and I have an i7 3.4Ghz CPU.

blended scenery.jpg
 
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Hi John:

That is the basis for the Caveat cited above ! :yikes:

Be certain that you have not included a "NullValue = 255,255,255" entry in your INF. ;)


Or maybe the 'Sunshine Coast Arena' ...has been converted to a "Red Roof Inn" ? :p

https://en.wikipedia.org/wiki/Red_Roof_Inn


An opportune time to review the "Make Photo-real Ground Textures in Flight Simulator X" tutorial by Luis Feliz-Tirado (see 'Null Value and Blend Mask'). :)

GaryGB
 
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http://www.fsdeveloper.com/forum/th...-scenery-achievable.440912/page-3#post-781690

I need to experiment and/or try with much smaller area as this one takes 20 minutes to compile and I have an i7 3.4Ghz CPU.

How big are the source files ?

And perhaps more importantly, are you using LZW compression in the TIFF files ?


Regardless, you should be able to right-click the SDK Resample task session in the processes tab of Windows Task Manager, then change the priority to 'Realtime' ...to speed things up a bit. :idea:


GaryGB
 
Hi Gary,
I was 'following' the 'tutorial' entered here in parts as individual parts (which I made into a contiguous Word document) (https://www.flightsim.com/vbfs/showthread.php?250762-How-to-create-photoreal-scenery-for-FSX/page42) which makes no reference to what the 'nullvalue' parameter causes in the image and to which you referred me to.
YES
"Make Photo-real Ground Textures in Flight Simulator X" tutorial by Luis Feliz-Tirado
explains it all. Pity reference to a number of written tutorials needs to be made.
I found that the roof of the building which turns out red has a color of 255,255,255 so maybe another way to resolve this would be to 'fill' the area with a color of 255,255,255 with say 254,255,255 which will appear to be much the same?

are you using LZW compression in the TIFF files
No I am not using LZW and checking quickly I could only find one reference to LZW in Luis' tutorial and that was to states that "However, LZW-compressed TIFF files are not a problem".

MY original (imagery) image is 938Mb and the compiled Bgl 992Mb.
 
http://www.fsdeveloper.com/forum/th...-scenery-achievable.440912/page-3#post-781725

Hi Gary,
I was 'following' the 'tutorial' entered here in parts as individual parts (which I made into a contiguous Word document) (https://www.flightsim.com/vbfs/showthread.php?250762-How-to-create-photoreal-scenery-for-FSX/page42) which makes no reference to what the 'nullvalue' parameter causes in the image and to which you referred me to.

YES

http://www.fsdeveloper.com/forum/th...-scenery-achievable.440912/page-3#post-781643

"Make Photo-real Ground Textures in Flight Simulator X" tutorial I linked you to by Luis Feliz-Tirado.


explains it all. Pity reference to a number of written tutorials needs to be made.
I found that the roof of the building which turns out red has a color of 255,255,255 so maybe another way to resolve this would be to 'fill' the area with a color of 255,255,255 with say 254,255,255 which will appear to be much the same?

http://www.fsdeveloper.com/forum/th...-scenery-achievable.440912/page-3#post-781643

CAVEAT
: Do not use a NullValue parameter when a Blend Mask is used in a resample source file set. :alert:

GaryGB

I cited the Tiberius et al tutorial to illustrate the methods used to create Blend and Water Masks in a graphics application.

However, I do continue to recommend the "Make Photo-real Ground Textures in Flight Simulator X" tutorial I linked you to by Luis Feliz-Tirado for all other aspects of creating your custom photo-real aerial imagery scenery BGL via SBuilderX, and I anticipate that you should thereby have more success- and less outstanding questions- by using the procedures Luis Feliz-Tirado describes via SBuilderX.


At this point I suggest that your next course of action might best be to:

1.) Verify all source files and Mask files are in [SBuilderX install path]\Tools\Work sub-folder

2
.) With the desired aerial imagery background "map" area 'selected' inside a frame

a.) Right-click on the selected area border; choose 'Properties' < SBuilderX Map Properties dialog opens >

(1) In SBuilderX GUI Map Properties dialog > {General Tab}

(a) Verify aerial image background "map" has a name prefix of "Photo" listed in the required field


NOTE
: You do not necessarily need that folder empty aside from your current active project.

But to be on the safe side, you can add a copy of your other projects and their related files into ZIP archives, then delete the originals.

The need to do that depends on whether you have used unique names or have duplicate names for any files in different projects.

In particular, keep a close watch on SBuilderX re-using the "Photo01" file name. ;-)


(2) In SBuilderX GUI Map Properties dialog > {Seasons Tab}

(a) Verify all Season and/ Night image paths are listed in the required fields; [OK]


3.) Re-select the desired aerial imagery background map area inside a frame

4.) Compile a BGL via SBuilderX Menu > File > BGL Compile ...


NOTE: SBuilderX will create the INF file for this compilation session, AFAIK, with NO NullValue.


Please post the resulting INF file created by SBuilderX ...in a reply to this thread. ;)


http://www.fsdeveloper.com/forum/th...-scenery-achievable.440912/page-3#post-781724

How big are the source files ?

And perhaps more importantly, are you using LZW compression in the TIFF files ?

No I am not using LZW and checking quickly I could only find one reference to LZW in Luis' tutorial and that was to states that "However, LZW-compressed TIFF files are not a problem".

MY original (imagery) image is 938Mb and the compiled Bgl 992Mb.

I recommend against use of LZW compression in TIFF files except when absolutely necessary, as it results in a longer compile time with SDK Resample.

In the project scenario you refer to above, your source file size is large, so creation of your BGL will indeed take around the amount of time you reported; compiling a BGL is a good time for a break ! :coffee:

GaryGB
 
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I will 'deep six' the tutorial at https://www.flightsim.com/vbfs/showthread.php?250762-How-to-create-photoreal-scenery-for-FSX/page42 and use "Make Photo-real Ground Textures in Flight Simulator X" tutorial I linked you to by Luis Feliz-Tirado.
It's a real pity that there isn't a tutorial which covers everything - I would buy it if there was.

At this point I suggest that your next course of action might best be to:
1. YES already done
2 (1) a Not sure why this is necessary apart from to identity file later - please explain if there is another motive
2 (2) a I don't have ANY season variations at this time so I leave as SBX 'populates' them ie all the same I also do not have a night variation at this time so ditto.
BTW this does NOT created an INF file with sections/parameters for water and blend mask, well not as far as I have noticed in the past and so I have added them manually (this was what I meant in an earlier reply to which you suggested that I use SBX to do which it doesn't if it does let me know what I need go do to rectify that).


I attempted to upload the INF file but it is not a supported file type for upload and I can't be bothered going to the CMD prompt to change it manually so here it is

[Source]
Type = BMP
Layer = Imagery
SourceDir = "."
SourceFile = "L18X81856X81884Y178953Y178966.BMP"
Variation = All
NullValue = 255,255,255
SamplingMethod = Gaussian
ulyMap = 49.4926606111111
ulxMap = -123.793945305556
xDim = 2.6822093510528E-06
yDim = 1.74232700892888E-06

[Destination]
DestDir = "."
DestBaseFileName = "Photo01"
DestFileType = BGL
LOD = Auto
UseSourceDimensions = 1
CompressionQuality = 100

Very uninteresting as I do NOT have any 'variations' at this time.


Yes removing the NullValue parameter is probably the best solution although I can very quickly 'select' EVERY area in an image with a 255,255,255 color and 'recolor' them just as quickly.
I am, although' wondering why the roof of that building (originally color 255,255,255) shows as red if that color was being used sort of as a transparency as the underliying colour is GREEN (the default FSX trees).

compiling a BGL is a good time for a break ! :coffee:
I love a break :)

 
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