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How do you make 100m square PhotoReal tiles?

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us-washington
Saw a post regarding ground polys and much discussion about slicing or dividing the photoreal texture into 100m squares. But can't find those threads at this particular time. Anyway my question/questions: how do you do that?

First, I tried reinstalling the gmax from FS2002 (from the discussion it seems a better app for making ground polys) and was unable to register it (is there a hack for that??)

Second, used the Gmax from FS2004 and got as far as making a plane but not sure how to put the photoreal texture onto it. If this is very elementary, could you at least point me in a direction as to where this is explained; that is using a photoreal texture in GMax and then the slicing into 100m grids.

For the photoreal process, I haven't been able to figure out the FSX procedure (it ain't simple for me), but instead I use the FS2004 SDK and Christian Stocks app and make a square of four LOD13 tiles to overlay the airport. Anyway, the photoreal tiles don't lay flat enough and seem to interfere with the placing of objects and "bleeding" thru the AFCAD stuff.

Douglas
 
Douglas

First, I tried reinstalling the gmax from FS2002 (from the discussion it seems a better app for making ground polys) and was unable to register it (is there a hack for that??)

You don't need a different gmax, just a different gamepack.


Second, used the Gmax from FS2004 and got as far as making a plane but not sure how to put the photoreal texture onto it. If this is very elementary, could you at least point me in a direction as to where this is explained; that is using a photoreal texture in GMax and then the slicing into 100m grids.
http://www.fsdeveloper.com/forum/showthread.php?t=4294

See my post in message #4.

For the 100m divisions, I just use the slice plane. Set your grid to 100m major divisions, and slice both vertically and horizontally. That's it.



For the photoreal process, I haven't been able to figure out the FSX procedure (it ain't simple for me), but instead I use the FS2004 SDK and Christian Stocks app and make a square of four LOD13 tiles to overlay the airport. Anyway, the photoreal tiles don't lay flat enough and seem to interfere with the placing of objects and "bleeding" thru the AFCAD stuff.

I can't remember what app Christian wrote right at the moment. Assuming it just simplifies the sdk interface, then it shouldn't lay flat. That's the beauty of photoreal per the sdk, it hugs the terrain. I don't have problems with photoreal under afx files, thou...can't assist there.



Best,
Bob
 
Bob,

Thanks for quick response.

So I've added the FS2002 gamepak along with the FSX gamepak is that what you are talking about?

As to the 100m division. I have a bmp that converted ok with the fs9 resample and image tool. But not sure how to get it in the GMax; tho' from scratch I can easily make a plane with a hundred or whatever division; but how to divide an already predefined image into smaller slices.

Taalspin
 
I outlined all of that in my linked message....read the part where I use excel to calculate even texture combinations and establish image pixels that provide the desired gmax texturing. I say in there how I apply the materials to the gmax faces. (seperately at that point you can create the textures using imagetool)

At the end, you cut with the slice plane so that one texture will now decorate a span of faces, but this operation has no effect on the textures.

I'd suggest you start a seperate effort, apart from anything you've done so far beyond having a properly projected image, and use my method from start to finish. Then look back and you'll have perspective on where my method departed from what you'd attempted so far.

Good luck,
B
 
Bob,

Sorry, but you explanation leaves me somewhat confused, and I am starting to talk to myself.

So don't get me wrong, but please show a little more respect. My efforts have worked for me; if you can not explain a more understandable way to slice up a texture, please allow somebody else a try.

Taalspin
 
Oh, and I forgot something. Stock's program was a way to determine the coordinates for LODs, a really niffy and helpful utility used in many apps, not just related to ground polys.

Taalspin
 
Ok Taalspin, you're on your own...

Odd that you'd ask me to show more respect to you, when I gave of my time to show you the correct approach to your problem.

I guess there are all kinds of people in this world.

Per your very odd request, you will get no more help from me, ever.
 
Thanks to the kind assistance of other threads, the problems was solved. If I could just figure out how to get rid of the white like border but then haven't tried the null value yet.

Taalspin
 
So don't get me wrong, but please show a little more respect. My efforts have worked for me; if you can not explain a more understandable way to slice up a texture, please allow somebody else a try.

Taalspin

I read absolutely no disprepect in Bob's posts, but certainly see a lack of respect in your reply. Perhaps your frustration colored your response... :eek:
 
Perhaps it would be better to not respond, but honestly, please accept my sincere apology if any feelings were hurt or you believe I lack diplomatic skills.

Out of respect for those who run this very informative and helpful forum I chose not to spend time on other issues other than those related to why we are all here. Through more study on my own, the issues have been solved.

Taalspin
 
Hi all.

I'm sure everyone would be in agreement to close this thread.

Dick
 
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