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FSX Adding (More)Autogen to Default Scenery/Landclass

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wales
It is sometimes very difficult to find exactly the answer you want from the myriad of questions.
I have googled many different questions and have found as many different answers so my apologies for pursuing this again.

I have no problem adding autogen vegetation to photo scenery.

However I would like to add additional/extra autogen vegetation to default scenery ( Alaska as it happens)

Now I have read that autogen can be added to default landclass textures but can someone provide a lesson on how to do this.

Regards

Richard
 
Hi Gary and how are you?

I did in fact find all this info and I have to confess and I mean no disrespect I didn't really understand what I was reading or indeed which of the articles to start with.

I can't work out whether you can do it in FSX or not or whether you have to do it in FS9 ( which I don't have ) and then convert for use in X.

Sorry.

Richard
 
The link to autogen fsx is wrong, the two links send you to the microsoft web, any way look for autogen annotator from luis feliz tirado.
Edit: all right, Feliz Tirado tutorial and that of microsoft are the same, download that tutorial, there isn't too much about this matter
 
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Hi Gary and how are you?

I did in fact find all this info and I have to confess and I mean no disrespect I didn't really understand what I was reading or indeed which of the articles to start with.

I can't work out whether you can do it in FSX or not or whether you have to do it in FS9 ( which I don't have ) and then convert for use in X.

Sorry.

Richard

Hi Richard:

Certainly one could try maxing out the autogen settings via the specified tweak in FSX.Cfg as Dick suggests above, in the hopes that there might actually be 'sufficient' annotation on the Alaska land class tiles for the area that you are interested in which shows up when the FSX 'Autogen Density' slider is set full right.



If one were resolved to utilize modified default land class rather than custom land class as the base for one's scenery in FSX, one could perhaps avoid 'some' types of complexity by annotations made to (copies of) default AGN files associated with default land class tiles.

In theory, this would obviate having to create "custom land class" tiles / AGN files that replace the default tiles / AGN files with an alternate numeric land class file name series.

One could use the FSX SDK Autogen Annotator and/or one of the semi-automated autogen annotation utilities as described in my post linked in the thread above to do this.

IIUC, any such modifications to default files would be exclusively for use on your own FS installation only.


But one must first know the autogen annotation file names for the default tiles one intends to "modify" !


For FSX, I am unaware of a publicly-available 3rd party utility which 'directly' derives default terrain tile associated AGN file names.


[EDITED]
You may recall we previously discussed, along with other autogen-related issues, a perceived need in the FS Development Community for a "crosswalk table" which assists in correlation of FS9 and FSX-format terrain tile ID file names with the associated AGN file names for both custom and DEFAULT terrain content.

[END_EDIT]

http://www.newsite.fsdeveloper.com/forum/showthread.php?t=21505



Perhaps Richard Ludowise (aka "Rhumbaflappy") and George Davidson (aka Ananda / GHD/ Golf-HotelDelta) could publicly share some of their insights regarding how one might more easily correlate FSX-format terrain tile ID file names with the associated AGN file names for DEFAULT terrain content based on a specified geographic position ? :confused:



Assuming it were feasible to fully de-cipher the default terrain tile / AGN file system, since default terrain texture tiles are re-used at various locations in the FSX world model, one may still end up having to create a local paired \Scenery and \Texture folder containing copies of the default terrain tiles and associated AGN files pertinent to one's area of interest to allow such modified tiles to be used.

And in that scenario, in addition to needing to 'isolate' those copied texture tiles and associated autogen files, one would likely also still have to re-name them according to the 'alternate' alphanumeric file naming series FSX assigns for "custom" land class tile sets... in order to avoid chaos in the entire FSX world land class system.


I believe there may be others here who have an interest in this topic that might be better able to contribute input, if they knew what area you'd wish to use as an example.



Could you please state an example airport ICAO code or some LAT/LON coordinates, so we might properly address your inquiry ? ;)


GaryGB
 
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Hi all and thanks for all your help.

All getting a bit too much for me.

However I had a Eureka moment in the bath last night, hence the tardy reply.

I have successfully added autogen to default scenery.

I set out the bones of my experiment below but perhaps a "brain" - Gary? could flesh it out a bit.

I do not pretend to understand the technicalities.

I have used

Maps2BGL
ADE and the
FSX Annotator.


The location I have used, for no particular reason is Holy Cross in Alaska. This is an FSX default airfield and as such is devoid of any "action".

I found Maps2BGL here http://www.g-daehling.de/fs2004/modules.php?name=Downloads&op=view&lid=19 note that you have to pass the capcha test to download.


I took a screen shot of Holy Cross from GE. (Snapper)
I ran ADE and opened Holy Cross.
Added the Holy Cross image to ADE and positioned as near as made no difference.

I then added Landclass polygons set to, for no particular reason, Cool Broad Leaf Forest. Save and compile.

I added a polygon to GE and saved as a KML, named Holy Cross.

Ran Maps2BGL from this KML.

I made a new folder in Addon Scenery with 2 sub folders Scenery and Texture.

To the scenery folder I added the ADE BGL's and the BGL's generated by Maps2BGL.

Opened the Annotator and opened the 1st of the 4 Maps2Bgl BGL's added my autogen, Legacy Autogen Tree#1 (Deciduous)

Same to all the Maps2BGL BGL's.

Season set to June. ( well it is tomorrow)

Saved and it saved the AGN's in the Holy Cross texture folder in Addon scenery.

Ran FSX and I have Holy Cross as photo scenery with autogen.

Now you are not allowed to distribute GE photo scenery.

However if you now delete the Maps2BGL BGL's from your Holy Cross scenery folder and reload the scenery you are left with the autogen at what is now the default view placed as per the ADE landclass poly/ies.

You can then distribute the ADE BGL's and the AGN's.
 
Thanks, I have to reforest (and rebuiding) a large area in my region as it's photorreal scenery so this could be usefull. all that things that are in the agenda :o
 
Hi all and thanks for all your help.

All getting a bit too much for me.

However I had a Eureka moment in the bath last night, hence the tardy reply.

I have successfully added autogen to default scenery.

I set out the bones of my experiment below but perhaps a "brain" - Gary? could flesh it out a bit.

I do not pretend to understand the technicalities.

I have used

Maps2BGL
ADE and the
FSX Annotator.


The location I have used, for no particular reason is Holy Cross in Alaska. This is an FSX default airfield and as such is devoid of any "action".

I found Maps2BGL here http://www.g-daehling.de/fs2004/modules.php?name=Downloads&op=view&lid=19 note that you have to pass the capcha test to download.


I took a screen shot of Holy Cross from GE. (Snapper)
I ran ADE and opened Holy Cross.
Added the Holy Cross image to ADE and positioned as near as made no difference.

I then added Landclass polygons set to, for no particular reason, Cool Broad Leaf Forest. Save and compile.

I added a polygon to GE and saved as a KML, named Holy Cross.

Ran Maps2BGL from this KML.

I made a new folder in Addon Scenery with 2 sub folders Scenery and Texture.

To the scenery folder I added the ADE BGL's and the BGL's generated by Maps2BGL.

Opened the Annotator and opened the 1st of the 4 Maps2Bgl BGL's added my autogen, Legacy Autogen Tree#1 (Deciduous)

Same to all the Maps2BGL BGL's.

Season set to June. ( well it is tomorrow)

Saved and it saved the AGN's in the Holy Cross texture folder in Addon scenery.

Ran FSX and I have Holy Cross as photo scenery with autogen.

Now you are not allowed to distribute GE photo scenery.

However if you now delete the Maps2BGL BGL's from your Holy Cross scenery folder and reload the scenery you are left with the autogen at what is now the default view placed as per the ADE landclass poly/ies.

You can then distribute the ADE BGL's and the AGN's.

Hi Richard:

Congratulations on a very interesting approach ! :scratchch

I'll review the process and do some of my own tests with this method when I get some time free, and will post my impressions as to what I believe may be the mechanism allowing AGN intended for use with a "custom" land class BGL... to be displayed on "default" land class tiles in the presence of CVX vector polygons textured with 'default' autogen types. ;)


Keep up that admirable innovative thinking ! :)

GaryGB
 
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Thanks Gary and I look forward to reading about your findings.

I have gone back to the beginning to try and add some detail, if you like and I have run up against one small problem.

In order to be able to draw the ADE polygons as accurately as possible it is best to use an image from GE, however I have found it quite difficult to position a GE image with any degree of accuracy.

I have tried using corner co ordinates but don't fully understand the process.

I know the, to use your word, mechanism, works but I think maybe the whole look of the result will depend on how well the image has been positioned.

Richard
 
I have managed to position my GE image with reasonable accuracy.

There are some pix of Holy Cross here http://www.faa.gov/about/office_org...ops/fs/alaskan/alaska/fai/arpt_photo/lyknvly/

Interesting to note that all the data I have read says the strip is 4000ft x 100ft.

However when I measure the strip in GE it comes out at 4570ft x 145ft.

I edited the default strip, moved the parking area and it positioned much better.

The pix shows HCA as photo and default and you can see the autogen quite clearly.

Nowhere near perfect but getting there.
 

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I have made some decent progress today.

Sorry if this seems a bit disjointed but an author I ain't.

I was having considerable trouble positioning my GE image in ADE as previously mentioned.

Now I will not bore you with the journey just the destination.

Now I do not pretend to understand the relationship between all the various bits of software but I did this.

Instead of drawing individual polygons in ADE I drew one bit square, without an image, over the default airfield. Tagged LandClass/Cool Broad Leaf Forest

See pix titled ADE Polygon.

I drew a polygon in GE and saved the KML as Holy Cross.

I ran Maps2bgl.

A note here about Maps2bgl.

I have noticed that the polygon drawn in GE does not correspond with what you get in Maps2bgl.
You get a much bigger area covered in Maps2bgl than it appears from GE.

When you load the tiles I noticed that as the programme got to the end it was picking up tiles that were outside the photo area of GE and Maps2bgl slowed down and then stopped.
Bit of experimenting required to work out what you need.

Generally though an area that gives you a download of about 1500 tiles is a fairly big area.

Also I have found that the only way to get around the "not enough memory" message that comes up from time to time is to reboot the PC and then carry. Bit of a pain but.............

When the bgl's have been created add them to your airfield active folder in addon scenery.

Run up the Annotator and add your autogen in squares.

See the picture titled Annotator Polygon.

Remove the scenery bgl's and you will now be left with your ADE bgl's in the scenery folder and the AGN's in the texture folder.

Reload FSX scenery.

If you go to top down view you should see as per the picture titled Top Down View.

For whatever reason neither the roads nor water are affected.


Now I noticed that the autogen was very close to the end of the strip so all I have done is add a suitable ploygon in ADE and tagged it Airport Background/MaskClassMapExcludeAutogen and also added a poly of the same size and tagged it Landclass/Airfield 1 and now I have a clearer approach. Note this I did a bit later.

See the picture titled Clearer Approach.

Great thing about this is there is no image positioning and no need to faff around with the default airfield. Unless of course you want to.

I guess you can make whatever alterations you like and then follow as I have outlined.

The ADE polygon can also be any shape I guess. Square can be a bit harsh.
 

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Hi Richard:

Nice tutorial on your work-flow with GE, Maps2BGLX and ADE ! :teacher:

FYI: If for purposes of drawing "Terrain Polygons" in ADE, you wished to confirm various point or vertex locations intended for use in ADE, while working 'in' Google Earth (aka "GE"), you can zoom in to read cursor coordinates on-screen, or create individual polys of the various components for your project saved out as KML files.

NOTE: One may need to 'pre-process' GE's "new" KML format files via "PreFsxKml" before use in other FSX scenery utilities:

http://www.fsdeveloper.com/forum/showpost.php?p=191861&postcount=5



Unfortunately, AFAIK, ADE does not (yet ?) import and use the XML data file containing GE 'Placemark / PushPin / Polygon' data generated by FSX-KML (which can be copied and pasted into a file from the FSX-KML "XML" tab window).

IMHO, it would be very helpful to be able to import these XML (...and KML ! ) files into ADE, and then later select them from a list to use (ex: more than 1 time) as 'source data' for creation of various terrain polygons and/or flattens in ADE. :stirthepo


However, GE polygon KML file(s) can be opened with a plain ASCII text editor such as NotePad. :p

This would allow reading and/or copying coordinates as in the example below... near the bottom of 'my' test KML file for Holy Cross:

Code:
<Polygon>
<tessellate>1</tessellate>
<outerBoundaryIs>
<LinearRing>
<coordinates>
-159.8020527084321,62.19768429525896,0
-159.8023555383402,62.17866654154526,0
-159.7421050626072,62.1783376236118,0
-159.7420429840497,62.19780128571421,0
-159.8020527084321,62.19768429525896,0
</coordinates>
</LinearRing>
</outerBoundaryIs>
</Polygon>


If you were to open your imagery BGL created by Maps2BGLX in FSX SDK TMFViewer, you could screen capture and carefully crop in your graphics app, an image area that matches the coordinates of your original entire GE polygon (...as previously written out into the KML file later used by Maps2BGLX). :idea:

Of course, one can also do this with any FSX imagery BGL in TMFViewer by noting the coordinates precisely while zoomed in, so one has the intended NW-and-SE corner pixel coordinates to use for geo-referencing one's screen capture image file elsewhere. ;)



BTW: The GE imagery is 'projected' in a format compatible with the Geographic Lat-Lon projection WGS84 datum (aka "EPSG:4326") used by FSX SDK, so your screen capture will be properly "shaped" for use as a background image in ADE, if you create in your graphics app, a JPG compressed small enough for ADE to be able to load as a single 'background tile'.

http://nsidc.org/data/atlas/epsg_4326.html


By pasting the GE polygon KML-derived coordinates into appropriate fields in ADE, the background image captured from TMFViewer should be precisely configured (aka "geo-rectified") for accurate use in the FSX 3-D world model. :wizard:


PS:

Very cool... our work would be much easier if we had pics like that available for all our projects ! :D


Keep up the great work ! :)

GaryGB
 
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Good morning Gary and thanks for that.

However you have lost me, you know what a technical dunce I am.

I don't understand the purpose of the PreFSXKML tool.

I don't know what AFAIK stands for.

I definitely don't understand the bit regarding the TNF Viewer.

You have used your own example of Holy Cross but in my case 4 scenery bgl's were created so although I have not used them all it does complicate things, especially as the strip is spread over 2 of the bgl's.

I really wish Gunnar would develop Maps2BGL and iron out some of the snags 'cause its a great programme.


Gary what is the relationship between ADE Land Class and the Autogen you place on it.?

I have only been successful using Legacy Autogen.
 
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There is a very simple way to add trees without using 3 different programs to fool FSX into displaying tree autogen.

In ADE make a poly of type Landclass and tag Cool Conifer Forest.

The BGL created by ADE will be named something like C59_ADEX_RHUMBA_CVX.bgl

The CVX shows this to be the BGL that contains the new Cool Conifer Forest poly... your trees. No need for autogen or GE imagery.

This is much easier done with SBuilderX, as that program is designed for using background imagery ( including Google Earth ), so it's much easier to make accurate ground polys than using ADE.

Dick
 
I don't understand the purpose of the PreFSXKML tool.

If one uses GE to create KML files for use in FSX-KML or RingPiece, one may need to pre-process the KML in "PreFSXKml", so it will then be usable with those FS scenery utilites (...which were developed when GE had a 'different' KML file output format, and have not been updated to accommodate the 'new' GE KML file output format),

For info on RingPiece, use FS Developer's Search for "RingPiece"

For info on FSX-KML, use FS Developer's Search for "FSX-KML" or see:

http://www.fsdeveloper.com/forum/forumdisplay.php?f=81




I don't know what AFAIK stands for.

AFAIK = "As Far As I Know" (forum abbreviation)

A few of my other favorites:

IIUC = If I Understand Correctly
IIRC = If I Recall Correctly
IMHO = In My Humble Opinion

http://www.webopedia.com/quick_ref/textmessageabbreviations.asp


I definitely don't understand the bit regarding the TMF Viewer.

FSX SDK TMFViewer is a utility used to view many types of FS terrain BGL's ("TMF" is an abbreviation for a term originating with CFS1 / FS2000 scenery development work: "Terrain Mesh File" ...as discussed in Christian Stock's TMF Manual, and in tutorials by Dick Ludowise).

TMFViewer is found in the FSX SDK at:

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



When one opens in TMFViewer certain FSX terrain BGL files (ex: mesh, CVX vector, CVX aerial imagery etc.) their contents can be seen and the cursor displays coordinates on the TMFViewer bottom status bar.

When one zooms in/out with the Num Pad "+" and "-" keys, one can identify more accurately the coordinates for a displayed area at the cursor.

This may allow one to identify the coordinates for corners of a FS aerial imagery, vector line, road, water poly or other default or custom land class tile matrix area that one intends to capture as as screenie.

In a graphics app, one can then zoom in to the pixel level and crop the screenie precisely to the corners and edges of one's area of interest as seen in TMFViewer.

The resulting image file can then be compressed (ex: as a JPG) into 1 or more background image 'tiles' for use in FS utilities such as ADE, AFX, SBuilder etc.; the corner coordinates from TMFViewer can then used to "geo-rectify" that 'tile' in a FS scenery app.



SBuilder, of course, offers the attractive convenience of capturing 'online' imagery tiles inside the app itself. :wizard:

And with some study of SBuilder's file naming system, one can also open other 'offline' imagery tiles ...or other graphics files for use as a background image or "map".

But, IMHO, a major deterrent to use of SBuilder is persistent under-documentation <...but then, the same is true of MS FS SDK's !>. :duck:

SBuilder also has significant memory limitations compelling one to break up projects into multiple files to work around such inherent limitations (which frequently occurs working with larger imagery file sizes and numbers of files) ...depending on the type and coverage area of one's scenery project . :o


However, SBuilder is otherwise an extremely capable and feature-rich program that makes many things easier to do (and is able to do things other apps cannot do).

So SBuilder certainly is a "must-have" among FS scenery apps, and one for which we should be very appreciative since it is available as a result of outstanding innovation and very hard work... as well as being essentially free (for use with 'freeware' scenery). :twocents:


You have used your own example of Holy Cross but in my case 4 scenery bgl's were created so although I have not used them all it does complicate things, especially as the strip is spread over 2 of the bgl's.

I did a Quick and Dirty (aka "Q&D") example project in Maps2BGLX at Holy Cross only to get familiar with that app.

The GE generated KML file code excerpt was to show that one can grab a screenie of an imagery BGL in TMFViewer, then use the KML polygon corner coordinates to accurately geo-reference one's compressed screenie as a background in FS scenery apps such as ADE. ;)

I really wish Gunnar would develop Maps2BGL and iron out some of the snags 'cause its a great programme.

I agree, it seems that Maps2BGL and FSEarthTiles both may be "abandon-ware"... a recurrent disappointment to some in the FS Development community.


Gary what is the relationship between ADE Land Class and the Autogen you place on it.?

I have only been successful using Legacy Autogen.

Land class "texture" tiles (whether default or certain custom types) usually have their own associated autogen annotations.

One can create CVX 'polygons' (using FS scenery apps such as FSX-KML, ADE, SBuilderX etc.), which in addition to having internally associated autogen annotations, also have internally associated "blend masks" after compilation by FSX SDK SHP2VEC.


[EDITED]
AFAIK, all FS scenery is based on a quad tile matrix of progressively smaller 'rectangles' ranging from large-size tiles ('lower' LOD numbers) to small-size tiles ('higher' LOD numbers).

NOTE: Level Of Detail = "LOD"; Quad Matrix ID = "QMID" (LOD# + 2 = QMID#)

FYI: QMID-15 quad = LOD-13 quad = "Cell" (aka "Area" in legacy FS SDK terminology)

Each QMID-15 / LOD-13 Quad / Cell / Area is subdivided into 256 resolvable coordinate vertices referred to as "Area Points"

CAVEAT: "CELL" has also been used to describe LOD-8 sized land class texture tiles in the SDK, so regrettably there appears to be some inconsistency as to utilization and context in which that term has been applied.

See:

[FSX SDK install path]\SDK\Environment Kit\Terrain SDK\Terrain and Scenery.html#QMIDandLODValues

http://www.microsoft.com/Products/Games/FSInsider/developers/Pages/GlobalTerrain.aspx

[END_EDIT]



IIUC, a CVX land class textured polygon is merely a "hole" in a blend mask through which a layer of specified default (or custom) land class is displayed.

Surrounding areas between the border of one's land class textured polygon and the outer-most edges of it's rectangular tile shape are being treated as "invisible" or "transparent", allowing underlying land class to be displayed.



Thus, if one's land class textured polygon uses a default land class type, one can annotate the surrounding areas between the outer border of one's land class textured polygon and the edges of it's rectangular tile shape (which are being treated as "invisible" or "transparent");

AND...

If one's land class textured polygon uses a default land class type, annotations on it's "invisible periphery" will not only be displayed, but also allow underlying default land class annotations to be displayed 'through' the transparent outer edges of that polygon's layer.

[EDITED]
I'm not certain, but I would speculate that if one's land class textured polygon uses a custom land class type, annotations on it's "invisible periphery" will not only be displayed, but also allow underlying custom land class annotations to be displayed 'through' the transparent outer edges of that polygon's layer IF... the 2 custom land class types are the same.

[END_EDIT]

IIRC, however, the FS rendering engine will sort out what autogen gets displayed based on a total (limited) quantity of allowed annotations per "Cell".

At this time, I am not certain whether that autogen limitation is per layer regardless of "Cell" area (doubtful), or only per "Cell" area regardless of the total quantity of superimposed layers displayed (probably).


FSX SDK docs say the limit per "Cell" is 6,000 annotations each for trees and buildings (this can be further limited by an entry in FSX.Cfg):

http://support.microsoft.com/kb/555739


PS:
There is a very simple way to add trees without using 3 different programs to fool FSX into displaying tree autogen.

In ADE make a poly of type Landclass and tag Cool Conifer Forest.

The BGL created by ADE will be named something like C59_ADEX_RHUMBA_CVX.bgl

The CVX shows this to be the BGL that contains the new Cool Conifer Forest poly... your trees. No need for autogen or GE imagery.

Dick


Perhaps Dick can tell us if the "default" autogen on one's CVX land class polygons textured with "default" land class types (ex: made in ADE) displays seasonal changes ? :confused:



Hope this helps explain things somewhat better; I'd welcome any input by others here as well. :)

GaryGB
 
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I have had a look at SbuilderX in the past and thought hmmmmmmm! looks a bit complicated for me.

Anyway nothing ventured nothing gained I have had another look to see if indeed I could get my head around how to use it to place autogen vegetation on default scenery.

Unfortunately I just cannot get it to work starting with not being able to get an image ( Holy Cross)

I have read through various tutorials and the forum and it doesn't make an ha'pence o' sense to me.

Now I mean no disrespect to those concerned, it's just not for me.

3 simple programmes are, for ME, better than one complicated one.

But that's just me.

What I need to do is pursue how to position the images in ADE using the Viewer.

Gary, can you explain what you mean by " a graphics app"? I assume you mean something like Paintshop??

I wouldn't really want to introduce a 4th element into this.

There must be another way.

There's always another way
 
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I have had a look at SbuilderX in the past and thought hmmmmmmm! looks a bit complicated for me.

Anyway nothing ventured nothing gained I have had another look to see if indeed I could get my head around how to use it to place autogen vegetation on default scenery.

Unfortunately I just cannot get it to work starting with not being able to get an image ( Holy Cross)

I would have suggested downloading a GeoTiff which comes with a world file (*.TFW) that could be used as a rectification geo-reference for making a background image tile, as well as being more readily usable for making an imagery BGL in your choice of FS scenery app or FS SDK "Resample".

But, Holy Cross, Batman... that airport is out in the middle of nowhere, and apparently the only widely available photoreal imagery is the Digital Globe product via Google Maps / Google Earth (or purchase) ! :eek:


It seems USGS and USDA had no imagery to offer for that area. :rolleyes:


To the extent of a cursory search, it seems everyone else in the main stream is limping along with freely accessible composite and/or "pseudo-color" satellite imagery, including the State of Alaska GIS people: :idea:

http://www.alaskamapped.org/

http://sv.gina.alaska.edu/index.pl?embedded=1


Gary, can you explain what you mean by " a graphics app"? I assume you mean something like Paintshop??

Yes, Paintshop Pro is probably the most popular "graphics application" (aka 'graphics app') that many FS developers still use (including earlier versions).

Corel PhotoPaint, (very) basic versions of Photoshop, and numerous other graphics apps also might work fine, as would GIMP, Paint.Net etc. for nearly all 'graphics' functions one might perform in FS Development without buying Photoshop CS4 (aka the "4th element" ! ). ;)


There must be another way.

There's always another way

That's the spirit ! :D

GaryGB
 
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Well I do feel a bit of a fool.

I thought I had come up with something worthwhile but it seems that all along you can add autogen vegetation and buildings with ADE.

And yes the foliage does change with the seasons.

I remember trying to use Landclass some time back and it never worked so I guess something has changed and I did not realise it. Probably because I do not read the instructions!!

My motto is " When all else fails read the instructions".

As you can see from the picture I still have some issues.

Note the water "climbing" uphill, just to the left of the compass.

I think it would be an advantage if you could have a close up image for detail work, the airfield and immediate surroundings and a distance image for plain forests etc.

Or can you do this from one image.

I know Holy Cross is in the middle of nowhere and that is why it and countless other places have never been modelled.

Everyone wants to do the big airports.

One other thing and that is my river at Holy Cross seems to be running uphill and then down again.

This shows in the basic default scenery i.e. with no alterations made using ADE or any other programme.

The line you can see is in fact a default bridge.

I assume that this is an FSX problem but how do you rectify it? or is it just not worth the effort.
 

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As you can see from the picture I still have some issues.

Note the water "climbing" uphill, just to the left of the compass.

Using Ultimate Terrain X for Alaska (aka "UTX-A") would likely solve many of these issues; Holger and Allen Kriesman reportedly worked closely using a diversity of data sources for that area to ensure a good result so that many aspects of terrain would be more realistic, including terrain mesh and water bodies / shorelines.


If you prefer to do your own add-ons based on the FSX default, there can be a lot of terrain quirks that need to be fixed via one's own efforts.


To see what elevations are being loaded there, open all the pertinent terrain BGLs for the area in TMFViewer, especially the elevation mesh and water poly / shoreline BGL(s), and read the elevations on the bottom status bar.

Decide what the proper water elevation should be between FSX default (or ex: UTX-A or OrbX files etc.) and a comparison with the displayed elevation at the cursor on Google Earth, then if necessary, re-draw the needed parts of the water poly... setting water elevation at the desired altitude value in feet or meters.


Depending on the "type" of water poly attribute used (ex: mesh-cutting / self-flattening to assigned elevation versus legacy "mesh-clinging"), one may or may not still have "water creep" onto shorelines and/or hillsides adjacent to water areas in FS; there are persistent yet unpredictable bugs with this shoreline / water creep scenario in FSX.

One other thing and that is my river at Holy Cross seems to be running uphill and then down again.

This shows in the basic default scenery i.e. with no alterations made using ADE or any other programme.

The line you can see is in fact a default bridge.

I assume that this is an FSX problem but how do you rectify it? or is it just not worth the effort.


I think it would be an advantage if you could have a close up image for detail work, the airfield and immediate surroundings and a distance image for plain forests etc.

Or can you do this from one image.

Not sure what you meant:

Using MIP-ed LODs within one's in-flight imagery BGLs ?

Or...

Using multiple background imagery "tiles" in ADE to provide "zoomed-in" / lower-altitude close-up detail as an alternative to other "tiles" to provide "zoomed-out" / higher altitude views showing lower detail coverage of larger areas ? :confused:

FYI: One can load multiple background "tiles" of imagery into ADE, and pick which one is active from a list. ;)



IIRC, in ADE the recommended maximum size of a background "tile" of imagery (ex: compressed JPG) is 100 KB, but there may be some 'wiggle room' depending on the overall complexity of the project and therefore its memory footprint size.

See ADE Manual:

8.3.1 Adding Background Images

and...

8.3.4 Working with Multiple Background Images


GaryGB
 
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