Hi,
After reading through all the posts in this thread a couple of times, I finally understood that the question was in fact the contrary of what I am trying to do.
I explain:
I made a photoreal scenery and added autogen to it with the annotator. So far so good.
But as the photoreal cannot be used when uploading the scenery I substituted the photoground meticulously with FSX landclass polys.
Unfortunately I do not seem to be able to keep the annotated autogen although I kept the (blended out) photo.bgl in the scenery.
Any suggestions?
Hello:
AFAIK, one could make a copy of the photoreal imagery source file and edit it to contain
not the multi-color aerial image, but rather an
all-single value shade of gray image, further edited to contain at least 1 single pixel of gray in an otherwise all-black image.
Alternatively, others suggest making both the top left and bottom right corner pixels a unique non-black gray scale value, with all other pixels of in the image file being a black "255" value that sets 'transparency'... thereby allowing underlying FSX land class to show through the "substitute" photoreal layer.
Perhaps these discussions offer insight on the creation of a 'invisible photoreal' layer:
http://www.fsdeveloper.com/forum/showthread.php?t=22023&highlight=invisible+photoreal
"
I've played with this problem recently (making a transparent FSX photo-real texture for resample), and the solution is to have 1 pixel in the alpha as not solid black. I make it a mid-gray which should be fine for DXT3. You can hardly see the pixel, but it satisfies the requirement for DXT alpha as not being totally transparent."
http://www.fsdeveloper.com/forum/showpost.php?p=142021&postcount=13
NOTE: Although the discussions linked above involve DXT3 format files and transparency via alpha channels, IIUC, the concept of using 1 or 2 'non-black' pixels in an otherwise 'black image' file might also be applied to other image file formats
ex: as in making 8-bit gray scale Blend Masks for use with photo-real imagery (...or "substitute" imagery files intended to be 'invisible').
So, IIUC, this means that the copied and edited imagery file subsequently consists almost entirely of a completely black or "255" single gray scale value, with 1 or 2 pixels which are
NOT completely black or "255", but rather a "lesser" numeric value more towards the direction of white (such as 254 ...or even less, such as a "mid-gray"
ex: 127 etc.).
This is then substituted for the aerial imagery, and used in conjunction with the original project blend mask and multi-source *.INF file.
Additionally, one may add a default NullValue statement in that .inf file as needed; some info on this:
...Also see:
http://www.fsdeveloper.com/forum/showthread.php?t=75338&highlight=blend+mask+Gradient
...and:
http://www.fsdeveloper.com/forum/showthread.php?t=21253
"
Notice I added a source file... a greyscale tiff file the same size as the original bitmap. I made the tiff in Paintshop Pro, but any program that makes a 256 color greyscale tif file will work. It's a solid grey value 1 ( black is value 0 ). In the Source1 bitmap, the color white will be kased (masked) out entirely, and no autogen would show.
You can then use Annotator to place autogen trees and buildings. The photoreal goes into the scenery folder, and the AGN files go into a twin texture folder.
In the sim, you will see the original landclass, but the autogen will be set by the invisible photoreal."
Since FSX will acknowledge and load the "substitute photoreal imagery" *.BGL as a custom land class, if the 'proper' gray scale value is used in the Blend Mask, the custom autogen annotation *.XML or *.AGN file associated with that "substitute photoreal imagery" *.BGL custom land class texture tile(s) may be displayed
instead of the autogen annotation associated with the underlying FSX land class texture tiles... although those underlying FSX land class
texture 'image' tiles may show through as a function of the Blend Mask transparency.
http://www.fsdeveloper.com/forum/showthread.php?t=21253&highlight=invisible+photoreal
PS: I suspect that as much as 100% compression may be used in the "substitute imagery" *.BGL Resample output file.
Hope this helps !
GaryGB