Hello:
Please correct me if I am mistaken, but it looks like you are using custom photoreal textures for the RWY / Taxiway surfaces seen in the screenie.
If that were the case, I would assume that you also used the same photoreal (
1-piece ?) texture on the "grass" ground surfaces adjacent to the RWY / Taxiway.
So I'd then be compelled to inquire if perhaps you may have applied transparency (and/or a different 'degree' of transparency) to a 8-bit "Blend Mask" TIFF associated with the photoreal texture area of the "grass" ground surfaces adjacent to the RWY / Taxiway ?
You may recall that beginning with the FSX SDK, applying more than a certain degree of transparency in a "Blend Mask" associated with the photoreal texture allows underlying default textures (and even default autogen scenery objects) to be displayed by the FSX rendering engine at run time.
[EDITED]
Dick Ludowise (aka "rhumbaflappy") summarized some helpful info here:
"
In order to get FSX water or land vector polys to show while using photoreal, you need to use a blend mask to create a "hole" in the photoreal. Blend masks can also create transparency. "
http://www.ptsim.com/forum/viewtopic.php?f=18&t=980&p=4843
FSX - SDK Resample accepts 8-bit greyscale or a 24-bit greyscale (preferably 'dithered' with ex: Floyd-Sternberg to minimize banding artifacts) with no layers or compression for blend masks ...in "
GIMP and making a Blend Mask" - mini-tutorial by Ian Routley aka "hcornea"
http://aussiex.org/forum/index.php?/topic/7923-gimp-and-making-a-blend-mask/
"
Resample actually doesn't seem to mind 24bit (8 bit per channel) blend masks.
A greyscale image in this format will work fine.
What it does not like is layers and certain types of compression.
I use Photoshop, but 24bit blend masks (greyscale, with no layers and no compression work fine.)"
...also see:
http://www.fspassengers.com/forum/read.php?f=9&i=4634&t=4634&page=8
"
It looks like FSX uses only 4 bits for the blend channel. Christian (Buchner) dithers the blend mask (in TileProxy) to mitigate these banding artifacts a bit.
I was able to achieve the same effect using Photoshop by converting the mask bitmap to 4 bit (ie. index mode with a palette of 16 colors), with Floyd-Steinberg or noise dithering enabled, then converting it back to 24 bit. You need to have a smooth black to white transition"
[END_EDIT]
BTW: Results vary if either a "color fill" rather than gray scale image ...or a INF "NullValue" is used with a 'Blend Mask' associated with the photoreal texture:
Simple Satellite Scenery Tutorial Using Maps2bgl Program - mini-tutorial regarding 'color' in Blend Masks by MaurizioG (aka "Maurizio Giorgi")
http://aussiex.org/forum/index.php?...ps2bgl-program/page__view__findpost__p__17284
...See also these informative references:
OZx Developer Guides: Making Scenery for Country Airstrips - tutorial by Prof. John Hocking
http://aussiex.org/ozxteam/ejh/ejh_Tutorial_1.0.zip
Making custom ground textures - mini-tutorial by Luis Feliz-Tirado
"
Any part of the selection for which there are no tiles will display in pure white (RGB values = 255,255,255) and will serve as a Null Value, that is, will be completely transparent and display the underlying terrain. "
...Also:
"
Be careful, as other parts of the image may also have pure white pixels, and they too would be completely transparent, so you may want to edit the Map in any image editing program first before compiling into custom ground. "
http://www.ptsim.com/forum/viewtopic.php?p=3435
Default NullValue of the .inf file - mini-tutorial by Luis Feliz-Tirado
http://www.ptsim.com/forum/viewtopic.php?f=22&t=2147&sid=fc7d0cb1683fa683cdc6ecda54451162
Make photo-real ground textures - tutorial by Luis Feliz-Tirado
http://library.avsim.net/esearch.php?CatID=fsxsd&DLID=140539&Cookie=1
Possibly the underlying Airport Background
"MaskClassMap"- ExcludeAutogen texture you chose (
...in ADE ?) for the replacement Airport background polygon "mapped" to a 'grass land class map', and is showing through the photoreal 'top' layer ?
If that were the case, one might be able to reduce the degree of transparency in the "grass" area of the photoreal texture so that the underlying (default ?) texture(s) cannot "pop through" to be displayed.
Perhaps one of the ADE team might comment as to whether / how one can actually predict how FSX "maps the land class" for a Airport Background specified by ADE (based on the GUID used internally) when one chooses a particular Airport Background
ex: "MaskClassMap-ExcludeAutogen" from the ADE pick list.
PS: I'm also assuming you may have retained the "Flatten" associated with the underlying default FSX Airport Background CVX BGL based on the discussion in a prior thread here at FSDeveloper:
http://www.fsdeveloper.com/forum/showthread.php?t=63269
If that were the case, IIUC that default FSX "CVX" BGL file is likely a hybrid "Flatten-ExcludeAutogen-MaskClassMap" polygon, and one may be able to determine what class map is "popping through" by loading the FSX default (or "stock" as Jon often calls it) LFQC Airport Background BGL file into TMFViewer and right-click on the Airport Background polygon to identify what 'texture GUID' was used by FSX locally.
Hope this helps !
GaryGB