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How exactly do you make a blendmask? I understand how they work, but how do you make them work to show up in FS for your specific scenery?
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Ok, I think I figured out what to do. However, where do I put the source code file?A simple blendmask is black and white, pure color. Black area excludes, white area leaves in. File needs to be in 8-bit grayscale. A more detailed blendmask file has some level(s) of gray between the black and white to smooth the transition from one to the other.
The INF file to be run through Resample needs to address both files, source and blendmask. The Source portion needs to address which channel (subsequent file number) applies to the blendmask.
Examples are provided in the SDKs.

[Source]
Type = MultiSource
NumberOfSources = 2
[Source1]
Type = BMP
Layer = Imagery
SourceDir = "."
SourceFile = "photoscenery.BMP"
Variation = All
Channel_BlendMask = 2.0
NullValue = 255,255,255
SamplingMethod = Gaussian
ulyMap = 18.4613733754415
ulxMap = -66.1074829101563
xDim = 1.07288360595703E-05
yDim = 1.01770878979585E-05
[Source2]
Type = TIFF
Layer = None
SourceDir = "."
SourceFile = "blendmask.tif"
SamplingMethod = Gaussian
ulyMap = 18.4613733754415
ulxMap = -66.1074829101563
xDim = 1.07288360595703E-05
yDim = 1.01770878979585E-05
[Destination]
DestDir = "."
DestBaseFileName = "L16X41467X41473Y58695Y58699"
DestFileType = BGL
LOD = Auto
UseSourceDimensions = 1
CompressionQuality = 85

The INF file would need to be copied on top of the Resample.exe compiler, cut and paste. Command line tools can be difficult to understand at times.
Also, since you're working in SBuilderX, if you take the source file's name, ie photoscenery.bmp and name the blendmask file as photoscenery_b.tif then SBX will recognize it and include it in the compiling process while working in SBX.

It's late for me and my eyes are tired, but try changing the Layer in section 2 to Imagery, instead of None and see if that works.


Get DXTBMP... its a handy little util.
You open your image and then you can import the mask and export as a tif... then you see it exactly outside of FS... and you can tweek.
A lot of these graphic tools like gimp have a smudge brush that you just move along the edge of the mask... save it first.
Now listen carefully... pull yourself into yourself... ha ha
Right Click anywhere on the white area... click props and look at the tabs... make sure you have the photo alpha clicked and summer and make sure you have the BGL paths right...
Now grab yourself and hold yourself... I'm translating from my native tongue... its crazy... ha ha
Now deselect everything... then view just the maps... then select only the map from the menu... JUST MAP... so the map it selected... then right click on the EDGE... and you will get more tabs... set the paths to your image and to the alpha... if you get it right you can go back to view and toggle from summer to alpha... and if you see them... you got it right...
Select everything... then select everything in BGL... have a cup of coffee... then start FS... assuming you sending the BGLs to Addon and you have told FS about the folder... and witness your miracle
You only have to generate all the bitmaps once... because it takes a while...
Enjoy... its the right edge click thats hiding what you need to set...
In SBuilder its a rule... if in doubt... live on the edge... damn I better get some sleep![]()

