Many fixes and improvements to codebase.
Improved blending of masks with sim water.
Improved control of the mask parameters and distance correction.
Improvement to both single and multiple water type processing.
Fixed a few timing issues with processing steps
fixed a looping issue in some cases where files already exist in output folders.
A whole bunch of improvements to the code structure.
improvement to default blend values making the blend settings slightly more sensitive, allowing more room for adjustment.
Fix inadvertent code error preventing process to complete.
This version has been fully tested to process single water type masks.
Currently testing the multiple water type mask creation as this too has issues, will release a fix for this in the coming week. (apologise for this, lost some code which broke the process).
Major bug fixed with duplicate processing of files for single mask processing.
Set default processing method to Single Mask (still some things to sort out with multiple water types based on feedback and more testing).
Added sample files to process a small area of New Zealand (top of the North Island) to demonstrate the required files.
You can set memory limits as this app is memory intensive and will use everything you can give it.
I recommend setting the memory to 80% of your total capacity or at least 8GB. Set this in the appsettings.json config file in the program folder.
A default processing cycle can use ~6 - 6.5GB on my machine and no less than 4GB. The default setting is 4GB, processing that requires above 4GB will cache to the hard drive path specified in the config file. Caching does take longer so an SSD is suggested.
If you find the mask process slow then up your memory limit if possible or cache to an SSD drive.
Added functionality to remove final output mask files after processing based on the deletemaskfiles= setting in the appsettings.json config file. This way you can choose to keep the mask files or remove them to save storage space.
Also removed some unused processing files used in testing.
How the moons were aligned, I have just completed my latest version of my geoimageprocessing tool to create and process mask images for FSX and Prepar3d.
This tool utilizes C# to make it an almost hands free experience to create water and blend masks aswell as writing the resample file and processing the bgl scenery!
There was just nothing out there as a complete solution so over months of work I have developed something that works as a click and forget solution, not by reinventing the wheel but incorporating existing methods tools.
Read the README file and give it a go, i'm hoping it will be as simple to use for you as I expect it to be.
This tool not only creates a single water type, it also enables you to create multiple water types based on the compatible colour palette for prepar3d for all water types.
It uses shapefiles and some cool C# logic to create and process the mask files.
I've done a lot of testing but I welcome feedback. You can submit it here or via emailing me at firstname.lastname@example.org
NOTE: if you want to create multiple water types, Lake, River, Dam, Sea, Estuarine, and Pond, being all the types, then you need to have shapefiles for each of these otherwise you will need to use the single water type which has one shapefile with all water types in it.
You do, however, get to choose the water colour that you want, by configuring this colour in RGB format in the config file based on the compatible colour palette for the sim.
You simply enter the string without quotes 'yes' for createmixedwatertypes value or 'no' for single type. I haven't implemented any logic to process more than one type or less than the 6 water types available as noted above. Maybe in a future version, depending on feedback.