• 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.

Landclass region split

Messages
4
Country
us-colorado
Hello, I'm working on a landclass file that happens to be on top of the split between FSX landclass regions B and C. At the split the textures for the landclass change, right in the middle of the grid, even though the values are the same in my sbuilder file and when I look through the TMFviewer.

How can I get the same landclass texture across both regions? I've tried to look at Holgers table and use a different class(or find equivalent) at the split, but I'm not getting the results I want.

Basically I place the landclass in region C, put the same one in the grid right next to it which is in region B, and see 2 different textures. I thought I was using a default lc texture that would work the same in both regions. Landclass in question is #16 Shrub Evergreen. Also using GEX if that matters.

Sorry if this is confusing, maybe I need to fix the region file?

Thanks for any help.
 
You probably can make a region file to change it's boundaries. The forum should have some info on making a region file... use search.

Dick
 
Thats what I thought, I was just hoping to click away adding landclass with sbuilder without having to delve into messing with region files.

Thanks!
 
Ok, sorry if this is stupid, but I can't figure out how to open my .raw files to edit, to create my region file. I see you just load into an image editor, which I've been trying to do.

I'm using GIMP, have dl'ed all sorts of RAW plug-ins, and tried paint.net

I must be missing something because it seems like it should be easy.

I've really tried to search for all my answers before posting, thanks again.
 
If you have java enabled on your computer, there is a simple image processing program that will import and export 8-bit raw images:

ImageJ

It's simple and works well with 257x257 images. You can save raw data as a GIF, import to Paint.net, or another program, save as GIF, and translate back to 8-bit raw in ImageJ

Or you could just work in ImageJ.

Or you could do most of the work in SBuilderX, and then use the INF and RAW file a basis for doing a region. I'm guessing you want to change the region to C, which is value 2. Just draw a waterclass with a single 2 value in SBuilderX.

Here's a typical SBuilderX waterclass INF:

Code:
[Source]
   Type = Raw
   SourceDir = "."
   SourceFile = "WC_2416.raw"
   Layer = WaterClass
   SamplingMethod = Point
   SampleType = UINT8
   NullValue = 254
   ulyMap =  45
   ulxMap = -90
   nCols = 257
   nRows = 257
   xDim =  .0146484375
   yDim =  .010986328125

[Destination]
   DestDir = "."
   DestBaseFileName = "WC_2416"
   DestFileType = BGL
   UseSourceDimensions = 1

Change Layer = WaterClass to Layer = Region
Change DestBaseFileName = "WC_2416" to DestBaseFileName = "Region_2416"
Drag the INF onto resample, and voila...

...you've got the BGL for a region... right from the waterclass file, and drawn from within SBuilderX, right where you want it.

You can alter SBuilderX's Waters.txt:

Code:
Name=000_Dummy for Regions
Color=FF4E7CFF
Textures=001b2su1

Name=001_Shallow Inland Water, Blue
Color=FF4E7CF2
Textures=301b2su1

Name=002_Deep Inland Water, Blue
Color=FF2861F0
Textures=302b2su1

Name=003_Ocean Inlets, Blue
Color=FF104BE0
Textures=303b2su1

Name=004_Non Perennial Inland Sea, Blue
Color=FFFF5A11
Textures=304b2su1

Name=005_Non Perennial Inland Water, Blue
Color=FFC83D0
Textures=305b2su1

Name=006_Outflow Water, Blue
Color=FF0E3FBA
Textures=306b2su1

Name=007_Shallow Inland Water, Brown
Color=FFB89238
Textures=307b2su1

Name=008_Deep Inland Water, Brown
Color=FF997A2F
Textures=308b2su1

Name=009_Ocean Inlets, Brown
Color=FF7A6126
Textures=309b2su1

Name=010_Non Perennial Inland Sea, Brown
Color=FFFFFF99
Textures=310b2su1

Name=011_Non Perennial Inland Water, Brown
Color=FF800000
Textures=311b2su1

Name=012_Outflow Water, Brown
Color=FF5B491D
Textures=312b2su1

Name=013_Shallow Ocean Water 1, Class1
Color=FF69D3FF
Textures=313b2su1

Name=014_Shallow Ocean Water 2, Class1
Color=FF41C7FF
Textures=314b2su1

Name=015_Shallow Ocean Water 3, Class1
Color=FF1ABBFE
Textures=315b2su1

Name=016_Shallow Ocean Water 4, Class1
Color=FF02A9EE
Textures=316b2su1

Name=017_Medium Depth Ocean Water, Class1
Color=FF028CC6
Textures=317b2su1

Name=018_Deep Ocean Water, Class1
Color=FF01719F
Textures=318b2su1

Name=019_Shallow Ocean Water 1, Class2
Color=FF69B0FF
Textures=319b2su1

Name=020_Shallow Ocean Water 2, Class2
Color=FF429BFE
Textures=320b2su1

Name=021_Shallow Ocean Water 3, Class2
Color=FF1B85FD
Textures=321b2su1

Name=022_Shallow Ocean Water 4, Class2
Color=FF0371ED
Textures=322b2su1

Name=023_Medium Depth Ocean Water, Class2
Color=FF025EC6
Textures=323b2su1

Name=024_Deep Ocean Water, Class2
Color=FF014B9F
Textures=324b2su1

Name=025_Shallow Ocean Water 1, Class3
Color=FF698CFF
Textures=325b2su1

Name=026_Shallow Ocean Water 2, Class3
Color=FF426EFE
Textures=326b2su1

Name=027_Shallow Ocean Water 3, Class3
Color=FF1B50FD
Textures=327b2su1

Name=028_Shallow Ocean Water 4, Class3
Color=FF033AED
Textures=328b2su1

Name=029_Medium Depth Ocean Water, Class3
Color=FF0230C6
Textures=329b2su1

Name=030_Deep Ocean Water, Class3
Color=FF01269F
Textures=330b2su1

Name=031_Shallow Ocean Water 1, Class4
Color=FF6969FF
Textures=331b2su1

Name=032_Shallow Ocean Water 2, Class4
Color=FF4242FE
Textures=332b2su1

Name=033_Shallow Ocean Water 3, Class4
Color=FF1B1BFD
Textures=333b2su1

Name=034_Shallow Ocean Water 4, Class4
Color=FF0303ED
Textures=334b2su1

Name=035_Medium Depth Ocean Water, Class4
Color=FF0202C6
Textures=335b2su1

Name=036_Deep Ocean Water, Class4
Color=FF01019F
Textures=336b2su1

Name=037_Shallow Ocean Water 1, Class1, Tropical
Color=FF69FF9E
Textures=337b2su1

Name=038_Shallow Ocean Water 2, Class1, Tropical
Color=FF42FE84
Textures=338b2su1

Name=039_Shallow Ocean Water 3, Class1, Tropical
Color=FF1BFD6B
Textures=339b2su1

Name=040_Shallow Ocean Water 4, Class1,Tropical
Color=FF03ED56
Textures=340b2su1

Name=041_Medium Depth Ocean Water, Class1, Tropical
Color=FF02C647
Textures=341b2su1

Name=042_Deep Ocean Water, Class1, Tropical
Color=FF019F39
Textures=342b2su1

Name=043_Shallow Ocean Water 1, Class2, Tropical
Color=FF69FFC1
Textures=343b2su1

Name=044_Shallow Ocean Water 2, Class2, Tropical
Color=FF42FEB1
Textures=344b2su1

Name=045_Shallow Ocean Water 3, Class2, Tropical
Color=FF1BFDA0
Textures=345b2su1

Name=046_Shallow Ocean Water 4, Class2, Tropical
Color=FF03ED8D
Textures=346b2su1

Name=047_Medium Depth Ocean Water, Class2, Tropical
Color=FF02C675
Textures=347b2su1

Name=048_Deep Ocean Water, Class2, Tropical
Color=FF019F5E
Textures=348b2su1

Name=049_Shallow Ocean Water 1, Class3, Tropical
Color=FF69FFE5
Textures=349b2su1

Name=050_Shallow Ocean Water 2, Class3, Tropical
Color=FF42FEDD
Textures=350b2su1

Name=051_Shallow Ocean Water 3, Class3, Tropical
Color=FF1BFDD5
Textures=351b2su1

Name=052_Shallow Ocean Water 4, Class3, Tropical
Color=FF03EDC4
Textures=352b2su1

Name=053_Medium Depth Ocean Water, Class3, Tropical
Color=FF02C6A3
Textures=353b2su1

Name=054_Deep Ocean Water, Class3, Tropical
Color=FF019F83
Textures=354b2su1

Name=055_Shallow Ocean Water 1, Class4, Tropical
Color=FF69F6FF
Textures=355b2su1

Name=056_Shallow Ocean Water 2, Class4, Tropical
Color=FF42F3FE
Textures=356b2su1

Name=057_Shallow Ocean Water 3, Class4, Tropical
Color=FF1BF0FD
Textures=357b2su1

Name=058_Shallow Ocean Water 4, Class4, Tropical
Color=FF03DFED
Textures=358b2su1

Name=059_Medium Depth Ocean Water, Class4, Tropical
Color=FF02BBC6
Textures=359b2su1

Name=060_Deep Ocean Water, Class4, Tropical
Color=FF01969F
Textures=360b2su1

I added a 000_Dummy for Regions, so the raw water files can represent zero ( region A ).

0 = A: Europe Germanic
1 = B: North America North
2 = C: North America Southwest
3 = D: South America East
4 = E: Africa Central
5 = F: Asia Central
6 = G: Australia
7 = H: Tropics Pacific
8 = I: Arctic
9 = J: Middle East
10 = K: Europe British
11 = L: Europe French
12 = M: Europe Russian
13 = N: Europe Mediterranean West
14 = O: Europe Mediterranean East
15 = P: North America South
16 = Q: South America West
17 = R: Tropics American
18 = S: Tropics Asian
19 = T: Africa South
20 = U: Asia Cold-Dry
21 = V: Asia Industrial
22 = W: Asia Indian
23 = X: Australia Red
24 = Y: Australia Queensland
25 = Z: New Zealand

Dick
 
Last edited:
Back
Top