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Blending problem (visible defult texture )

Messages
82
Country
israel
Hi all, I've been working a lot with photoscenrys and this never happened to me.
I been creating a photoscenry of a coastline and for some reason one of my tiles making problems, the default texture come over and I have brighter sub-tiles inside the bgl when i come to the problematic area.

you can see the problem here
1.jpg

and here is the default scenry
2.jpg

[Destination]
DestDir = C:\*****
DestBaseFileName = Area_Lp1_SnapOff_N035030000_N034530000_E033420666_E033543333
BuildSeasons = 0
UseSourceDimensions = 1
CompressionQuality = 92

[Source]
Type = MultiSource
NumberOfSources = 3

[Source1]
Layer = Imagery
Type = bmp
SourceDir = C:\*****
SourceFile = Area_Lp1_SnapOff_N035030000_N034530000_E033420666_E033543333.bmp
Lon = 33.7018489837646 ;for top left and bottom right is: 33.909273147583
Lat = 35.0500023365021 ;for top left and bottom right is: 34.8833298683167
NumOfCellsPerLine = 14500 ;Pixel is not used in FSX
NumOfLines = 15535 ;Pixel is not used in FSX
CellXdimensionDeg = 1.43051147460938E-05
CellYdimensionDeg = 1.07288360595703E-05
PixelIsPoint = 0
SamplingMethod = Point
Channel_LandWaterMask = 2.0
Channel_BlendMask = 3.0

[Source2]
Layer = Imagery
Type = bmp
SourceDir = C:\*****
SourceFile = Area_Lp1_SnapOff_N035030000_N034530000_E033420666_E033543333_WM.bmp
Lon = 33.7018489837646 ;for top left and bottom right is: 33.909273147583
Lat = 35.0500023365021 ;for top left and bottom right is: 34.8833298683167
NumOfCellsPerLine = 14500 ;Pixel is not used in FSX
NumOfLines = 15535 ;Pixel is not used in FSX
CellXdimensionDeg = 1.43051147460938E-05
CellYdimensionDeg = 1.07288360595703E-05
PixelIsPoint = 0
SamplingMethod = Point

[Source3]
Layer = Imagery
Type = bmp
SourceDir = C:\*****
SourceFile = Area_Lp1_SnapOff_N035030000_N034530000_E033420666_E033543333_BM.BMP
Lon = 33.7018489837646 ;for top left and bottom right is: 33.909273147583
Lat = 35.0500023365021 ;for top left and bottom right is: 34.8833298683167
NumOfCellsPerLine = 14500 ;Pixel is not used in FSX
NumOfLines = 15535 ;Pixel is not used in FSX
CellXdimensionDeg = 1.43051147460938E-05
CellYdimensionDeg = 1.07288360595703E-05
PixelIsPoint = 0
SamplingMethod = Point


I cheeked everything but couldn't fix it so I asking you for help:
- I checked the resolution of all the source file and it the same.
- I cheeked the file names
- " excluding all the other BGL's
- " the contrast (total white and black in both WM and BM, to see if there is no gray areas in the wrong place)

but non of that help me
also the scenery placed above all other scenerys

much appreciation for your help
Felix
 
Last edited:
update

I tried to check the masks again
I use the WM as BM and the problem was still there
then I delete all the mask and put the clean tile, the problem gone, but no masks.
--------------------
update 2

I used the BM as BM and WM and the problem is back
and if Im only put the BM the problem is still there
 
Last edited:
Hi Felix:

The [Source3] BlendMask (aka "*_BM.*") should contain a 8-Bit gray scale with a range of gray scale values which is identical for each of the areas which show variation as lighter and darker in your screenshot of the custom photo-real aerial imagery.

When Blend Mask / Alpha channel image gray scale values approach or exceed a RGB Decimal 128, 128, 128 "color" step value within a 256-gray-step capable, 8-Bit Mask file, and effectively allow more transparency, default terrain textures and/or any underlying custom photo-real aerial imagery (and its associated autogen annotations) begin to show through to the top.

https://www.colorcodehex.com/808080/


This mechanism is discussed in a somewhat related topic here:

http://www.fsdeveloper.com/forum/threads/autogen-missing.438649/


Some other threads related to these keywords:

https://www.google.com/search?q=FSX...=0ahUKEwipre-Mvr_SAhVESiYKHfVWCAUQrQIILCgEMAE


Have you checked to see what the effective Blend Mask / Alpha channel gray scale values are in the areas of that [Source3] image channel in your graphics application ? :scratchch


Also, is it possible that there is another layer of custom photo-real aerial imagery that covers the area in question (which also uses a Blend Mask) ...and is also set 'active' in the FS Scenery Library stack of layers in a position below that of the area cited in your opening post above ?

http://www.fsdeveloper.com/forum/threads/problem-to-create-blend-mask.433852/


Hope this helps sort things out. :)

GaryGB
 
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Hi, and thank you for your help,
well, I change the mode of the mask to grayscale and 8bit/channel, this time i have saved them as tif, I resampled them but it didn't help.
next step was turning off all the scenery library, leaving only my photoscenery turned on and still the problem is there.

also i think that the problem is not only with the blend mask, it also with the watermask


Code:
[Destination]
DestDir                =
DestBaseFileName     = Area_Lp1_SnapOff_N035030000_N034530000_E033420666_E033543333
BuildSeasons         = 0
UseSourceDimensions  = 1
CompressionQuality   = 92

[Source]
Type = MultiSource
NumberOfSources = 3

[Source1]
Layer     = Imagery
Type      = bmp
SourceDir  =
SourceFile = Area_Lp1_SnapOff_N035030000_N034530000_E033420666_E033543333.bmp
Lon               = 33.7018489837646       ;for top left and bottom right is: 33.909273147583
Lat               = 35.0500023365021       ;for top left and bottom right is: 34.8833298683167
NumOfCellsPerLine = 14500       ;Pixel is not used in FSX
NumOfLines        = 15535       ;Pixel is not used in FSX
CellXdimensionDeg = 1.43051147460938E-05
CellYdimensionDeg = 1.07288360595703E-05
PixelIsPoint      = 0
SamplingMethod    = Point
Channel_LandWaterMask = 2.0
Channel_BlendMask = 3.0

[Source2]
Layer     = Imagery
Type      = tiff
SourceDir  =
SourceFile = Area_Lp1_SnapOff_N035030000_N034530000_E033420666_E033543333_WM.tif
Lon               = 33.7018489837646       ;for top left and bottom right is: 33.909273147583
Lat               = 35.0500023365021       ;for top left and bottom right is: 34.8833298683167
NumOfCellsPerLine = 14500       ;Pixel is not used in FSX
NumOfLines        = 15535       ;Pixel is not used in FSX
CellXdimensionDeg = 1.43051147460938E-05
CellYdimensionDeg = 1.07288360595703E-05
PixelIsPoint      = 0
SamplingMethod    = Point


[Source3]
Layer     = Imagery
Type      = tiff
SourceDir  =
SourceFile = Area_Lp1_SnapOff_N035030000_N034530000_E033420666_E033543333_BM.tif
Lon               = 33.7018489837646       ;for top left and bottom right is: 33.909273147583
Lat               = 35.0500023365021       ;for top left and bottom right is: 34.8833298683167
NumOfCellsPerLine = 14500       ;Pixel is not used in FSX
NumOfLines        = 15535       ;Pixel is not used in FSX
CellXdimensionDeg = 1.43051147460938E-05
CellYdimensionDeg = 1.07288360595703E-05
PixelIsPoint      = 0
SamplingMethod    = Point

3.jpg
 
maybe if I post the files here you can check them and see if you can find what I did wrong
https://drive.google.com/open?id=0By8AHBhDuLAfNmZKMFhZVTNWQlk
https://drive.google.com/open?id=0By8AHBhDuLAfNmZKMFhZVTNWQlk
* I put the source files of the resampler and the BGL
the tile located east of Larnaca - Cyprus

also I will try to run the scenery on a clean FSX
on my P3D I had ORBAX vec installed (so just maybe it have something to do with that)


Update
I installed back my old FSX and run the scenery there, the water mask and the blend mask are working with no problems. I know that I used FSX resampler so maybe the problem is with the resampler itself?
---------
switching to the latest P3D SDK's resample didn't help solve the problem
 
Last edited:
Hi Felix:

AFAIK, there has not (yet) been a change to the source file format requirements of- or functionality of- P3Dv3.x SDK Resample when compared to FSX Acceleration / SP2 SDK Resample for intended output of custom photo-real aerial imagery land class BGLs.


However, it may be worthwhile to identify what files are loaded by OrbX FTX Global Base and Vector for the Geographic area in question, then inspect them within the FS / P3D SDK TMFViewer utility to see what role they may play in local scenery display when installed and set 'active' by the FS Scenery Library GUI stack of layers for areas linked to folder chains containing OrbX FTX Global and Vector terrain BGLs. :idea:

GaryGB
 
Last edited:
Ok, so I found a short cut for the steps you said, the problem is still there in a fresh installed P3Dv2 (it less viable but still there) so even without orbx installed i cant find a solution.
 
well, in P3Dv2 it less noticeable but it still there, you can see it in the screenshot (clean copy without any addon), this time I used only the bland mask without the watermask
if I use the watermask the same problem, I read in other threads about how to save the masks so I tried saving in tif and bgl, once use a 8bit tif and the next time 24bit bgl.
the same problem come back
it more noticeable in P3Dv3.
still looking for solution

I will be glad if you can look at the files
https://drive.google.com/open?id=0By8AHBhDuLAfNmZKMFhZVTNWQlk
(the source file have been ziped into work.rar)

4.jpg
 
Hi Felix:

* I have downloaded the above linked files.

* I have loaded the custom PR aerial imagery BGL into FSX Acceleration.

* I do not have any OrbX FTX Global / Vector files installed / loaded.


When I inspect the terrain from the user aircraft (ex: AirCreations Trike) directly upon the ground, I see there is a "water" attribute displayed on top of the land aerial imagery texture draped onto the underlying terrain mesh within the 'lighter' areas.

Note especially that there are "waves" overlapping the inland areas adjacent to the shoreline. :alert:

felix-tchvertkin_larnaca_waves-1-jpg.33627



I was curious about this, because in your latter screenshot you had posted immediately above:

http://www.fsdeveloper.com/forum/threads/blending-problem-visible-defult-texture.439584/#post-766813

...when viewed from the 'locked spot' camera altitude, you seem to be showing either "specular reflections" and/or a very light version of the aerial image which is comparable to that seen under the water near the shoreline area in my screenshot above.

The "waves" are likely related to the underlying default (or 3rd party ?) CVX vector shoreline 'bleeding through' to the top.

That suspected CVX vector shoreline 'bleeding through' to the top has an associated "wavecontroller" effect based on its GUID definition as a CVX vector object in [FS install path]\Terrain.Cfg.


By adjusting the effective transparency of your Blend Mask over the inland areas to a more or less opaque Alpha channel gray scale value (ex: more or less than RGB Decimal 128, 128, 128), you should achieve a point of transition where you do not have any underlying default (or 3rd party ?) vector shoreline 'bleeding through' to the top of your custom PR aerial imagery (...as CVX vector content normally can not be displayed on top of such custom PR aerial imagery). ;)

https://www.colorcodehex.com/808080/


BTW: In FS / P3D SDK TMFViewer:

1.) Open: Area_Lp1_SnapOff_N035030000_N034530000_E033420666_E033543333.bgl

2.) TMFViewer Menu > View > LOD Grid = 15

3.) TMFViewer Menu > View > QMID Grid = None

4.) TMFViewer Menu > Jump > Lat-Long... Latitude: 34.969482, Longitude: 33.815918

5.) Press keyboard NumPad "+" and "-" keys to Zoom in / out while inspecting the area in question

6.) Note that a LOD-15 terrain grid matches the SDK Resample LOD output resolution of your custom aerial imagery tiles

[EDITED]

7.) Note as well, that the FS terrain quad grid array is always oriented on the N-S, E-W axes of the FS 3D world.

8.) All terrain mesh and terrain texture tiles of default or custom aerial imagery are "attached" to the terrain quad grid 'corner' vertices, and will therefore always appear draped onto the ground as "cells" within the terrain grid ...having their border extents aligned on N-S, E-W axes of the FS 3D world.

[END_EDIT]


I have attached a saved FLT file to jump to that location in FSX using the AirCreations Trike ...on the ground.


GaryGB
 

Attachments

Last edited:
Last edited:
thank again for the help, been away from some time due to my job.

now I had some time to dig into the things you have posted.
I checked again all the color levels (to make sure that there is no level glitches) and tried to save BMP as source imagery 8bit blend mask and 1bit water mask (tif), this didn't work at all, all i got was a watermask covering my tile,
so I decided to use only blend mask without watermask, after reloading the tile the problem still there.

I decided to see if t here is any overlapping so I put the source file one on each other

the blendmask:
Area_Lp1_SnapOff_N035030000_N034530000_E033420666_E033543333_BM.jpg


the watermask:
Area_Lp1_SnapOff_N035030000_N034530000_E033420666_E033543333_WM.jpg


one on each other (the red color specify the watermask layer in 70% opacity, to see if there is a glitches between the layers)
Area_Lp1_SnapOff_N035030000_N034530000_E033420666_E033543333_TO.jpg


the last thing I did again is to try to create a bgl without any mask
so without any mask there is no problem (but no masks)
4.jpg


I start thinking that the problem is with P3D and vectors.
somehow the vector shoreline is coming over the photoscenery (even when the tone use on the mask is #ffffff) both when applying one of the mask.

as you show that the wave are coming inland,
the shape of there poly is the same shape of the glare. but never the less, I already run a test on a situation there all the scenerys been turned off (including the base****) and the problem doesn't gone anywhere.

the last thing I'm thinking is a problem with the inf file.
I have created some scenerys before with this method but never run into this problem before.

I don't have much time to keep digging right now due to my job.
but I will be happy if someone can download my source file and try to resample them (ore to cheack what is wrong)
https://drive.google.com/file/d/0By8AHBhDuLAfMjlYeDRjVGd6dTg/view?usp=sharing
 
Last edited:
Hi again, Felix:

What graphics application and version are you using for processing source imagery in your linked downloadable files ? :scratchch


FYI: The reason I ask is there are quirks in how 'some' graphics applications write 8-Bit Alpha channel image file formats.

GaryGB
 
Last edited:
well, probably there is nothing wrong with the default scenery and it not effecting my photoscenery
I went to Sbuilder and draw a quick poly for this area.

the first time I excluded shoreline, test it, but no change
then I decided to act more aggressively and I exclude all terrine items, and this step also didn't helped me. somehow the problem is keep showing up.

maybe there is other properties I need to apply on the poly?
 
Hi Felix:

I am still intrigued as to what factors might be involved in this display anomaly; I wonder if a "file mix" scenario may be an issue, as in this thread, ? :scratchch

http://www.fsdeveloper.com/forum/threads/watermask-and-blend-help-needed.3432/



BTW: Normally one disables display of any CVX vector polyline / polygon objects and/or default land class tiles 'automatically' by using custom aerial imagery land class tiles compiled by FS SDK Resample, which have a higher display priority in the FS run time rendering engine.


But sometimes it seems necessary and/or desirable to place a CVX vector "Exclude" underneath ones custom aerial imagery land class tiles compiled by FS SDK Resample ...to effectively prevent display of such underlying objects that occasionally bleed through to the top, in spite of our other prior efforts to suppress them.

http://www.fsdeveloper.com/forum/threads/blend-water-masks.435509/#post-727003

...On a practical basis, if one wishes to utilize the photo-real textures of the aerial imagery of the island and its shoreline with some adjacent shallow water, then blend that into the display of any vector "in-land" water class texture (which is underlying that top photo-real layer), one will likely have to fully exclude and replace any and all underlying land and water vectors so that they 'match' the shape of ex: water bodies in the top layer real-world aerial imagery. :pushpin:

In most cases the recommended workflow is to perform this "full" exclude and replace of any underlying land and water vectors at the level of an entire QMID-11 / LOD-9 quad tile.

Interested readers may wish to also review the very helpful information and worked examples Jim Robinson posted for the OP and others ...in this thread on a related topic: :idea:

http://www.fsdeveloper.com/forum/posts/726997/


GaryGB


One can identify the "Vector GUIDs" of all such default and/or custom CVX vector objects to be 'excluded' by viewing them in FS SDK TMFViewer, right-clicking on the objects, then noting the associated GUIDs.

[EDITED]

See:

[FSX install path]\Scenery\0702\scenery\cvx5919.bgl

[END_EDIT]



One would then selectively 'exclude' them within the local LOD-9 / QMID-11 quad, by overlapping a pair of CVX vector 3-vertex triangular polygons over any part of the poly-lines of such objects to be excluded, and compiling a "Exclude" BGL that contains all the exclusion triangular polygons.

That BGL can be included within the same \Scenery sub-folder provided that its load order within FS is forced via Alpha-numeric file naming ...so that it loads first before other BGL file names within that same \Scenery sub-folder.


For example, OrbX FTX uses this type of Alpha-numeric file name structure to control load order for ex: a shoreline exclude: ;)

"0_excl_FTX_PNW_shorelines.BGL"

http://scruffyduck.screenstepslive.com/s/help_docs/m/20268/l/199760-priority-matters



FYI: There is a way to do this in ADE, but I am more familiar with doing this in SBuilderX; to exclude a CVX vector shoreline (with linked 'wave' Fx): :idea:


1 of the 3-vertex triangular polygons must be created using the GUID for ex: "Type 13 - Exclude_All_Parks_Polygons"

...and:

1 of the 3-vertex triangular polygons must be created using the GUID for ex: "Type 4 - Exclude_All_Shorelines"


Some examples of that 'exclude' work-flow is discussed in these threads:

http://www.fsdeveloper.com/forum/threads/create-small-slope-on-terrain.438028/#post-752117

http://www.fsdeveloper.com/forum/threads/blend-water-masks.435509/

http://www.fsdeveloper.com/forum/threads/autogen-exclusion-problem.17999/



NOTE: To exclude other CVX vector object types, one must use the proper mapped GUID for 1 of the paired, overlapped 3-vertex triangular polygons. :pushpin:

[EDITED]

PS: One may- or may not- need / wish to replace the excluded original CVX vector objects with custom ones to move them or change their object display textures etc. (ex: restore a CVX vector shoreline linked wave-controller effect ...to the real world position)

[END_EDIT]


Hope this helps as a work-around. :)

GaryGB
 
Last edited:
Just out of curiosity, if this is for P3D, turn off all shadows and see what happens. Open up the time preview window and adjust time from dawn to dusk checking if thos "lines" are appearing and disappearing. If you have any 3rd party mesh turn that off as well and test.

Again, just some ideas.

Clutch
 
so, the exclude didnt work.

I tried turning off the shadows and playing with the time preview
at first the problem been there but in some diffrent time (mostly afternoon and at dawn) it gone
5.jpg


so after that I go and turn off all my addon scenerys (including orbx vector and freemesh) and play with the time preview
no luck, (also if I put bake the exclude CVX vector.

right now I moved working on the next tile but I still want to solve this strange problem
6.jpg
 
Hi Felix:

IIUC, it is apparent that you are using FS Earth Tiles (aka "FSET") to generate your custom photo-real aerial imagery source files and multi-source INF file for FS SDK Resample. :scratchch

BTW: It seems that FSET consistently uses the "SamplingMethod = Point" rather than "SamplingMethod = "Gaussian" parameter value in the INF files it automatically creates for the end user

I am not certain whether and how this may further impact Resample with regard to any Blend Mask / Water Mask behavior in FS at run time, as I have not yet personally tested use of that Resample parameter value option for aerial imagery.:confused:

Also, I do not (yet) develop for P3Dv2.x / v3.x, so I can only comment on what one would see using the FSX run time rendering engine. :pushpin:



IMHO, the "bleed-through" of the underlying default terrain textures and CVX vector terrain objects (ex: shorelines with- or without-linked Effect *.Fx for waves) may also be due to an obscure 'redundant' / 'additive' Alpha gray scale value "over-Bit-ness" anomaly imparted by overlapping Water and Blend Masks ...resulting in more transparency than expected / desired over the inland area adjacent to the shoreline.


You may wish to review the comments by Richard Ludowise (aka "rhumbaflappy") in a thread involving a related troubleshooting topic ...here: :idea:

http://www.fsdeveloper.com/forum/threads/watermask-and-blend-help-needed.3432/#post-28535

http://www.fsdeveloper.com/forum/threads/watermask-and-blend-help-needed.3432/#post-28535

Hi abckurt.

Is your source geotiff an image with one or more alphachannels? Or are you using separate images for watermask and blendmask?

Also, why not show your INF file?

Here's what you need to remember:

Anything you want to NOT show as photoreal, needs to be set with a blendmask... this includes default water and land. You can "blend" holes in the photoreal to allow default water and land to show through.

Any part of the photoreal image you wish to behave as water, while still showing as photoreal, needs to be set with a watermask.

Note that the:

NoData = ,,,,0

only helps with the resultant compression of the BGL... it doesn't "define" anything as far as the blendchannel, as 0 is already a hole.

Also note, the "millenniumimage_water_blend.tif" has 2 alphachannels... #1 is the watermask which makes the photoreal water behave as water... and a #2 alphachannel that is the blendmask for the edge of the image.

If you had an image with a single alphachannel, which you would like to use as a blend ( with black as a hole to allow default water to show through ) then you need to put this in your SOURCE section of the INF file:

Channel_BlendMask = 3

...then the single blendmask should allow black to be a hole for default water ( or land ) to show through.

Dick


IIUC, this means that you may only need to use a single (Blend) Mask, provided that it contains the proper gray scale 'color' step values in the gradient overlying the respective Land and Water areas ...to enable the desired local terrain attribute display:

* Absolute White (RGB 255,255,255) over Land

...and:

* varying degrees of gray over the shoreline water < NOT the Land ! >, fading outwards offshore, to absolute Black (RGB 0,0,0) at the position where you want only the default FS water and associated local "Water Class" texture color to show through to the top ...instead of the "under water" portion of the photo-real aerial imagery source texture. :pushpin:



Additionally, please refer to FS Terrain SDK Resample "worked examples", and consider making your own derived 'test' version of a FSET INF file using the "SamplingMethod = "Gaussian" parameter value in that 'test' INF file:

https://msdn.microsoft.com/en-us/library/cc707102.aspx#Example5Multisource

https://msdn.microsoft.com/en-us/library/cc707119.aspx


[EDITED]

PS: You may also wish to review the info I quoted in this thread: :coffee:

http://www.fsdeveloper.com/forum/threads/resample-error.427351/



Note especially, Luis Feiz-Tirado's citation of Adam Szofran's explanation as to how the behavior of Water and Blend Masks has changed with regard to creating "holes" versus allowing terrain attribute display: :teacher:

http://www.fsdeveloper.com/forum/threads/resample-error.427351/#post-649156

I'd forgotten where I originally saw this, but just found it again at ptsim's SBuilderX forum:

http://www.ptsim.com/forum/viewtopic.php?p=3478


"Post by luisfeliztirado » Sat Jul 07, 2007 11:35 am

Resample accepts a limited number of image formats.

Here is some information from Adam Szofran, developer in charge of terrain at Aces:


Geotiff and Alpha channels

Photoshop can add an arbitrary number of alpha channels to TIFF images, but of course it strips out the GeoTIFF tags which isn't too wonderful. The listgeo tool can be used to save the GeoTIFF tags before loading the image into Photoshop and the geotifcp can be used to put the tags back after Photoshop works its evil.

If that proves to be too much of a pain, then you can actually read the alpha channels (water mask and/or blend mask) from one or more separate files. I've attached an example showing how to do this. It's a modification of the DayNight_Variations example in the Terrain SDK. Unzip it into the Terrain SDK directory because it references some of the source bitmaps included there. The key thing is the use of Channel_BlendMask=[<source>.]<band> and Channel_LandWaterMask=[<source>.]<band> to pull channel data from different source files.

The masks are just regular 8-bit grayscale TIFF files (not GeoTIFF, although those would work too). Unfortunately,
you can't use 8-bit grayscale BMP files with Resample but TIFFs work great.

Here are a few things to keep in mind about the land/water masks. White (255) is land; black (0) is water. If you want the default water color to show through, you must paint entirely black (RGB=0,0,0) pixels into the the source image containing the color channels. Anything other than black will be used as is, but with reflective water effects. That's how we got the water colors from the satellite imagery of St. Maarten to show through near the shore. We used a blend mask to fade out the satellite image water colors and fade in the default water colors further offshore
.


Water Mask

With the FS9 Resample tool, the water mask punched a hole in your image to reveal default water beneath.

With the FSX Resample tool, we wanted to allow more flexibility, so we changed how the water mask works and we also added a blend mask. Now the water mask triggers reflective and specular water effects, but it doesn't punch a hole in your image. The benefit of this is that you can now paint the water any color you want. For example, if your source imagery contains murky brown swamp water, you can now get the muck to show up in FSX with reflections and specular effects.


If you'd rather just see the default water colors, you have to use a blend mask to punch a hole in your image to reveal the default textures below. Note, however, that the default textures revealed by the blend mask might not be water; they could very well be land textures! Therefore, if you want to guarantee that the blend mask will expose default water textures, you need to create a water polygon (a big square one will do) that covers the area where you want water to appear. For information about creating water polygons, look for the documentation of the shp2vec tool in the FSX SDK."



"And this from the Terrain S.D.K. documentation:

Notes on Acquiring Raw Terrain Imagery

More than likely, the image you want to use will be an aerial or satellite photo. The raw image must be either a 24-bit per pixel Windows .bmp file or a 32-bit per pixel Targa .tga file.
"


NOTE: The above quoted thread was the basis for a subsequent excellent tutorial by Luiz Feliz-Tirado:

"Make photo-real ground textures"

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


...A pertinent quote from that tutorial:

"Source image formats

Resample will accept a restricted number of image formats, for example:

- 24-bit bitmaps (BMP)
- 24-bit TIFF (TIF)
- 32-bit TIFF (TIF)
- GeoTIFF files, that have geo-referencing information included (TIF)
- 8-bit grayscale TIFF (TIF)
- 8-bit grayscale GeoTIFF (TIF)
- 24-bit TARGA (TGA)
- 32-bit TARGA (TGA)
"

Hope this helps further explain how water may end up in a "land area" in the visual part of one's aerial imagery. :)


Jim: In light of the above info, I'm baffled as to why SBuilderX creates 32-bit BMPs during its (-internal-) work-flow. :confused:


GaryGB




Note as well, Jim Robinson's discovery of how PhotoShop behaves with regard to creation and saving of Alpha channels in BMP files (...which inherently are able to only have {1} Alpha channel): :yikes:

http://www.fsdeveloper.com/forum/threads/resample-error.427351/#post-649173

http://www.fsdeveloper.com/forum/threads/resample-error.427351/#post-649173

I'm not sure either Gary, it's odd. To be honest I have never used SBX as anything but a source for imagery and an .inf with regard to photoreal, beyond that I've always just snatched the .bmp and .inf out of the work folder immediately after downloading, converted them to .tifs in PS (not geotifs of course), edited the .inf to reflect the changes, and then all further resampling was done by sending the .inf directly to resample.exe.

I just did a quick test, with PS CS2 I opened one of the SBX-generated .bmps and stripped away the alpha channel (which was all white). I then simply saved it, and on re-opening I see PS had added back the alpha channel except this time it was all black - possibly that might account for the "flooded airport" mentioned above, although I have no idea if Gimp handles alpha in the same manner upon save.

I then stripped the alpha channel again and this time did Save as where PS gave me an option of 24 or 32 bit with 24 ticked by default. Of course this time the alpha channel was not reintroduced, and I then opened the test project back up in SBX and successfully compiled the photoreal. I didn't check it in the sim but I did drag it into TMFViewer and it appears to be a normal photoreal like any other I've done and did not have a water mask.

Next I opened the .bmp back up in PS added the alpha channel back and did a quick water mask on it, saved as 32 bit, and recompiled again from within SBX. No problems, and in checking the .bgl in TMFViewer it appears you can indeed include your water mask as a channel within a .bmp - you just don't have the option of a secondary alpha channel for the blend mask. .tifs rule for that reason :) .

Nothing above was really unexpected, pretty much exactly what I thought would happen, but the other day I was playing with one and I can't remember the exact scenario but for some reason I wasn't able to get SBX to give me a compile option - it kept telling me that nothing was selected when clearly the .bmp was selected and I know I had it positioned correctly according to the accompanying .txt file SBX generates when it generates a map. Maybe that test sample of imagery was just too small or something, I'm not sure. That was odd behavior and I probably should retest someday and see if I can figure out what the problem was. Zzzzzz... With any luck I'll die before I get around to it, lol.

Jim


[END_EDIT]

Hope this helps resolve your display anomaly. :)

GaryGB
 
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