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FS2004 How to create a Photoreal Background for an airport

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29
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germany
Hi,

I have a existing Airport without a photoreal background. So I wanted to make one by myself. The problem is that I don't know how it works. I tried one with SBuilder but it didn't work for me. Are there any other tools?

I want to make a background image which is cutted. Not only a square. It should look like the commercial ones (Aerosoft Mega Airports, Flytampa, etc.)

Of course I searched in other forums and also in this forum for help, but I didn't understand how it works, because my English isn't as good as it should be and I didn't have any experience with GMax, SBuilder, etc.

What I already have done:

I calibrated the photo with SBuilder
But what are the next steps?

Another Question: Does also SBuilderX work for FS2004?
I hope anybody can help me and explain to me what I have to do

Thanks in advance
 
Hello:

You may wish to study this tutorial: :idea:

http://www.flightsim.com/vbfs/showthread.php?250762-How-to-create-photoreal-scenery-for-FSX

Between the many illustrations and use of various free translation services on the internet for the narrative text in the above tutorial, you should be able to achieve a better understanding. ;)

If you are wondering whether the aerial imagery tile down-loader in SBuilderX can generate source files that can also be used separately with the FS2004 SDK to make custom photo-real land class terrain textures, the answer is yes, but that will require some additional steps in ones work-flow (which is 'slightly' different than the semi-automated process provided by SBuilderX otherwise geared towards use of the FSX SDK). :)

GaryGB
 
Last edited:
Thanks for your fast reply

I already read the tutorial. The problem is that SBuilder for Fs9 is differently to the X Edition. I don't know what I make wrong. I loaded the Bitmpap in SBuilder and calibrated it.

Then I select the photo tiles. After that I mark the whole picture and click the '-> Bgl'-Button and click Compile

Then I copy the BGL files which the program created in the Work folder to the Scenery folder and the textures to Texture of my Airport located in FS9.

Next I start FS9 and add it to the Scenery library. When I restart FS9 (Season: Summer; Daytime: Day) and select my Airport everything looks the same as before

What make I wrong?

If I create Polys, they work without any problems in FS9
 
Last edited:
Have you reviewed the SBuilder for FS9 "Help" file (Sbuilder.chm) ? ;)

SBuilder for FS9 Menu > Help > [Content Tab] > Making Scenery with SBuilder > Photo Scenery

NOTE: The above Help topic of SBuilder for FS9 shows VTP layer 8 used for 1.2 Meter/Pixel photo scenery. :pushpin:

Was there a specific reason you used VTP layer 5 for your photo scenery ...as shown in your screen shot above ? :scratchch


PS: Some additional learning resources for SBuilder for FS9:

http://www.fsdeveloper.com/forum/th...lp-information-in-sbuilder.18011/#post-117822


GaryGB
 
Hi Gary

Unfortunately it also didn't worked with VTP Layer 8. I also don't understand the Informations in the help file. Must I first create a vtp scenery in order to get the high resulution photos working. Or must I rename the texture files . Theiy are named ......_1024_SU.. Or must I move themn to another place?
 
Have you also reviewed the following sections of the SBuilder for FS9 "Help" file (Sbuilder.chm) ? ;)

SBuilder for FS9 Menu > Help > [Search Tab] > query string: { photo } > (review misc. 'listed' topics)


FYI: Location & season specific names SBuilder for FS9 assigns to photo-realistic textures may not be changed. :alert:


Hope this helps ! :)

GaryGB
 
But what make I wrong ? I read the help file, but I couldn't find my mistake. SBuilder creats the files and put it into a folder called work. In this folder are bitmaps and two bgl files. Now I create a folder in Fs9 with the subfolders scenery and texture. The Bitmpas I put into texture and the two bgl files in scenery. Then I add the folder to the scenery library. So what is my mistake?

Is there also another tool which can make it. Maybe GMAX?
 
If your goal is only to make a high-resolution custom photo-real ground texture for the flattened area underneath the airport itself (or only portions of the airport), that can be done without use of the FS SDK Resample methods ...via a textured "Ground Polygon".

One can use the Ground Polygon Wizard in Arno's ModelConverterX (aka "MCX"), or via the Ground Polygon Tool (aka "G-Poly" or "GP" Tool) in Airport Design Editor (aka "ADE").

The latter method uses a legacy (pre-FSX) texture draping technique via ASM code generated via the ex: SCASM BGL compiler utility.

You can use GMAX / 3DSMAX / Blender / Sketchup etc. to create the textured "flat" 3D object which is then imported into MCX for export as a "textured ground polygon" (essentially a terrain mesh clinging "decal").

Alternatively, you may wish to ZIP your existing project files (source and output BMP, INF and/or SCM with the compiled BGL files) and post a link to them on a download site such as DropBox, MediaFire, MS-OneDrive, Google Cloud etc. so that someone here at FSDeveloper may examine them and perhaps offer further assistance.


FYI: The FS SDK Resample methods are hard-coded to limit resolution in FS2004 (aka "FS9") to 4.8 Meters / Pixel on the ground.

The SBuilder for FS9 method of creating "1.2 or 2.4 Meters / Pixel high-resolution custom Photo Scenery" is a legacy method which produces much more detailed ground textures than is possible via the MSFS 2004 SDK Resample method.

The legacy "Ground Polygon" texture draping technique via ASM code generated via the ex: SCASM BGL compiler utility produces detailed ground textures which are theoretically limited only in practicality by their file size and pixel dimensions, and also by the load time and physical proximity of the user aircraft required for them to even be displayed while flying or taxiing on-ground.

NOTE: The higher one's texture resolution, the closer one must be in order to even see them ...due to the inherent LOD-switching / MIPMAP-switching mechanisms in MSFS.


Hope this helps a bit more ! :)

GaryGB
 
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Hi Gary what do you mean by << NOTE: The higher one's texture resolution, the closer one must be in order to even see them ...due to the inherent LOD-switching / MIPMAP-switching mechanisms in MSFS. >>. The thing is that I have a very old payware airport which hasn't got a photoreal ground. It's a airport of the old Aerosoft German Airports 1 (EDDN). To improve it I would have the photoreal ground under it. But the help file of SBuilder says << Unfortunately you can not make AFCAD scenery to show over the high resolution scenery. The only way to solve this is to make a transparent zone at the runway and taxiways locations>>. So would my airport be shown in FS9 or not?

The only problem I have when creating high resoolution scenery on Win7 that it doesn't show in FS. When I want to create the same scenery in Windows Xp I get a Compilitation Error (see other thread). When I change the commas to dots I got a overflow error when I typed in the coordinates. Creating VTP Photoscenery works fine with SBuilder in Windows Xp. But is it normal that I have to put The VTP textures in scenery/world/texture folder in order to get not a CTD while FS9 is loading the scenery? When I put them into another texture folder, FS9 stops loading and I get a CTD.
 
Hi Gary:

What do you mean by:

<< NOTE: The higher one's texture resolution, the closer one must be in order to even see them ...due to the inherent LOD-switching / MIPMAP-switching mechanisms in MSFS. >>.

MSFS only shows higher detail models and higher resolution MIPMAPS of mapped textures when ones user aircraft is physically closer to the object.

Typically there are several different Levels Of Detail (aka "LODs") for objects, and there also several different sizes of images of different resolutions (aka "MIPMAPs") within the texture files mapped onto those objects.

Thus, objects are displayed at run time in MSFS according to changes of the apparent object size (measured in the number of pixels each objects image is represented by on ones monitor) ...as a function of ones distance from the object.


The thing is that I have a very old payware airport which hasn't got a photoreal ground. It's a airport of the old Aerosoft German Airports 1 (EDDN). To improve it I would have the photoreal ground under it. But the help file of SBuilder says:

<< Unfortunately you can not make AFCAD scenery to show over the high resolution scenery. The only way to solve this is to make a transparent zone at the runway and taxiways locations>>.

So would my airport be shown in FS9 or not?

AFCAD scenery (in this context, airport textured "on-ground" objects such as RWYs, Taxiways / Aprons etc.) normally has top display priority so that it shows above all other textured ground objects ...including VTP polygons

"Ground Polygons", however, can and will display on top of the airport-type (AFCAD) objects IF one assigns them to display at the proper assigned placement Altitude, and in the proper VTP "layer number".

NOTE: Think of VTP "layer number" as a 'drawing order sequence number' (IIRC, larger VTP layer number means it draws later ...on top of preceding layers with smaller VTP numbers).

AFAIK, Ground Polygon VTP layer numbers should be separated by units of 4, so if a layer already is in use at VTP layer 8, the next one used should be 12 etc.)


See: http://www.fsdeveloper.com/forum/threads/custom-land-class.426177/


BTW: The SBuilder for FS9 method of creating "1.2 or 2.4 Meters / Pixel high-resolution custom Photo Scenery" also can be displayed on top of the AFCAD layer:

http://www.fsdeveloper.com/forum/threads/sbuilder-texture-polygon-under-afcad-how.15601/

...Some other links:

https://www.google.com/#q=site: www.fsdeveloper.com VTP layer number AFCAD


The only problem I have when creating high resoolution scenery on Win7 that it doesn't show in FS. When I want to create the same scenery in Windows Xp I get a Compilitation Error (see other thread). When I change the commas to dots I got a overflow error when I typed in the coordinates. Creating VTP Photoscenery works fine with SBuilder in Windows XP.

AFAIK, the MSFS, the FS SDKs, and all 3rd party FS add-on content creation utilities are written to utilize the North-American decimal separator of a 'Dot' or 'Period', rather than the comma which some European countries use instead.

When using MSFS and/or any of the FS add-on content creation utilities, you must use the 'Dot' or 'Period', rather than the comma as a decimal separator regardless of whether you get crashes, as this has nothing to do with quirks of how some utilities work (or do not work) under Windows XP. Some utilities utilize programming code and/or DLL libraries which will simply not work in Windows XP

http://windows.microsoft.com/is-is/...s-currency-measurements-display#1TC=windows-7



But is it normal that I have to put The VTP textures in scenery/world/texture folder in order to get not a CTD while FS9 is loading the scenery? When I put them into another texture folder, FS9 stops loading and I get a CTD.

FS9 crashes if the rendering engine cannot find mapped textures for a "Land Class" BGL in the default folder path:

[FS2004 install path]\Scenery\World\Texture

IIRC, Vector Textured Polygons (aka "VTP" BGLs) output as a 'replacement' for default FS9 "Land Class" always require their textures to be located in the folder specified above (...otherwise CTDs occur when the user aircraft is in a geographic area which triggers FS to load the VTP BGL whose textures are "mis-placed").


Hope this explains things a bit more clearly for you. :)

GaryGB
 
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Thank you Cary for your detailed instructions :)

Maybe I put the high resolution photos into the wrong folder. I made a folder in FS9 >>My Project<< with the subfolders Texture and Scenery. Then I put the Photo.bgl and scm file into the Scenery folder and the xxxx_1024_SU.bmp in the Texture folder. Next I add it to the scenery library. But FS9 doesn't schows the photo.
 
Last edited:
[Part 1 of 6 parts]

Hello:

I am looking further into this topic of SBuilder for FS9 photo scenery along with an examination of your files linked above.

* Regarding your own files linked above, see my initial impressions posted below at:

http://www.fsdeveloper.com/forum/th...-background-for-a-airport.434062/#post-711032


* ...and my additional comments below at:

http://www.fsdeveloper.com/forum/th...-background-for-a-airport.434062/#post-711037


You may wish to review this information which apparently did not make it into the SBuilder.chm help file, but rather was posted on the ptsim.com SBuilder discussion forums.

Also, be aware that some parts of the Help file linked to online content posted on ptsim.com, so when the ptsim.com website is offline, end users are left with 'dead links' and missing information in the Help file. o_O

NOTE: Although the forums cited above are presently "offline", for the immediate future, one may be able to view the Google cache of those forums and some of their linked images via queries on Google.

One such SBuilder forum thread seems to explain what is required to implement custom VTP photo scenery:

http://webcache.googleusercontent.com/search?q=cache:QoWgjjgs5ScJ:www.ptsim.com/forum/viewtopic.php?p=1656 &cd=1&hl=en&ct=clnk&gl=us

================================================================

[Reconstructed in this thread for reference purposes]

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Comparison - Normal Photo to Hi-Res Photo
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5 posts • Page 1 of 1
Comparison - Normal Photo to Hi-Res Photo
by boleyd » Thu Aug 25, 2005 1:17 pm

The picture shows the difference between normal photo-real scenery and high-resolution photo real scenery. The normal photo-real is at 4.8 meters/pixel while the high resolution is at 1.2 meters/pixel.

Notice that the alignment is very good. However, the shading of the color is different because of the higher density of the color pixels on the right. Both photos sourced from Google via Luis's program.



200582571724_SNAG-001.jpg

comparison-normal-photo-to-hi-res-photo-jpg.22797

(Found via Google Images search)


This second view is from 5000 AGL and continues to show a somewhat more pleasing appearance for the high resolution scenery in the foreground. While the pictures show a much more real presentation the practical limits are quickly reached. File sizes and load times become an issue. The creation is also time consuming since you must use much smaller areas per compile or the file sizes make SBuilder difficult to use. Another issue is that photos sourced from Google now show the watermarks in the higher resolution. Performance in FS2004 does not seem to suffer once the longer load time expires. However, the high resolution textures can quickly blur when the aircraft moves some unknown distance fro the textured area. The may be FS9.CFG parameters to reduce this but I have not experimented with any.


200582572719_SNAG-002.jpg

comparison-normal-photo-to-hi-res-photo_2-jpg.22798

(Found via Google Images search)

Just another view showing how enhanced a golf course is in hi-res.


200582573824_SNAG-003.jpg

< linked image missing ? >

Dick Boley near 5G8
boleyd
Posts: 402
Joined: Sun Sep 19, 2004 9:57 pm
Location: USA
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by prmp » Fri Sep 02, 2005 12:19 pm

Hi
I´m try do this hi-resolution a long time but
i can´t do it.
I´m scenery designer in Brasil and i´m make a big sceney
from Sao Paulo.
If can help me thanks!
exist a little(tutorial) explain about hi resolution.
Thanks
for you help
Paulo Ricardo
look some shoots

< (5) linked images all missing ? >
prmp
Posts: 100
Joined: Tue Jun 07, 2005 8:35 am
Location: Brazil
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by bpahe » Fri Sep 02, 2005 1:41 pm

Hi Dick!

Thanks for the showcase! This has really convinced me about exporting hi-res material for my rather small area (some 2x2 km)!
Now, how does that autogen work with the hi-res material? Is it possible to make AGN-files corresponding to the bitmaps?

/hans
bpahe
Posts: 50
Joined: Fri May 14, 2004 2:55 am
Location: Sweden
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by Luis Sa » Fri Sep 02, 2005 5:30 pm

Hi Hans,

My idea about the high res scenery was precisely for small areas as yours.

You should make for such an area:

- the (custom terrain) mesh (so that the high res coincides with it)

- the VTP scenery (4.8m/p) with an acompanying autogen made by another program
- the high res MADE FROM THE SAME SOURCE BITMAP used in the VTP scenery.


The high res can be though as a "FSDS or gmax skin object".

Good luck,

Luis

Luis Sa

Posts: 1558
Joined: Sun May 18, 2003 10:17 am
Location: Portugal
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by Horst » Fri Sep 02, 2005 6:51 pm

Hello,
I think, the problem is the priority. How the FS game is using mesh data.

Horst
Horst
Posts: 137
Joined: Sun Sep 19, 2004 4:08 am
Location: Austria
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Last edited:
[Part 2 of 6 parts]

NOTE: When one imports your BGL file into Arno's ModelConverterX ( aka "MCX"), it seems that the SCASM code generated by SBuilder worked properly, however the photo real textured surfaces created within the 3D geometry appears "extruded" vertically rather than being flattened to the ground plane.

This thread reconstructed from the original ptsim.com forum alludes to the cause being, IIUC, that the textured polygons must be "draped" onto a custom terrain mesh (via a HeightMap BMP containing BSQ elevation data) within SBuilder when created ...in order for polygon vertices to utilize those terrain elevations as a Z-coordinate for display at run time in the MSFS 3D world:

http://webcache.googleusercontent.com/search?q=cache:Hkd4iQu8C6AJ:www.ptsim.com/forum/viewtopic.php?p=1322 &cd=9&hl=en&ct=clnk&gl=us

================================================================

[Reconstructed in this thread for reference purposes]

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High-res photoreal scenery problem


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8 posts • Page 1 of 1



High-res photoreal scenery problem
by bassgeo » Sun Jun 12, 2005 10:00 pm

Hello Luis,
My name is Panos Georgotas registered user of your genius program!

Now here is the problem:
When I'm trying to make a high - resolution scenery the project finishing without any error, but the textures appears vertically!! (As you can see in my screen shot below).

Best regards,
Panos

2005612153634_sbuilder.jpg


sbuilder-high-res-photoreal-scenery-problem-jpg.22799


View attachment 22799
(Found via Google Images search)


Panos M Georgotas
bassgeo
Posts: 19
Joined: Mon Jun 06, 2005 11:27 pm
Location: Greece
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bassgeo said:
by bassgeo » Mon Jun 13, 2005 2:10 am

I forgot to include the source code.


Header( 1 39 37 25 23 )
LatRange( 37 39 )

; High Resolution Photo # 1

Area( B 37.98522949 23.70849609 50 )
LayerCall( :lcall 4 )
Jump( : )
:lcall
RefPoint( 2 :return 1 37.98522949 23.70849609 E= 0 v1= 5000 v2= 1200 )
BGLVersion( 0800 )
TextureList( 0
6 FF 255 255 255 0 50.000000 013013003232230_1024_Su.bmp
)
MaterialList( 0 0.10 0.80 0.20 1.00 0.00 0.00 0.00 1.00 0.00 0.00 0.00 1.00 0.00 0.00 0.00 1.00 0.00 )
VertexList( 0
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EndA
 
Last edited:
[Part 3 of 6 parts]
bassgeo said:
; High Resolution Photo # 3

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Last edited:
[Part 4 of 6 parts]
bassgeo said:
; High Resolution Photo # 5

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; High Resolution Photo # 6

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EndA
 
Last edited:
[Part 5 of 6 parts]
bassgeo said:
; High Resolution Photo # 7

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; High Resolution Photo # 8

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642.9060 31636.0000000 -458.6655 0.0 1.0 0.0 1.000 0.125 ; vertex #017
-642.8940 19301.0000000 -305.7770 0.0 1.0 0.0 0.000 0.250 ; vertex #018
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-321.4470 14163.0000000 -305.7770 0.0 1.0 0.0 0.250 0.250 ; vertex #020
-160.7235 38054.0000000 -305.7770 0.0 1.0 0.0 0.375 0.250 ; vertex #021
000.0000 40120.0000000 -305.7770 0.0 1.0 0.0 0.500 0.250 ; vertex #022
160.7235 3119.0000000 -305.7770 0.0 1.0 0.0 0.625 0.250 ; vertex #023
321.4470 43445.0000000 -305.7770 0.0 1.0 0.0 0.750 0.250 ; vertex #024
482.1705 32413.0000000 -305.7770 0.0 1.0 0.0 0.875 0.250 ; vertex #025
642.8940 47827.0000000 -305.7770 0.0 1.0 0.0 1.000 0.250 ; vertex #026
-642.8820 15189.0000000 -152.8885 0.0 1.0 0.0 0.000 0.375 ; vertex #027
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-160.7205 0018.0000000 -152.8885 0.0 1.0 0.0 0.375 0.375 ; vertex #030
000.0000 25471.0000000 -152.8885 0.0 1.0 0.0 0.500 0.375 ; vertex #031
160.7205 32663.0000000 -152.8885 0.0 1.0 0.0 0.625 0.375 ; vertex #032
321.4410 0039.0000000 -152.8885 0.0 1.0 0.0 0.750 0.375 ; vertex #033
482.1615 36258.0000000 -152.8885 0.0 1.0 0.0 0.875 0.375 ; vertex #034
642.8820 23165.0000000 -152.8885 0.0 1.0 0.0 1.000 0.375 ; vertex #035
-642.8699 8507.0000000 000.0000 0.0 1.0 0.0 0.000 0.500 ; vertex #036
-482.1524 22118.0000000 000.0000 0.0 1.0 0.0 0.125 0.500 ; vertex #037
-321.4350 60658.0000000 000.0000 0.0 1.0 0.0 0.250 0.500 ; vertex #038
-160.7175 15444.0000000 000.0000 0.0 1.0 0.0 0.375 0.500 ; vertex #039
000.0000 55777.0000000 000.0000 0.0 1.0 0.0 0.500 0.500 ; vertex #040
160.7175 39345.0000000 000.0000 0.0 1.0 0.0 0.625 0.500 ; vertex #041
321.4350 6712.0000000 000.0000 0.0 1.0 0.0 0.750 0.500 ; vertex #042
482.1524 0029.0000000 000.0000 0.0 1.0 0.0 0.875 0.500 ; vertex #043
642.8699 21878.0000000 000.0000 0.0 1.0 0.0 1.000 0.500 ; vertex #044
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321.4290 8001.0000000 152.8885 0.0 1.0 0.0 0.750 0.625 ; vertex #051
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-642.8339 19555.0000000 458.6655 0.0 1.0 0.0 0.000 0.875 ; vertex #063
-482.1254 24443.0000000 458.6655 0.0 1.0 0.
bassgeo
Posts: 19
Joined: Mon Jun 06, 2005 11:27 pm
Location: Greece
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Last edited:
[Part 6 of 6 parts]

by prmp » Mon Jun 13, 2005 7:23 pm

Hi
Which size has you photo?
Thanks
Paulo
prmp
Posts: 100
Joined: Tue Jun 07, 2005 8:35 am
Location: Brazil
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by bassgeo » Mon Jun 13, 2005 7:35 pm

Here is my image info.
2868 x 2430 Pixels (6.97 MPixels)
16,7 Millions (24 BitsPerPixel)
Thanks Paulo.

Panos M Georgotas
bassgeo
Posts: 19
Joined: Mon Jun 06, 2005 11:27 pm
Location: Greece
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by prmp » Mon Jun 13, 2005 7:52 pm

Thanks
I´m try make photoreal scenery with Sbuilder I did, but when I start the scenery my FS9, Crash, (turn off) Did you see that ?

I´d like to know the diference between normal scenery with 4.8 and high resolution scenery!

Do you have one photo with High Res?

If you can help I will grateful
Thanks
Paulo
prmp
Posts: 100
Joined: Tue Jun 07, 2005 8:35 am
Location: Brazil
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by Luis Sa » Mon Jun 13, 2005 9:47 pm

Hi Panos,

I will repeat some lines of the generated SCASM file:

RefPoint( 2 :return 1 37.98522949 23.70849609 E= 0 v1= 5000 v2= 1200 )
BGLVersion( 0800 )
TextureList( 0
6 FF 255 255 255 0 50.000000 013013003232230_1024_Su.bmp
)
MaterialList( 0 0.10 0.80 0.20 1.00 0.00 0.00 0.00 1.00 0.00 0.00 0.00 1.00 0.00 0.00 0.00 1.00 0.00 )
VertexList( 0
-642.7256 15702.0000000 -611.5540 0.0 1.0 0.0 0.000 0.000 ; vertex #000
-482.0442 20819.0000000 -611.5540 0.0 1.0 0.0 0.125 0.000 ; vertex #001


Note this:

RefPoint( 2 :return 1 37.98522949 23.70849609 E= 0
....................^
..................scale

The 1 is the scale which means that positional values will be read as meters!


Now I will read vertex 0. It seems OK on the X and Y but completely wrong on the Z! Note that the syntax is

X Z Y NX NZ NY TX TY

X Y Z are the coordinates. Therefore

X = -642 meters (to the west of the RefPoint above)
Y = -611 meters (to the south)

but it is in the sky (Mt. Olympus?) because Z=15702 meters. It looks that you you are not giving SBuilder a mesh bitmap from which SBuilder can read the altitudes and position the points. If you made a mesh for the area with SBuilder, then you have the referred to bitmap.

If not, it could be difficult to proceed. At least you can place a flat polygon (LWM2) and your points will get the same consonant constant altitude of the flat polygon.


Luis

Luis Sa

Posts: 1558
Joined: Sun May 18, 2003 10:17 am
Location: Portugal
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by bassgeo » Tue Jun 14, 2005 2:20 am

The solution was:
(Load) A mesh terrain map first and then a photo real map.

Bravo Luis!

2005613201754_YES.jpg




Panos M Georgotas
bassgeo
Posts: 19
Joined: Mon Jun 06, 2005 11:27 pm
Location: Greece
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Re: High-res photoreal scenery problem
by kestas » Sat Nov 27, 2010 9:56 am

Hi Luise:

I create hi-re photo scenery, but what i have got:

< linked image missing ? >

what i doing wrong, maybe you could help me

kestas said:
Header( 1 58 56 25 23 )
LatRange( 56 58 )

; High Resolution Photo # 1

Area( B 56.94763184 23.84033203 50 )
LayerCall( :lcall 4 )
Jump( : )
:lcall
RefPoint( 2 :return 1 56.94763184 23.84033203 E= 19825.1481481 v1= 5000 v2= 1200 )
BGLVersion( 0800 )
TextureList( 0
6 FF 255 255 255 0 50.000000 011213223011011_1024_Su.bmp
)
MaterialList( 0 0.10 0.80 0.20 1.00 0.00 0.00 0.00 1.00 0.00 0.00 0.00 1.00 0.00 0.00 0.00 1.00 0.00 )
VertexList( 0
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-222.3960 3054.8518519 -611.5540 0.0 1.0 0.0 0.250 0.000 ; vertex #002
-111.1980 1013.8518519 -611.5540 0.0 1.0 0.0 0.375 0.000 ; vertex #003
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111.1980 1777.8518519 -611.5540 0.0 1.0 0.0 0.625 0.000 ; vertex #005
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000.0000 2042.8518519 -305.7770 0.0 1.0 0.0 0.500 0.250 ; vertex #022
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333.5694 -6213.1481481 -305.7770 0.0 1.0 0.0 0.875 0.250 ; vertex #025
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333.5448 2043.8518519 000.0000 0.0 1.0 0.0 0.875 0.500 ; vertex #043
444.7264 13593.8518519 000.0000 0.0 1.0 0.0 1.000 0.500 ; vertex #044
-444.7100 1013.8518519 152.8885 0.0 1.0 0.0 0.000 0.625 ; vertex #045
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000.0000 0747.8518519 152.8885 0.0 1.0 0.0 0.500 0.625 ; vertex #049
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222.3550 26413.8518519 152.8885 0.0 1.0 0.0 0.750 0.625 ; vertex #051
333.5325 1781.8518519 152.8885 0.0 1.0 0.0 0.875 0.625 ; vertex #052
444.7100 -0789.1481481 152.8885 0.0 1.0 0.0 1.000 0.625 ; vertex #053
-444.6936 -13391.1481481 305.7770 0.0 1.0 0.0 0.000 0.750 ; vertex #054
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111.1734 2798.8518519 305.7770 0.0 1.0 0.0 0.625 0.750 ; vertex #059
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333.5202 3071.8518519 305.7770 0.0 1.0 0.0 0.875 0.750 ; vertex #061
444.6936 0751.8518519 305.7770 0.0 1.0 0.0 1.000 0.750 ; vertex #062
-444.6773 22831.8518519 458.6655 0.0 1.0 0.0 0.000 0.875 ; vertex #063
-333.5079 0231.8518519 458.6655 0.0 1.0 0.0 0.125 0.875 ; vertex #064
-222.3386 -9039.1481481 458.6655 0.0 1.0 0.0 0.250 0.875 ; vertex #065
-111.1693 1775.8518519 458.6655 0.0 1.0 0.0 0.375 0.875 ; vertex #066
000.0000 20775.8518519 458.6655 0.0 1.0 0.0 0.500 0.875 ; vertex #067
111.1693 -4905.1481481 458.6655 0.0 1.0 0.0 0.625 0.875 ; vertex #068
222.3386 1005.8518519 458.6655 0.0 1.0 0.0 0.750 0.875 ; vertex #069
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444.6773 4861.8518519 458.6655 0.0 1.0 0.0 1.000 0.875 ; vertex #071
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-111.1652 1005.8518519 611.5540 0.0 1.0 0.0 0.375 1.000 ; vertex #075
000.0000 0747.8518519 611.5540 0.0 1.0 0.0 0.500 1.000 ; vertex #076
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222.3304 1005.8518519 611.5540 0.0 1.0 0.0 0.750 1.000 ; vertex #078
333.4957 41587.8518519 611.5540 0.0 1.0 0.0 0.875 1.000 ; vertex #079
444.6609 4850.8518519 611.5540 0.0 1.0 0.0 1.000 1.000 ; vertex #080
)
SetMaterial( 0 0 )
DrawTriList( 0
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018 028 027 018 019 028 019 020 028 020 029 028 027 028 036 028 037 036 028 038 037 028 029 038
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060 070 069 060 061 070 061 062 070 062 071 070 069 070 078 070 079 078 070 080 079 070 071 080
)
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kestas
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Joined: Wed Nov 24, 2010 7:17 pm
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================================================================



FYI: There is info on the SBuilder for FS9 custom terrain mesh creation workflow in the SBuilder.chm Help file

Also see:

http://www.michael-schaeuble.de/tutorials/sbuilder-for-fs9/creating-mesh-scenery.html

http://www.fsdeveloper.com/forum/threads/sbuilder-hi-res-photo-and-terrain-mesh.424717/

https://www.google.com/#q=SBuilder high resolution photo


BTW: As you may now realize, the SBuilder workflow for making VTP photo scenery is rather complex. :alert:


You may instead wish to use ex: GMAX to make a textured Ground Polygon MDL and import it into MCX. :idea:

You can then use the MCX Ground Polygon wizard to export the 'G-Poly' into FS2004 BGL and texture format:

http://www.fsdeveloper.com/wiki/index.php?title=ModelConverterX

http://www.fsdeveloper.com/wiki/index.php?title=File:ModelConverterX_ground_polygon_wizard.jpg


Hope this info helps further with the learning process. :)

GaryGB
 
Last edited:
Hi Gary,

I didn't know until now that it is so difficult to create a thing like this with SBuilder. Instead I tried yesterday Gmax. But I have no Ideawhat are the steps I have to do to import my image. Is there maybe a good video tutorial for that?
 
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