• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
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    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FS2004 Transparent texture - How can I make it?

Messages
31
Country
brazil
Hello.
I'm trying make my first photoscenery. I would like to make it for FS2004. It is Val d'Or (CYVO).
I'm using to create the photo the Photo Scenery Maker that generates all seasons textures and the alpha for water. I saw somewhere that alpha is for transparent also. When I've compiled by the Photo Scenery Maker, the alpha is becoming water (in green), instead of transparent.
What can I do to create the transparent piece of texture, instead of water?
The current situation is attached:

avs_148.jpg


avs_149.jpg


avs_147.jpg



Thanks in advance.

Cláudio
 
Last edited:
Hi,

It's a long time ago I made photo scenery for FS2004, but if I remember correctly you can only use the alpha for transparency if you place them with VTP polygons instead of using resample.
 
When doing a VTP poly alpha is for water. When doing a ground poly, you can use alpha for the transparency.
 
Hi and thanks to Arno and Nater!
In this case, is better considering to use Sbuilder to create VTP and ground poly?
 
Hello:

Are you wanting to use FS2Kx legacy format custom photo-real imagery textures on:

* Non-flat areas surrounding the airport

...or:

* Flat surfaces at the airport itself (such as RWYs / Taxiways / Aprons) ?


Or are you wanting to do both of those things above ?

If you are wanting to use photo-real on both of the above areas, do you also want to use higher resolution imagery textures on Flat surfaces at the airport itself (such as RWYs / Taxiways / Aprons) ...than are used on the surrounding terrain ? :scratchch


GaryGB
 
Last edited:
Hello:

Are you wanting to use FS2Kx legacy format custom photo-real imagery textures on:

* Non-flat areas surrounding the airport

...or:

* Flat surfaces at the airport itself (such as RWYs / Taxiways / Aprons) ?


Or are you wanting to do both of those things above ?

If you are wanting to use photo-real on both of the above areas, do you also want to use higher resolution imagery textures on Flat surfaces at the airport itself (such as RWYs / Taxiways / Aprons) ...than are used on the surrounding terrain ? :scratchch


GaryGB

Hi, Gary!
For both situations. Outside and inside airport area.
But I'd like don't use a rectangular image. I'd like "cut" the borders to become the image more "natural".
 
Hi Claudio:

For surrounding terrain and airport Ground Polygons (aka G-Polys) I would use SBuilder for FS9 (aka "SB205") to create 'Photo Scenery' (...see SBuilder for FS9 'Help' file).

One can use SBuilderX to more easily download geo-referenced imagery to be used with SBuilder for FS9.


Additionally, one may use Arno's ModelConverterX (aka "MCX") G-Poly Wizard or ADE GP-Editor for G-Polys.


Alternatively, one can merge land class object images with satellite imagery in a graphics application, and use default FS 2002 / FS2004 SDK Resample custom photo-real terrain-mesh-clinging land class textures without a need for transparency to allow the other land class objects to show through to the top of the photo-real imagery layer.


Hope this info helps with exploring your options for FS9 scenery. :)

GaryGB
 
Last edited:
Hi Claudio:

For surrounding terrain and airport Ground Polygons (aka G-Polys) I would use SBuilder for FS9 aka "SB205") to create 'Photo Scenery' (...see SBuilder for FS9 'Help' file).

One can use SBuilderX to more easily download geo-referenced imagery to be used with SBuilder for FS9.


Additionally, one may use Arno's ModelConverterX (aka "MCX") G-Poly Wizard or ADE GP-Editor for G-Polys.


Alternatively, one can merge land class object images with satellite imagery in a graphics application, and use default FS 2002 / FS2004 SDK Resample custom photo-real terrain-mesh-clinging land class textures without a need for transparency to allow the other land class objects to show through to the top of the photo-real imagery layer.


Hope this info helps with exploring your options for FS9 scenery. :)

GaryGB

Thanks for your support GaryGB!
Yes, I've used the SbuilderX to get geo-referenced imagery to be used on FS9.
Btw, do you know where can I get the tutorial about how make create Photo Scenery using the Sbuilder?
The infos that you posted will help me so much!
Regards.

Cláudio
 
https://www.fsdeveloper.com/forum/threads/transparent-texture-how-can-i-make-it.446225/post-831304

Thanks for your support GaryGB!

Yes, I've used the SbuilderX to get geo-referenced imagery to be used on FS9.

Btw, do you know where can I get the tutorial about how make create Photo Scenery using the Sbuilder?

The infos that you posted will help me so much!

Regards.

Cláudio


Hi Claudio:

A good place to start would be the SBuilder for FS9 'Help' file: :pushpin:

SBuilder Menu > Help > {Search} tab > query string: VTP Photo Scenery > [List Topics] > Photo Scenery


There are a number of references that merit review, but here is a good tutorial on using photo-real imagery:

http://www.fs-freeflow.com/forum2/index.php?topic=618.0


I put together a compendium of references specific to SBuilder for FS9 ...cited / linked here:

https://www.fsdeveloper.com/forum/t...elp-information-in-sbuilder.18011/post-117822


This thread discusses methods / requirements to make photo-real scenery with SBuilder for FS9:

https://www.fsdeveloper.com/forum/t...a-photoreal-background-for-an-airport.434062/


rhumbaflappy describes options for making FS9 photo-real scenery:

https://www.fsdeveloper.com/forum/threads/sbuilder-photoreal-tutorial.66591/post-211007

For FS9 there are 3 ways to add photoreal.

You can use the resample method from the SDK and create a rectangular block of photoreal tiles.

You can place a VTP2 polygon that uses the above photoreal texture tiles. It doesn't need to be rectangular. These are placed like any other VTP2 polygon layer.

You can make groundpolys with gmax, fsds, or even SBuilder.

The first 2 methods require the use of resample to make the textures and they will be about 5 meters per pixel resolution.

The third method can have higher resolution, but the ground underneath needs flattening... or in the case of SBuilder's experimental groundpolys, you need the mesh source, so the polys will hug the ground.

Dick


Hope this helps get you farther along with the learning process. :)

GaryGB
 
Last edited:
Hello.
I'm able to create rectangular blocks of photoreal tiles, using the old Photo Scenery Maker, including the water.
But it is rectangular and I'd like to create a photoreal of the an irregular area, like a polygone. I've tried using the Sbuilder for FS9 but there is something wrong. Can someone help me?
 

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As I know, the black area will become transparent using the Sbuilder. I'm not able to make this. I'm doing something wrong and the user guide on Sbuilder is not complete to help me on this task.
 
Hi Claudio:

First, I would recommend that you become familiar with the scenery making process by reviewing the tutorials and other info I listed above:

https://www.fsdeveloper.com/forum/threads/transparent-texture-how-can-i-make-it.446225/post-831308


If you use G-Polys, you can use a Alpha channel as a Blend Mask for variable- instead of On / Off- transparency.


If you use VTP terrain-mesh-clinging textures, you may have to use a graphics application to 'blend' the color-matched custom photo-real imagery into the surrounding default land class textures within the rectangular custom polygon area ...using screen shots of those default land class textures.



FYI: Even if you are not ready to begin using FSX / P3D at this time, you may still be better able to understand how to use a non-pure Black (dark / near-Black) color value (RGB >0,0,0 = RGB 1,1,1 or greater) in a Alpha channel to implement transparency, by referring to a section on Blend Masks in the following parts of this Luis Feliz-Tirado tutorial:

Make photo-real ground textures

...cited below with this post.



BTW: If you do consider using FSX, be sure that you use the newest SBuilderX version 3.15:

https://www.fsdeveloper.com/forum/threads/sbuilderx-v315.441705/


NOTE: For use of SBuilderX with Windows-10, it is now recommended that you perform a new install of SBuilderX version 3.15 which is kept entirely separate from any existing SBuilderX version 3.13 or 3.14 installation:


https://www.fsdeveloper.com/forum/threads/sbuilderx-v315.441705/

rhumbaflappy said:
I have made a full zipped version of the program, with all folders filled for immediate use without a previous installation of version 3.14:

Full SbuilderX v315



1.) If desired, ZIP any existing *.SBP project and/or *.SBX exchange format data files and save to a different 'backup' folder


2.) Place the SBX315.zip file (cited above) within the root of ex: drive D:\

3.) Use ex: WinRAR free demo version to extract (de-archive) that ZIP file with all its nested sub-folder intact

https://www.win-rar.com/download.html?&L=0


NOTE: Be certain that WinRAR is set to "Extract Relative Paths" to preserve folder structure when un-ZIP-ing. :pushpin:

You should end up with a ready-to-use install of SBuilderX version 3.15 containing all required folders and files.


4.) Browse to ex: D:\SBX315\SBuilderX.exe

a.) Right-click > choose Create Shortcut

b.) Within the D:\SBX315\SBuilderX folder, Right-click the new 'Shortcut' to SBuilderX.exe (the one with a small arrow on it)


(1) From the Right-click pop-up context menu, choose 'Properties'

(2) In the 'Properties' dialog, choose the {Compatibility} tab

(3) On the 'Properties' dialog {Compatibility} tab, Left-click [Change settings for all users] button

(4) In 'Properties' {Compatibility} tab [Change settings for all users] dialog, check 'Run this program as an administrator'

(5) Left-click [OK] button]

(6) Back on the 'Properties' dialog {Compatibility} tab, Left-click [OK] button]


c.) Within the D:\SBX315\SBuilderX folder, double-Left-click the new 'Shortcut' to SBuilderX.exe (it has a small 'arrow' on it)

d.) You should now be able to run SBuilderX version 3.15 as an Administrator without file / folder path permission errors


The resulting imagery compiled by SDK Resample must be at least ZOOM level 15 or at least LOD-13 to be displayed by FS.


BTW: When editing copies of downloaded source imagery files, do not change the total number of pixel Columns and/or Rows.


NOTE: When making scenery for FSX and/or P3D, one must "Exclude and Replace" scenery in lower layers of FS' scenery library.


Also, we can use 'Excludes' to cut a hole in custom scenery to allow the underlying terrain mesh to show through to the top.


PS: You may wish to review at least the first few pages of this (long) thread:

https://www.flightsim.com/vbfs/printthread.php?t=250762&pp=40

How to create photoreal scenery for FSX


You may also wish to review these excellent tutorials by Luis Feliz-Tirado: :teacher:

Make photo-real ground textures

sendfile.php

File Description:
It is very easy to create your very own high-resolution, custom (photo-real) ground textures. This document explains the concepts and techniques and illustrates the use of SBuilderX with which you can quickly and easily download aerial images and make this type of scenery. So, why hesitate? Make Flight Simulator scenery as real as it gets! Very sorry - no support of any kind is offered. Please do not write. For any questions, please post in the Avsim Scenery Design Forum.

Filename: make_photo-real_ground_textures_in_fs_x.zip
License: Freeware
Added: 21st November 2009, 23:20:06
Downloads: 17714
Author: Luis Feliz-Tirado
Size: 2143kb

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=140539


Terrain Design

sendfile.php

File Description:
Terrain Design for Flight Simulator X

This simple illustrated document explains the basic concepts in Flight Simulator X terrain, and how to change them using SBuilder for FS X. Make new water bodies, roads, vehicle traffic, airport flattens, remove autogen, add more detail - anybody can do it easily and quickly.
My most sincere apologies - I am unable, for lack of free time, to offer support of any kind. For questions or problems, please post in the Avsim scenery design forum.

Filename: terrain_design_for_flight_simulator_x.zip
License: Freeware
Added: 14th December 2009, 13:29:15
Downloads: 16648
Author: Luis Feliz-Tirado
Size: 3991kb

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=141643


Using the Autogen Annotator

sendfile.php

File Description:
The Autogen Annotator is a powerful tool for modifying the autogen of default ground textures or adding autogen to custom (photo-real) ground. This document illustrates the use of the tool, and includes a pictorial guide to all autogen object types. Very sorry - no support of any kind is offered. Please do not write. For any questions, please post in the Avsim Scenery Design Forum.

Filename: using_the_autogen_annotator_264833.zip
License: Freeware
Added: 21st November 2009, 16:18:51
Downloads: 4220
Author: Luis Feliz-Tirado
Size: 8930kb

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=140537


Hope this helps a bit more ! :)

GaryGB
 
Last edited:
Hi Claudio:

First, I would recommend that you become familiar with the scenery making process by reviewing the tutorials and other info I listed above:

https://www.fsdeveloper.com/forum/threads/transparent-texture-how-can-i-make-it.446225/post-831308


If you use G-Polys, you canuse a Alpha channel as a Blend Mask for variable or On / Off transparency.

If you use VTP terrain textures, you may have to use a graphics application to 'blend' the color-matched custom photo-real imagery into the surrounding default land class textures within the rectangular custom polygon area ...using screen shots of those default land class textures.



FYI: Even if you are not ready to begin using FSX / P3D at this time, you may still be better able to understand how to use a non-pure Black (dark / near-Black) color value (RGB >0,0,0 = RGB 1,1,1 or greater) in a Alpha channel to implement transparency in the section on Blend Masks in the following parts of this Luis Feliz-Tirado tutorial:

Make photo-real ground textures

...cited below with this post.



BTW: If you do consider using FSX, be sure that you use the newest SBuilderX version 3.15:

https://www.fsdeveloper.com/forum/threads/sbuilderx-v315.441705/


NOTE: For use of SBuilderX with Windows-10, it is now recommended that you perform a new install of SBuilderX version 3.15 which is kept entirely separate from any existing SBuilderX version 3.13 or 3.14 installation:


https://www.fsdeveloper.com/forum/threads/sbuilderx-v315.441705/





1.) If desired, ZIP any existing *.SBP project and/or *.SBX exchange format data files and save to a different 'backup' folder


2.) Place the SBX315.zip file (cited above) within the root of ex: drive D:\

3.) Use ex: WinRAR free demo version to extract (de-archive) that ZIP file with all its nested sub-folder intact

https://www.win-rar.com/download.html?&L=0


NOTE: Be certain that WinRAR is set to "Extract Relative Paths" to preserve folder structure when un-ZIP-ing. :pushpin:

You should end up with a ready-to-use install of SBuilderX version 3.15 containing all required folders and files.


4.) Browse to ex: D:\SBX315\SBuilderX.exe

a.) Right-click > choose Create Shortcut

b.) Within the D:\SBX315\SBuilderX folder, Right-click the new 'Shortcut' to SBuilderX.exe (the one with a small arrow on it)


(1) From the Right-click pop-up context menu, choose 'Properties'

(2) In the 'Properties' dialog, choose the {Compatibility} tab

(3) On the 'Properties' dialog {Compatibility} tab, Left-click [Change settings for all users] button

(4) In 'Properties' {Compatibility} tab [Change settings for all users] dialog, check 'Run this program as an administrator'

(5) Left-click [OK] button]

(6) Back on the 'Properties' dialog {Compatibility} tab, Left-click [OK] button]


c.) Within the D:\SBX315\SBuilderX folder, double-Left-click the new 'Shortcut' to SBuilderX.exe (it has a small 'arrow' on it)

d.) You should now be able to run SBuilderX version 3.15 as an Administrator without file / folder path permission errors


The resulting imagery compiled by SDK Resample must be at least ZOOM level 15 or at least LOD-13 to be displayed by FS.


BTW: When editing copies of downloaded source imagery files, do not change the total number of pixel Columns and/or Rows.


NOTE: When making scenery for FSX and/or P3D, one must "Exclude and Replace" scenery in lower layers of FS' scenery library.


Also, we can use 'Excludes' to cut a hole in custom scenery to allow the underlying terrain mesh to show through to the top.


PS: You may wish to review at least the first few pages of this (long) thread:

https://www.flightsim.com/vbfs/printthread.php?t=250762&pp=40

How to create photoreal scenery for FSX


You may also wish to review these excellent tutorials by Luis Feliz-Tirado: :teacher:

Make photo-real ground textures

sendfile.php

File Description:
It is very easy to create your very own high-resolution, custom (photo-real) ground textures. This document explains the concepts and techniques and illustrates the use of SBuilderX with which you can quickly and easily download aerial images and make this type of scenery. So, why hesitate? Make Flight Simulator scenery as real as it gets! Very sorry - no support of any kind is offered. Please do not write. For any questions, please post in the Avsim Scenery Design Forum.

Filename: make_photo-real_ground_textures_in_fs_x.zip
License: Freeware
Added: 21st November 2009, 23:20:06
Downloads: 17714
Author: Luis Feliz-Tirado
Size: 2143kb

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=140539


Terrain Design

sendfile.php

File Description:
Terrain Design for Flight Simulator X

This simple illustrated document explains the basic concepts in Flight Simulator X terrain, and how to change them using SBuilder for FS X. Make new water bodies, roads, vehicle traffic, airport flattens, remove autogen, add more detail - anybody can do it easily and quickly.
My most sincere apologies - I am unable, for lack of free time, to offer support of any kind. For questions or problems, please post in the Avsim scenery design forum.

Filename: terrain_design_for_flight_simulator_x.zip
License: Freeware
Added: 14th December 2009, 13:29:15
Downloads: 16648
Author: Luis Feliz-Tirado
Size: 3991kb

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=141643


Using the Autogen Annotator

sendfile.php

File Description:
The Autogen Annotator is a powerful tool for modifying the autogen of default ground textures or adding autogen to custom (photo-real) ground. This document illustrates the use of the tool, and includes a pictorial guide to all autogen object types. Very sorry - no support of any kind is offered. Please do not write. For any questions, please post in the Avsim Scenery Design Forum.

Filename: using_the_autogen_annotator_264833.zip
License: Freeware
Added: 21st November 2009, 16:18:51
Downloads: 4220
Author: Luis Feliz-Tirado
Size: 8930kb

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=140537


Hope this helps a bit more ! :)

GaryGB


Thanks again, Gary.
But I'm using the Sbuilder for FS9. My scenery is to FS9. Does the procedure the same?
 
Hi Claudio:

FSX SDK 'Blend Mask' procedures for using gray-scale within a Alpha channel for implementing transparency with a legacy format G-Poly that works in FS2002, 2004, FSX and P3D are comparable.

See the edits to my latter post immediately above for info related to how to blend custom VTP photo-real imagery into surrounding land class. ;)

GaryGB
 
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