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.
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:

[Destination]
CompressionQuality = 85
Hope this helps !
GaryGB
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