• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

P3D v4 Import GP

Congratulations, Peter. :)

By having used GeoTIFF2INF you now have the Geo-referencing info inside the INF file'; it is best to always keep it in that file.

One must edit the source file(s) for imagery to implement any desired changes; we can not edit SDK Resample compiled BGLs.

If you are careful to keep all source image(s) at exactly the same total number of pixel rows and columns during editing, the Geo-referencing info inside the INF file will allow you to work with impunity on the GeoTiff, because the the Geo-referencing info inside the GeoTiff file header is lost with all but a (very) few graphics applications (ex: Paint.NET does not lose GeoTiff Geo-referencing).

If you opt to use GIMP, be aware of some quirks to avoid incompatibility of any file format changes it would impose on output:



Now you must contemplate what you wish to achieve with your imagery BGL.

Most FSDevs want to apply basic corrections to sharpness, contrast, brightness, gamma, and FS color palette compatibility.

Next, they want Night textures, and seasonal variants that automatically switch with time of day / year.

Others want imagery textured Ground Polygons (aka "G-Polys) as flat / level 3D objects with FS attributes 'terrain' can not show.

FSDeveloper is the place to "read all about it". and learning can take quite some time depending on what one wishes to do.

Note that this is the core query structure I would use on Google to perform more comprehensive searches at FSDev forums:


I suggest trying SBuilderX' methods, so that you have a built in engine to combine variant imagery files / channels in (1) INF file.

Here is an excerpt from one of my prior posts pertinent to what, IIUC, you may be wanting to achieve:

To learn procedures for making more accurate scenery in local FS world areas, you may wish to review this tutorial:

Terrain Design


File Description:
Terrain Design for Flight Simulator X

This simple illustrated document explains the basic concepts in Flight Simulator X terrain, and how to change them using SBuilder for FS X. Make new water bodies, roads, vehicle traffic, airport flattens, remove autogen, add more detail - anybody can do it easily and quickly.
My most sincere apologies - I am unable, for lack of free time, to offer support of any kind. For questions or problems, please post in the Avsim scenery design forum.

Filename: terrain_design_for_flight_simulator_x.zip
License: Freeware
Added: 14th December 2009, 13:29:15
Downloads: 16648
Author: Luis Feliz-Tirado
Size: 3991kb


To make more accurate FS scenery, you are likely to also encounter these topics at some point as well:

Make photo-real ground textures


File Description:
It is very easy to create your very own high-resolution, custom (photo-real) ground textures. This document explains the concepts and techniques and illustrates the use of SBuilderX with which you can quickly and easily download aerial images and make this type of scenery. So, why hesitate? Make Flight Simulator scenery as real as it gets! Very sorry - no support of any kind is offered. Please do not write. For any questions, please post in the Avsim Scenery Design Forum.

Filename: make_photo-real_ground_textures_in_fs_x.zip
License: Freeware
Added: 21st November 2009, 23:20:06
Downloads: 17714
Author: Luis Feliz-Tirado
Size: 2143kb

How to create photoreal scenery for FSX

Using the Autogen Annotator


File Description:
The Autogen Annotator is a powerful tool for modifying the autogen of default ground textures or adding autogen to custom (photo-real) ground. This document illustrates the use of the tool, and includes a pictorial guide to all autogen object types. Very sorry - no support of any kind is offered. Please do not write. For any questions, please post in the Avsim Scenery Design Forum.

Filename: using_the_autogen_annotator_264833.zip
License: Freeware
Added: 21st November 2009, 16:18:51
Downloads: 4220
Author: Luis Feliz-Tirado
Size: 8930kb


You may also wish to review at least the first few pages of this (long) very informative thread by Tiberius et al:


PS: That thread has numerous contributions by Jim Robinson, which expand our knowledge of how to better use SBuilderX.

I hope this helps with the learning process on this topic. :)

Last edited:
Hi Gary,
thank you very much for your contribution.
You were really a huge help to make this photoreal.

As you write:
"FSDeveloper is the place to "read all about it". and learning can take quite some time depending on what one wishes to do".

I am now going to 'study' to bring this to a successful end.

Thanks again,
Peter from Tsonjingboldog / Mongolia