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need help with photoreal....

Messages
9
hi,
i got a great aerial photo of my city but i dont know how to put it in fsx... i tryed with the SDK but i cant get it to work, the SDK do not apear to be very user friendly, i browsed the forums, but i didnt find anything that can help, i searched for a tutorial but i didnt find one....
someone can help me? do you know an "easy to follow" tutorial to do it?

thanks.
Stephane.
 
i almost go it! i successfully imported a aerial photo into fsx, but the picture was rendered too big in the game, and the picture wasnt at the right place... the problem its i dont know what coordonate to put on: LAT and LON in the .inf
does i need the up right corner coordonate? middle coordonate? bottom left? what i need to know about Lat and Lon?
and the xdim and ydim... i dont know how to calculate it, how?
and what: NoData = ,,,,0 mean?
here the .inf does i miss something?

[Source]
Type = TIFF
SourceDir = "SourceData"
SourceFile = "test.tif"
Layer = Imagery
Variation = Day
Lat =
Lon =
xDim =
yDim =

NoData = ,,,,0

[Destination]
DestDir = "Output"
DestBaseFileName = "test"
DestFileType = BGL
LOD = Auto

;End of INF file




please help me! i almost got it!
 
Hi,

Normally it is the top-left coordinate that you specify.

But I see you are using a TIFF image. Is it maybe a GeoTIFF? In that case all position information is already contained in it.
 
no the picture is not a geotiff, but if its more easy to work with a geotiff, do you know a freeware to convert a picture to geotiff if i have the coordonate?

thanks.
 
Hi,

I have used gdalwarp from the GDAL suite in the past to create my own GeoTIFFs. But if you know the coordinates it might be just as easy to enter them into the INF file, as creating the GeoTIFF is not very simple either.

To come back to your origional question, the xDim and yDim parameters are the size of your pixels in degrees in the x and y direction. The documentation of the SDK lists the meaning of these options quite clear I would say.
 
hi,
yeah, i read it, they say: "Size of each pixel in the X direction (Longitude) in degrees 9e-6 is 9 x 10 to the power of minus 6 degrees"
"In order for a texture to be reliably rendered in the near distance, this value should not exceed 4.27484E-05 (4.75meters per pixel)"

but i still dont understand, its not really clear for me... they didnt give any exemple.... at least they should put an exemple but they didnt.
 
great, i successfully made it! :D
but now i got another problem.... the far away ground is ugly... i mean when you fly over the photo is not too bad but the far away photo look ugly...
and the picture i have got a good resolution, resample.exe apear to degrade the picture a little...
test_fsx.jpg
 
What you are seeing there are the mipmaps. This is what you want of course, as in the distance you can not display the full resolution. So the engine is using lower resolution versions there.

In your case it seems that the switching distance is a bit too short. This has nothing to do with the BGL file you made, but with the your graphics settings. You might want to try to change them a bit.
 
hi,
in the sdk they said "xdim and ydim value should not exceed 4.27484E-05 (4.75meters per pixel)"

my xdim is: 5.06289468257342e-006
my ydim is: 5.062894682574e-006

what happen if my picture is more then 4.75M/pixel? i cannot use the ground mesh technic to do it?
how to create a ground with more than 4.75M/pixel?

Thanks for the help.
 
Hi,

I am not sure if this remark in the SDK is still fully valid. In Fs2004 all photo mesh scenery had a resolution of 4.8 meter per pixel. But now in FsX we can choose the resolution in the settings. It can be a lot smaller than 4.8 meter, but also bigger.

So I don't think this is an issue anymore. And the values you are using are smaller, so that is no problem at all.
 
Hi Stephane.

"xdim and ydim value should not exceed 4.27484E-05 (4.75meters per pixel)"

If the span is larger than this distance, the near-ground textures will appear blocky and undetailed.

The smaller the span between pixels, the more detailed the graphics, the better the end result.

Dick
 
hi,
can i get better result by changing the LOD value? in my .inf the LOD value is at "auto" when i use the tmfviewer to view my .bgl i can see that the LOD is between 6 and 16, does i will get better result if i put the LOD to 27 in the .inf?

.bgl picture:
resampled.jpg

Original picture:
original.jpg


thanks.
Stephane.
 
hi,
can i get better result by changing the LOD value? in my .inf the LOD value is at "auto" when i use the tmfviewer to view my .bgl i can see that the LOD is between 6 and 16, does i will get better result if i put the LOD to 27 in the .inf?

Hi Stephane.

I would try 17 or perhaps 18 as an upper limit.

The BGL size will be huge at 27, and will take forever to compile. Also, consider using compression.Here's an example of what I used:

Code:
[Source]
Type                = GeoTIFF
SourceDir           = "."
SourceFile          = "Delavan_NAIP_2005_b.tif"
Layer               = Imagery
Variation           = Day
NullValue           = 255,255,255

[Destination]
DestDir             = "."
DestBaseFileName    = "Delavan_NAIP_2005_c"
DestFileType        = BGL
CompressionQuality  = 85
LOD                 = 7,17

In any event, I think LOD19 is the limit for photoreal, as the sim limits us to 0.07 meters/pixel ( 7cm ). What is your INF?

Dick
 
Last edited by a moderator:
hi, here my .inf:
Code:
[Source]
Type                = GeoTIFF
SourceDir           = "SourceData"
SourceFile          = "test1.tif"
Layer               = Imagery
Variation           = Day
NullValue           = 255,255,255

[Destination]
DestDir             = "Output"
DestBaseFileName    = "test1"
DestFileType        = BGL
LOD                 = Auto

another thing, look at the pictures, the original picture is true color 32bit, but the .bgl picture look like 256 colors....
 
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