Once I do all of that, do I just save it back as a Collada *.DAE then import it back into MCX and then export it back to a BGL?
Yes, but Geo-referencing is lost, as PhotoShop and/or MCX export of Collada
*.DAE file format does
not store Geo-referencing.
After MCX imports the G-Poly, it will initially inherit the SCASM / ASM code's internal Geo-referencing embedded by SBX.
When MCX exports Collada
*.DAE, that info is lost.
When imported into Sketchup, you must "place" the 3D model again by Geo-locating it in Sketchup.
If instead you use PhotoShop to directly edit the SCASM G-Poly textures, then export a Collada
*.DAE separate from MCX, that info is lost.
However, if MCX G-Poly Wizard is used to export back into a SCASM / ASM G-Poly, one can re-assign Geo-referencing for Lat / Lon / Alt.
Doing the "tint" thing sounds like it might actually be a better way to go than having to do all those steps for EVERY poly I create.
(Please) See if you can find out if it was an error on my part or if it's something to do with SBX itself that is causing the distortion. If it's something I'm doing then correcting that would be easy, but if it's a "flaw" in SBX, then the later mentioned method would be better. If it's a SBX flaw, there won't be any way to fix that I'm beginning to think it just may be a problem with SBX because the method for creating the GP looks straightforward enough to me, there ain't a whole lot of setting or adjustments involved that I can see.
G-Polys can be very useful in specific situations; however, for what your multiple goals are, custom PR imagery land class textures are best.
Using custom PR imagery land class textures allows transparency to create "holes" to enable display of underlying CVX vector content.
Additionally, water will have "Hydro" attributes, and one can annotate default or custom Autogen objects onto the custom textures.
For the tinting option, basically I would just take a satellite image, import it to Photoshop, give it a good Mars-Like tint, export the file as a Collada *.DAE file (3D model)
* Import that into MCX
* Export that 3D model as a BGL from MCX
* Put that BGL into my Addon Scenery\[work version top folder name]\Scenery sub-folder
...and FSX should load that up and it should overlay that imagery over my airport at whatever coordinates I place it at.
Now will that "block" out my land classes like the G-Poly does or will it act like photo-real scenery and allow everything else to blend through?
If that works, then that would be a much easier and less headache way to do things than fooling with this G-Poly texture thing. I pretty much know how to use Photoshop (been using it for years) and know how to do 3D modeling with it, that's how I created all of my custom objects such as my custom people (still wish I could find a way to make those not so "flat").
If you could get me those BGLs to work with, that would give me some ideas as to how to do what I want to do. I never could get the Resample thing to do right, I'll have to study up on using that to resample my images. I always get an error when I try to use it, I always just use MCX to compile images to BGL, no headaches that way.
No, one "Calibrates" imagery and then submits it as (1) or more BMP files along with a
*.INF file ...to be compiled via SDK Resample.
A G-Poly might be thought of as a (usually- but not required to be-) 'flat' / level 3D model mapped with your choice of texture image.
G-Polys are not true 'terrain', although one can map images of terrain onto them, that is not an efficient work-flow, however.
Custom PR imagery land class textures are best, in general, and specifically because of the goals you reportedly have for your project.
PS:Can you assign coordinates using MCX?
< New Post by OP added before this reply was posted >
If MCX G-Poly Wizard is used to export back into a SCASM / ASM G-Poly, one can re-assign Geo-referencing for Lat / Lon / Alt.
I have a question, why won't sketchup display the textures? They show up as just black. Do I need them to be in any specific format. I see they loaded up in your example, I have them in BMPDXT1 format, do I need to change them to something else for sketchup to read them?
< New Post by OP added before this reply was posted >
Note: Put all mapped textures into the same folder as the Collada *.DAE 3D model (exported by MCX), so Sketchup can find and display them.
Note that to find / map / display textures:
* MCX looks in both the same folder as the 3D model, and/or a paired \Texture sub-folder when a BGL is in a paired \Scenery folder.
* Sketchup only looks in the same folder as the 3D model
PS: I will be on the road again shortly, and may not be accessible until later today.
Yep, another dreaded "Shop 'Til You Drop" episode with the beloved.
I do wonder if / when I shall ever be able to complete some FSDEV tasks that I planned to do a week or 2 ago.
I must once again strongly encourage you to read the tutorials by Luis Feliz-Tirado, as I previously cited / linked here:
https://www.fsdeveloper.com/forum/threads/how-do-you-edit-shore-lines.444306/post-927596
Of particular note is: "
Make photo-real ground textures".
That document explains how to use SBuilderX to make custom PR imagery land class textures.
GaryGB