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How to "paint" the ground?

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I'm sure this questions has been asked dozens of times already, but I didn't have any luck finding any answers so far, so I'll try it here:

How do I "fix" ground textures after I've removed incorrect vegetation? e.g. after I remove a large tree, there's still a big green spot on the texture beneath it:
patch.jpg


I cannot just put a polygon texture on top of it, as that will a) hardly ever give a good texture match, and b) will leave very obvious edges where the coverage ends.

Can I create a bitmap in Photoshop, and import that? And if so, what happens to those edges? Can they be defined (via alpha levels) to slowly fade out?

Or what's the best way to go about this?

P.S. Looks like somebody just posted a tutorial about this exact question:
And it worked like a charm... ;)
 
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rhumbaflappy

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Another approach:


You could take a screenshot of the surrounding area to more closely match the grass. Trim or resize to a power of 2 (say 512x512), and it should match pretty good.
 
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Yeah, I watched that one too, but his example did NOT look very impressive (scale mismatch, extreme tiling, and hard edges).

Perhaps, if you apply it carefully enough, it does work, but his demonstration did not really convince me to try it out.
 

rhumbaflappy

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There are sceneries that won't be airports, so aprons won't be available. You can control the scale, colorization, etc. with the creation of the material. Tiling can be controlled with the texture itself, or following things like fencelines with the poly. Hard edges are a problem, but you can have some transparency. For areas that are not airport addons, it's all we have.
 

rhumbaflappy

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All that said, trying to use a textured poly with the 0600 SDK does not work for me. I can add water or terraforming , but not texture. Looking at the shapefile, it looks fine. So either it is not compiled correctly, or the newer version of the sim broke textured polys.
 

rhumbaflappy

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I have found out some textured polygons don't work with some of the material choices, or so it seems.
 

rhumbaflappy

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You can now use aerial imagery to patch tiles. You can use an alpha channel in 32-bit PNG as a mask, to replace areas of tiles, if the whole tile is not needing replacement. The ordering of overlaying tiles is controlled alpha-numerically within the Community folder. Single tiles as in 1 and 3. Multiple tiles as in 2 and 4.



ordering.png


Aerial ordering.png
 
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