P3D v4 Photoreal Seasons

hi, as I'm in the making of my first ever photoreal scenery I have a question. Is there any easy way to make the photoreal ground change season from summer texture to winter and snow?
 
Not sure exactly what you are asking but I will take a stab at it. Changing seasons is done inside the .ini file by matching the seasons you want and matching it to the image you want to represent for that season. So you will need an image for each season. Some creative Photoshop work is needed to adjust colors for each season and there is more involved process for making a "hard winter" with snow. All can be found in the SDK.
 
http://www.fsdeveloper.com/forum/threads/photoreal-seasons.441653/#post-787364

Not sure exactly what you are asking but I will take a stab at it. Changing seasons is done inside the .ini file by matching the seasons you want and matching it to the image you want to represent for that season. So you will need an image for each season. Some creative Photoshop work is needed to adjust colors for each season and there is more involved process for making a "hard winter" with snow. All can be found in the SDK.
Hi Clutch:

IIUC, you refer to a multi-source-type *.INF file submitted with all required source files for compilation to BGL by SDK Resample ? :scratchch

GaryGB
 
I'm afraid to say I've read that SDK and it is short of worthless. It leaves critical stuff to interpretation.

Gonna make it simple for you, download and use SbuilderX for this!. Create your original photoreal with the necessary masks, light maps, save project and compile. Next edit the original photoreal to create the different seasons you want, and label them _SU,_WI,_HW,_FA,_SP as required (Summer, Winter, Hard Winter....) and also add night texture if necessary (labeled &#%_LM.bmp)
In SbuilderX, click the image frame, click properties and chose your seasonal variations (and night texture) there, save and recompile. Voi'la.

Next time you do it, you don't need Sbuilder, just look at the inf file so you can see how the seasonal variations are declared.

Good luck!
David
 
Noel, post your ini file here.

Gary, yes, I was referring to a multi-source inf. Not sure what your what your question mark refers to at the end of your comment?
 
http://www.fsdeveloper.com/forum/threads/photoreal-seasons.441653/#post-787427

Noel, post your ini file here.

Gary, yes, I was referring to a multi-source inf. Not sure what your what your question mark refers to at the end of your comment?
Hi Clutch:

IIUC
, you refer to a multi-source-type *.INF file submitted with all required source files for compilation to BGL by SDK Resample ? :scratchch

GaryGB
Hi Clutch:

IIUC is an abbreviation for: "If I Understand Correctly"; I was asking if I understood you correctly to have meant INF ...not INI.

Thanks for the clarification, as there are some INI files used with various utility programs for FS scenery building, and I wanted to be certain as to whether you were instead referring to the INF file used with SDK Resample. :)

GaryGB
 
Gotcha Gary.... ;)

Yea, Noel I meant for you to post your inf file.

[Source]
Type = MultiSource
NumberOfSources = 1

[Source1]
Type = BMP
Layer = Imagery
SourceDir = "."
SourceFile = "STHM RWY 30 2"
Variation = July,August,September,April,May,June,October,November
NullValue = 255,255,255
SamplingMethod = Gaussian
ulyMap = 59.3667939085322
ulxMap = 17.95166015625
xDim = 1.07288360595641E-05
yDim = 5.47308987853654E-06

[Destination]
DestDir = "."
DestBaseFileName = "STHM RWY 30 2"
DestFileType = BGL
LOD = Auto
UseSourceDimensions = 1
CompressionQuality = 85

there you have my Summer texture that i'm just testing out.
 

=rk=

Resource contributor
Several format errors. Make sure your image file type is an acceptable .bmp format and that it's name matches the example exactly.

[Source]
Type = BMP
Layer = Imagery
SourceDir = "."
SourceFile = "STHM_RWY_30_2.BMP"
Variation = All
NullValue = 255,255,255
SamplingMethod = Gaussian
ulyMap = 59.3667939085322
ulxMap = 17.95166015625
xDim = 1.07288360595641E-05
yDim = 5.47308987853654E-06

[Destination]
DestDir = "."
DestBaseFileName = "Photo_STHM_RWW_30_2"
DestFileType = BGL
LOD = Auto
UseSourceDimensions = 1
CompressionQuality = 85

You may not specify seasons without including an alternate season file. Using the suffix "_SU" for summer and "_WI" for winter, the .inf would look like this:

[Source]
Type = MultiSource
NumberOfSources = 2

[Source1]
Type = BMP
Layer = Imagery
SourceDir = "."
SourceFile = "STHM_RWY_30_2_SU.BMP"
Variation = April,May,June,July,August,September,October,November
Channel_BlendMask = 3.0
NullValue = 255,255,255
SamplingMethod = Gaussian
ulyMap = 59.3667939085322
ulxMap = 17.95166015625
xDim = 1.07288360595641E-05
yDim = 5.47308987853654E-06

[Source2]
Type = BMP
Layer = Imagery
SourceDir = "."
SourceFile = "STHM_RWY_30_2_WI.bmp"
Variation = December,January,February,March
NullValue = 255,255,255
SamplingMethod = Gaussian
ulyMap = 59.3667939085322
ulxMap = 17.95166015625
xDim = 1.07288360595641E-05
yDim = 5.47308987853654E-06



[Destination]
DestDir = "."
DestBaseFileName = "Photo_STHM_RWW_30_2"
DestFileType = BGL
LOD = Auto
UseSourceDimensions = 1
CompressionQuality = 85
 
Several format errors. Make sure your image file type is an acceptable .bmp format and that it's name matches the example exactly.

[Source]
Type = BMP
Layer = Imagery
SourceDir = "."
SourceFile = "STHM_RWY_30_2.BMP"
Variation = All
NullValue = 255,255,255
SamplingMethod = Gaussian
ulyMap = 59.3667939085322
ulxMap = 17.95166015625
xDim = 1.07288360595641E-05
yDim = 5.47308987853654E-06

[Destination]
DestDir = "."
DestBaseFileName = "Photo_STHM_RWW_30_2"
DestFileType = BGL
LOD = Auto
UseSourceDimensions = 1
CompressionQuality = 85

You may not specify seasons without including an alternate season file. Using the suffix "_SU" for summer and "_WI" for winter, the .inf would look like this:

[Source]
Type = MultiSource
NumberOfSources = 2

[Source1]
Type = BMP
Layer = Imagery
SourceDir = "."
SourceFile = "STHM_RWY_30_2_SU.BMP"
Variation = April,May,June,July,August,September,October,November
Channel_BlendMask = 3.0
NullValue = 255,255,255
SamplingMethod = Gaussian
ulyMap = 59.3667939085322
ulxMap = 17.95166015625
xDim = 1.07288360595641E-05
yDim = 5.47308987853654E-06

[Source2]
Type = BMP
Layer = Imagery
SourceDir = "."
SourceFile = "STHM_RWY_30_2_WI.bmp"
Variation = December,January,February,March
NullValue = 255,255,255
SamplingMethod = Gaussian
ulyMap = 59.3667939085322
ulxMap = 17.95166015625
xDim = 1.07288360595641E-05
yDim = 5.47308987853654E-06



[Destination]
DestDir = "."
DestBaseFileName = "Photo_STHM_RWW_30_2"
DestFileType = BGL
LOD = Auto
UseSourceDimensions = 1
CompressionQuality = 85

your kinda worked but when the resample.exe is loading it is just crashing at 50%
 

=rk=

Resource contributor
I did not design the ground polygon and can only comment on what is known. The .inf was not correct and the one I made exactly conforms to the required format. Crashing halfway sounds like you used the two season one and the software stopped when it couldn't find the second, which you could know by reading the command line as it happens, you can, of course hit the pause key to suspend the operation and read what's there before resample.exe quits. Also I have no idea about your image file, if it the proper format, size, or dimensional ratio.

I'd make it as simple as possible. I'd start with an all gray image and use the single source .inf. If I got a .bgl that would open in TMFviewer, then I would swap the actual scenery .bmp and try again.
 
Hello:

AFAIK, this is a custom photo-real aerial imagery land class texture mapped onto terrain grid quad tiles in a Resample-compiled BGL.

As such, there would be substantial distinctions between that scenery type and a FSX (SCASM-ASM) or P3D (MDL) "Ground Polygon" flat 3D object. :pushpin:


I recommend removing the "SamplingMethod = Gaussian" parameter value from Source1 and Source2, as that is used only for Masks.

http://www.fsdeveloper.com/forum/threads/resample-issue.36895/#post-180274


Since this appears to be a project at / near Stockholm_Bromma_Airport, I am curious about the NW corner pixel Geographic coordinates: :scratchch

59.3667939085322,17.95166015625


Here are links to view those coordinates
:

Google Earth (desktop version): https://tools.wmflabs.org/wp-world/...2&lat=59.354444&name=Stockholm_Bromma_Airport

[EDITED]

After opening the above airport link in Google Earth, un-ZIP and 'Open' this KMZ 'Placemark' Link in Google Earth:

http://www.fsdeveloper.com/forum/at...2/?temp_hash=bd7b770a818757d38d8044891a5e1c6f

[END_EDIT]

Google Maps (browser version): https://maps.google.com/maps?ll=59.354444,17.939722&q=59.354444,17.939722&hl=en&t=h&z=14



Notice that the NW corner of the aerial imagery would be expected to include the airport, and those used above ...appear too far North-East. :alert:


I agree with David's idea to use SBuilderX to output an initial INF, source file, and BGL for at least 'initial' testing / learning purposes with this project. :idea:

GaryGB
 

Attachments

Last edited:

=rk=

Resource contributor
The Sampling Method parameter is unnecessary but also ignored, because it only applies when layer value= none.

"It can also be used when a Blend and/or Water Mask is added to the original image. Note how Source 1 includes a reference to the Blend and Water Masks (source 2 and source 3), and how those have a Layer value of None, and therefore require a SamplingMethod parameter"
Luis Feliz-Tirado

https://library.avsim.net/esearch.php?CatID=fsxsd&DLID=140539
 
Hello:

AFAIK, this is a custom photo-real aerial imagery land class texture mapped onto terrain grid quad tiles in a Resample BGL.

As such, there would be substantial distinctions between that scenery type and a FSX (SCASM-ASM) or P3D (MDL) "Ground Polygon" flat 3D object. :pushpin:


I recommend removing the "SamplingMethod = Gaussian" parameter value from Source1 and Source2, as that is used only for Masks.

http://www.fsdeveloper.com/forum/threads/resample-issue.36895/#post-180274


As this appears to be a project at / near Stockholm_Bromma_Airport, I am curious about the NW corner pixel Geographic coordinates: :scratchch

59.3667939085322,17.95166015625


Here are links to view those coordinates
:

Google Earth (desktop version): https://tools.wmflabs.org/wp-world/...2&lat=59.354444&name=Stockholm_Bromma_Airport

Google Maps (browser version): https://maps.google.com/maps?ll=59.354444,17.939722&q=59.354444,17.939722&hl=en&t=h&z=14


Notice that the NW corner of the aerial imagery would be expected to include the airport, and those used above ...appear too far North-East. :alert:


I agree with David's idea to use SBuilderX to output an initial INF, source file, and BGL for at least 'initial' testing / learning purposes with this project. :idea:

GaryGB
Thanks for your reply, the thing is that this scenery is including Stockholm Bromma airport. I might mistake your question but i don’t se a problem with the positioninf, it works fine when i load it into the sim, as i have Done that with the original image.
 
So, IIUC, the example area for which you posted an INF file above is only (1) of many custom photo-real aerial imagery tiles that you are preparing in the vicinity of Stockholm Bromma airport ? :scratchch

If so, that would certainly explain why the NW corner of that specific tile is so far NE of Bromma itself. :)


To see what I was referring to in Google Earth Desktop, see the edits in my post above: ;)

http://www.fsdeveloper.com/forum/threads/photoreal-seasons.441653/#post-787555


GaryGB
 
Last edited:

rhumbaflappy

Moderator
Staff member
Resource contributor
Hi Noel.

To use Rick's INF file, you need 2 different textures. One for summer (STHM_RWY_30_2_SU.BMP), and one for winter (STHM_RWY_30_2_WI.BMP). Also use a command file to run resample, so you get the error indication.
 

=rk=

Resource contributor
Am I mistaken in assuming that dropping the .inf onto resample that opens the command line window, in order to see the messages, is adequate?
In this example I have taken the file "PhotoSansha.inf" and dropped it onto resample.exe. The command window shows an estimation of 29 minutes to compile this .bgl at the compression quality I have selected. You can also use the Pause/Break key to suspend the compile and the Enter key to resume it, which is helpful if the cmd window is open for a very short duration but you need to see the error messages.

 
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