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P3D v3 "Nothing to Compile" after adding seasons to Photoscenery SBuilderX

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togo
Hello im new to developing scenery and recently i have been developing Homiel airport UMGG, in belarus for both FSX and P3D V3. I have come across issues with getting my seasons for my Photoscenery to work mostly the Heavy winter texture so i finally watched some tutorials several times and managed to make Seasons but then when i add them in SbuilderX suddenly im not able to compile after i click select all and click on BGL compile it says there is "nothing to compile " nothing is selected while it is selected as you can see in the screenshot below.
dcdo9f


I would appreciate all answers im really looking forward to release this ASAP but the only problem is the seasons for the Photoscen not working.

Thanks in Advance
 
Your image is not loading.

This sounds like a an error in filename. If I am not mistaken, images in Sbuilder need to begin with "Photo" in order to be recognized as phototerrain for compiling.
 
Also another problem is that even though the seasons work the HW texture conflicts with the Blend and water mask and excludes them from the bgl for some reason and isnated of the HW i see water everywhere... Please help me!!
 
Hello:

I suggest that you first finish uploading the screenshot you intended to attach in your opening post for this thread so that would-be helpers can better understand this troubleshooting scenario (click the "Upload a File" button when editing an existing post or when composing a new reply). ;)


I also recommend that you paste a copy of all text within your [SBuilderX install path]\Tools\Work\Photo01.INF inside a reply to this thread. :pushpin:


Be aware that SBuilderX will over-write (without a warning prompt !) any existing copy of the Photo01.INF and Photo01.BGL file previously created during prior compile procedures of any project if they are left inside the [SBuilderX install path]\Tools\Work\ sub-folder, so if you wish to keep any such intermediate versions of those files for future reference or ongoing use, immediately after they are first compiled, you should package them inside a ZIP file with a descriptive name to protect them from being over-written. :alert:

GaryGB
 
Last edited:
My .INF file after compiling all seasons and Night:

[Source]
Type = MultiSource
NumberOfSources = 6

[Source1]
Type = BMP
Layer = Imagery
SourceDir = "."
SourceFile = "L17X153634X153679Y85952Y85977_Su.bmp"
Variation = July,August,September
NullValue = 255,255,255
SamplingMethod = Gaussian
ulyMap = 52.5362730277778
ulxMap = 30.9841918888889
xDim = 5.36441821407011E-06
yDim = 3.26375951522436E-06

[Source2]
Type = BMP
Layer = Imagery
SourceDir = "."
SourceFile = "L17X153634X153679Y85952Y85977_Sp.bmp"
Variation = March,April,May,June
NullValue = 255,255,255
SamplingMethod = Gaussian
ulyMap = 52.5362730277778
ulxMap = 30.9841918888889
xDim = 5.36441821407011E-06
yDim = 3.26375951522436E-06

[Source3]
Type = BMP
Layer = Imagery
SourceDir = "."
SourceFile = "L17X153634X153679Y85952Y85977_Fa.bmp"
Variation = October,November
NullValue = 255,255,255
SamplingMethod = Gaussian
ulyMap = 52.5362730277778
ulxMap = 30.9841918888889
xDim = 5.36441821407011E-06
yDim = 3.26375951522436E-06

[Source4]
Type = BMP
Layer = Imagery
SourceDir = "."
SourceFile = "L17X153634X153679Y85952Y85977.BMP"
Variation =
NullValue = 255,255,255
SamplingMethod = Gaussian
ulyMap = 52.5362730277778
ulxMap = 30.9841918888889
xDim = 5.36441821407011E-06
yDim = 3.26375951522436E-06

[Source5]
Type = BMP
Layer = Imagery
SourceDir = "."
SourceFile = "L17X153634X153679Y85952Y85977_Hw.bmp"
Variation = December,January,February
NullValue = 255,255,255
SamplingMethod = Gaussian
ulyMap = 52.5362730277778
ulxMap = 30.9841918888889
xDim = 5.36441821407011E-06
yDim = 3.26375951522436E-06

[Source6]
Type = BMP
Layer = Imagery
SourceDir = "."
SourceFile = "L17X153634X153679Y85952Y85977_LM.bmp"
Variation = Night
NullValue = 255,255,255
SamplingMethod = Gaussian
ulyMap = 52.5362730277778
ulxMap = 30.9841918888889
xDim = 5.36441821407011E-06
yDim = 3.26375951522436E-06

[Destination]
DestDir = "."
DestBaseFileName = "Photo_UMGG"
DestFileType = BGL
LOD = Auto
UseSourceDimensions = 1
CompressionQuality = 85
 
As you can see beacause of the HW texture my Blend and Water Masks disappear and the HW texture acts as a Water texture so yeah you gussed it water everywhere... during winter, but also i wanna know how to determine what seasons i should put for every texture? Do i open the sim and load all seasons and check the months or is there an easier way? Cause SBuilderX get the Months of these seasons wrong
 
You now have 'most' of what you will ultimately need for a proper FS SDK Resample "multi-source" INF file.

Depending on what file format your Blend Mask texture image is in, and/or whether it is structured as a Alpha channel, you must edit your INF to properly specify the "Channel" to be used for the Blend Mask image.

Also, depending on whether your aerial imagery contains any Near-Infrared (aka "NIR") data bands, additional procedures may be required.

I suggest that before proceeding further, you initially take a moment some time to study the structure of a comparable "multi-source" INF file known to work for creation of a "Seasonal" aerial imagery BGL which also uses a Blend Mask and Land / Water Mask ...with a properly configured Blend Mask image source file.

[EDITED]

SDK docs:

https://msdn.microsoft.com/en-us/library/cc707102.aspx

https://msdn.microsoft.com/en-us/library/cc707102.aspx#Example4CustomTerrain

https://msdn.microsoft.com/en-us/library/cc707103.aspx

https://msdn.microsoft.com/en-us/library/cc707119.aspx



Other links:

http://www.fsdeveloper.com/forum/threads/sbuilderx-resample-exe-error.424797/

http://www.fsdeveloper.com/forum/th...ghtly-visible-under-water.436446/#post-735176

http://www.flightsim.com/vbfs/showthread.php?250762-How-to-create-photoreal-scenery-for-FSX

https://www.google.com/#q=site:www.fsdeveloper.com+Resample+seasons+Blend+Mask+"multi-source"+INF

[END_EDIT]


GaryGB
 
Last edited:
I still dont get it? I mean my Blend mask and watermask are both .TIF and 8bit grayscaled as i read somewhere on fsdeveloper that im supposed to do that and the .bmp's of the seasons and night are all 24bit.
 
One issue at a time.

Are you saying you have fixed the "nothing to compile" issue in SbuilderX? I was saying the reason this issue may arise is because the Map Name under the General tab within the Map properties should begin with the word "Photo". It doesn't matter if you changed the BGL filename after compilation (because the compilation would have worked in the first place ;))

See here (http://www.ptsim.com/forum/viewtopic.php?p=3416)

Secondly, watermasks and blend masks are added using Channel_watermask and Channel_blendmask, none of which are present in your INF.
Are you sure your watermask ends with _W.tif and your blend mask ends with _B.tif? Are they present in SBuilderX\Tools\Work folder even if the original image is in another folder? That way SBuilderX will detect them automatically and add them for you.

Thirdly your Source4 has no variation for seasons. Not sure what effect that may be having on the output.

P.S. I strongly recommend learning how to manually setup your own INF files for use with Resample, and only using SBuilderX as a means of getting your imagery and creating a starting point for developing your INF files. Gary has linked some good resources.
 
Now i did as you said and here is the results.... The HW texture is all red and the other seasons are fine but dont have Blend mask or Water Mask even though i did as you said... the seasons below is one of them
umgg2.png
ummg.png
 
Now that you have some results my first question is: Was this done using SbuilderX or manually using Resample?
I am going to assume you used SbuilderX.

The reason for the red is because of this line in the INF:

Code:
NullValue = 255,255,255
Null values and blend masks don't play very well together. Remove it from your INF completely then drag and drop your INF file onto resample.
(I create a shortcut to resample and keep it in my working folder to make drag and drop easier. Resample is located in \Microsoft Flight Simulator X SDK\SDK\Environment Kit\Terrain SDK\

If the other seasons do not have masks it is because they are missing the Channel_blendmask and Channel_watermask lines. You can easily copy and paste them between sources.
 
Well as suggested by you guys i used resample and manually editing the .INF file and just confirm i need to remove the nullvalue from every season including Night texture and add Channel_Blend and Channel_watermask or whatever those lines are called?
 
Here are the result after your suggestion.... The seasons are covered with water.... basically the blend and the watermask are messed up.... Please help me........ I attach the .INF file here so you can maybe edit it for me (its in the UMGGProjektINF file.zip file also includes my images and files)....... Thanks very much
 

Attachments

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  • UMGGprojekt INF file.zip
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Channel_BlendMask = 2.0
Channel_LandWaterMask = 3.0

points to

[Source2]
[Source3]

So you are using your HW and FA textures for your BlendMask and your LandWaterMask.

Try...

Channel_BlendMask = 6.0
Channel_LandWaterMask = 7.0

cheers,
Lane
 
Screenshot_2.png
SO here are the results... the textures show properly but the water mask also acts as a blend mask for some reason..... as you can see in the screenshot with the season texture (All seasons inc. Heavy Winter), Secondly the Spring texture doesnt match well with the sim i cant seem to find that texture for my area.... Thanks i Would aprecciate your guys help!
Screenshot_1.png
Screenshot_1.png
 
The only reason your bodies of water could be appearing transparent is because that area is black in your blendmask. Black areas are blended out, white areas are shown.
The watermask does not affect what is blended in or out. Only what is covered with water.

I'm assuming your blend mask is meant to blend out just the edges. If so your mask should look like the the bottom half and not the top. I imagine your current blend mask looks like the top half; this will also blend out the area where water should be.
blend.png

Your water mask should only be black where water bodies are located, so i imagine it should look something like this:
water.png

As for your spring textures not matching up, that is a matter of manually colour correcting your imagery in Photoshop to get better results.
 
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