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How to make a blendmask work?

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puertorico
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?
 
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.
 
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.
Ok, I think I figured out what to do. However, where do I put the source code file?
I currently just took the .bgl and texture file and put it into FS. I didn't put any of the source code that sbuilder generates.
 
Ok I I edited the inf file. This is what it says.
Code:
[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
However, I don't know what to do with the inf. I open the bgl in TMfviewer but the updated blendmask does not show up and neither does the updated .bmp.
 
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.
 
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.

I did the resampler thing. Did not work. It still dont see the blendmask on tmfviewer.
 
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 ;)
 
Last edited:
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 ;)

All dxtbmp did was stretch the image lol. I also cannot find any option to export as a tif.
 
I MADE IT WORK!.
lol, the resample tool needs to be in the same folder as the .bgl.
Sounds dumb but there is nowhere that this is stated. :rolleyes:
 
Yeah meant to say Targa with Alpha.... not tif... its late ;)
It puts them together... as one... you see it... ;)
When I setup SB9 I didn't change a thing, just set the paths... but hey its working...

The reason you have two paths to BGL is that in the Addon Scenery you will have

MyProj -> scenery
MyProj -> texture

like all the others... BUT you also have

MyProj_CLASS -> scenery

{no texture}

Thats NB

Have fun... it gets very easy in the end... promise ;)
 
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