• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FSXA Problem With Terrain Elevation

Hi Gary,

I just realized that I sent you the wrong AD4 file for my project. It's the same project but I had added a new polygon to my project to run a test. You won't see the other polygon until you place your mouse over the main yellow portion and press the Shift+O keys to make it transparent. After you make the main polygon transparent, you'll see the other polygon around the runway edge. You can just delete that or use the one I've attached below. I didn't want that additional polygon to create confusion that was not there from the beginning.
 

Attachments

Hi Gary,

I was just doing some test to find out if changing the ReprojectMercatorFiles from False to True, or vice-versa, has any effect on the shape of the Photo01.bgl file when dropped into TMFViewer. You had mentioned earlier how the TMFViewer showed my SBuilderX Photo01.BGL projected in a warped output format, and I did notice that it looked like it was compressed. It did not have the same shape as the original bitmap. But in my INI file, ReprojectMercatorFiles=True. So I set it to ReprojectMercatorFiles=False to see if the Photo01.bgl showed a difference shape. There was no difference. I thought when ReprojectMercatorFiles=False, it would have the same shape as the bitmap, since that would be the correct setting for downloading maps for ADE or Sketchup. But they looked exactly the same, no matter what setting I use. I'm just courrious if the Photo01.bgl is supposed to show a different shape based on the settings used in the INI file.

Ken.
 
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Hi Ken:

As I move through the steps for this Nauru tutorial, I will be:

* inspecting the source imagery in GIS software

* compiling it

* inspecting compiled imagery in SDK TMFViewer


Part of the procedure to inspect imagery in GIS software will involve manual re-calibration of NW and SE corner coordinates.

That process will also involve selection of a GIS cartographic projection for display and export.


AFAIK, SBuilderX has a custom coded GIS projection routine that may be adequate for most of the FS 3D world.

However, the Earth's globe is 'oblate', thus not a perfect sphere, and it also has numerous irregular "Geoid undulations".

"Local" projections are developed / available so GIS apps can display map data in a minimally distorted ('non-warped') format.


Typically distortion / warping is more challenging to correct for at the equator and beyond 60 Degrees Latitude North / South.

Arno has found that around 45 Degrees North / South Latitude was easier to correct for with certain "offsets"' in FS SDK coding.


Nauru is very close to the equatorial oblation of the Earth, so it is subject to distortion in some GIS projections.

https://www.google.com/search?q=GIS...gHrxHCBwgwLjYuMjAuMsgHZw&sclient=gws-wiz-serp


I plan to see what projection allows the best display of Nauru imagery, even though it will not be used for photogrammetry.


If you work with 'non-warped' imagery to make 3D models, you will use a tool to draw footprints as 'true rectangles' anyway.

GaryGB
 
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Hi Ken:

I edited my post above to clarify a few findings, and to explain your options.

https://www.fsdeveloper.com/forum/threads/problem-with-terrain-elevation.460137/post-935207


I will be traveling until Monday, and will check back to see how you wish to proceed in re-making intact Hydro Polygon water tiles and a 'breakers' / shoreline area at Nauru.

GaryGB

Hi Gary,

I've read your edits.

This task would best be done in a GIS app or Sketchup, to ensure all X, Y, Z, (Lon / Lat / Alt) fields are kept intact as one exports a ESRI SHP.

Since you've mentioned that this would be best done in a GIS application, I'm thinking seriously about purchasing Global Mapper. I do have QGIS but you probably don't use QGIS. Would Global Mapper be a better GIS application than QGIS? In most tutorial videos that I've watched, it seems that everyone is using Global Mapper.


I will be traveling until Monday, and will check back to see how you wish to proceed in re-making intact Hydro Polygon water tiles and a 'breakers' / shoreline area at Nauru.

Okay. Yes, I wish to proceed in re-making intact Hydro Polygon water tiles and breakers/shoreline at Nauru.


Ken.
 
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Hi Ken:

You should not need to purchase Global Mapper for the projection testing I will perform. or for your own Triangulation tasks.

With some study, QGIS can perform comparable tasks, but you may not need to utilize either QGIS or Global Mapper.

SBuilderX and Sketchup can be utilized for these tasks as well; but one must know how to utilize each of them to perform special procedures in sequence.

In the case of SBuilderX, all necessary functionality is already built in, but more manual procedural steps would be required for completion of the tasks.

In the case of Sketchup, by using certain plugins / extensions, the tasks can be completed with less requirement for manual procedures.

GIS applications can perform the required tasks as well, and may also require use of plugins / extensions to do so; however, there typically is a greater learning curve.

In the case of Global Mapper, a substantial expense would be involved, which would not be practical for most FS Developers to spend, as these types of tasks might only be necessary on rare occasions.

Looking to the future of MSFS, since the terrestrial 3D world model of scenery has thus far become increasingly accurate, one's necessity to perform corrections and/or add aerial imagery over large expanses of terrain has decreased substantially, so ones need for an expensive GIS application like Global Mapper has decreased substantially as well.

I find it preferable to use Global Mapper for certain workflows to reduce the amount of manual procedural steps, and processing time, that might otherwise be required; the vast majority of FS Developers may not find the expense is justified for tasks they may perform once, or only a few times over years of project activity.

I plan to follow up on this thread after I return from my travels on Monday.

I suggest in the meantime, that in SBuilderX, you again Append your existing Nauru SBX file and verify all vertex positions and their continuity in the polyline that forms the polygon which defines the land shoreline of Nauru.

Although the Tiberius Nauru tutorial states the sequence used to draw the first polygon forming the land shoreline does not matter, most GIS references, and statements by Doug Matthews, ACES' lead team member for SHP2VEC compiler all indicate that initial vertex placement sequence direction in terrain polygons should always be counter-clockwise, and that water should be kept on the right side of the polyline, so that it will be outside of the area of the polygon.

When we copy and paste that polygon, we will reverse that "winding direction" of vertices along the polyline with a special feature available in SBuilderX.

IMHO, you should position that initial polygon precisely at the edges of all land, and structures that are projections of land surfaces into nearby water such as piers (but not smaller docks that are raised above water).

We will build the terrain vectors for Nauru from the shorelines, and then work our way outward into the water surrounding that shoreline in a number of steps using multiple polylines, some of which will be converted to polygons.


The initial polygon will be copied and pasted, then the direction of sequence in the copied polygon vertices immediately reversed ...as just described above.

Both the initial polygon- and the copied one- must have Altitude attributes assigned in SBuilderX using either the Variable or Continuous attribute.

After Altitudes have been assigned, and continuity of polyline vertex sequences closed to form polygons has been verified, CVX vector attributes will be assigned

I will explain this part of the process further upon my return after this weekend.

GaryGB
 
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Hi Ken:

You should not need to purchase Global Mapper for the projection testing I will perform. or for your own Triangulation tasks.

QGIS is a good program but it seems that most people either don't know how to use it nor know that much about it and there doesn't seem to be very many videos that discuss terrain design using QGIS. I guess comparing QGIS to Global Mapper is lot like comparing Gimp to Photoshop or maybe comparing Gmax to 3DS Max. But in my opinion, Global Mapper is way too expensive and one has to purchase a support licenses once a year. You don't have to but the problem is that if you don't, most of the functions in Global Mapper will not work. That's another thing I don't like about it. So, I may just hold off a while to see if QGIS will serve my purpose. I have no problem re-projecting satellite images but I do have problems with DEMs. If my understand is correct as to how and what DEMs does, this is something I want to start doing. That is one of the reasons why I wanted to purchase Global Mapper because most videos tutorials about DEMs are using Global Mapper. I hope there will be someone here that knows about QGIS very well. There should be some tutorials about downloading DEMs for flight simulator using QGIS but haven't found any. As I've mentioned earlier, I can't find any DEMs or for the area and projection I need in Earth Explorer. Another thing I've wondered is if downloading DEMs and installing them into FSX or P3D would be more efficient and more accurate than working with polygons, although using polygons is still something I need more practice with. There is also LIDAR I like to get into. So, if I did purchased Global Mapper, it would not be just for this project only. It would be for other learning projects, such as working with DEMs. I am very interested in learning more about this later.


With some study, QGIS can perform comparable tasks, but you may not need to utilize either QGIS or Global Mapper.

Yes, I think so too. It's very good at re-projecting my images but their procedures are somewhat different from that in Global Mapper.



In the case of Sketchup, by using certain plugins / extensions, the tasks can be completed with less requirement for manual procedures.

That's interesting. I didn't know Sketchup had any plugins or extensions to carry out these tasks.

In the case of Global Mapper, a substantial expense would be involved, which would not be practical for most FS Developers to spend, as these types of tasks might only be necessary on rare occasions.

Yes, such as having to pay the yearly support subscription just to keep Global Mapper working. When you purchase Global Mapper, it includes the support subscription but at the end of the year, they charge for the subscription, and from what I understand, Global Mapper will not perform many tasks without the support, and that's one thing I don't like about it.


I suggest in the meantime, that in SBuilderX, you load your existing Nauru project SBX file, and verify all vertex positions and their continuity in the polyline that forms the polygon which defines the land shoreline of Nauru.

I'm confused. You said open my existing Nauru project, but you said SBX file. I'm guessing you're referring to the text file and not the SbuilderX project file, which is SBP. When I open, or double click, on the SBX file, it doesn't open the SbuilderX program. It opens a text file. Is that what you mean? If so, what is it that I'm looking for to verify all vertex positions around the island? I see where it lists the coordinates and the altitudes but I don't understand what it is that I'm to verify. By the way, all of the altitudes are 0 ft.

There is one thing I want to confirm regarding drawing polygons in SbuilderX. Let's say for example I have 2 polygons, one being a hydro polygon and the other a shoreline polygon. Does it matter where the vertices are placed as long as they're drawn in the correct position around the island or should all the vertices of one polygon line up perfectly with the vertices of the other polygon?


Ken.
 
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Hi Ken:

While it is true that in SBuilderX SBP is the file extension for "SBuilderX Project" file, the term 'project' was used as a generic word describing one's activities and related files for one or more particular tasks.

However, I have edited my post above to clarify that I recommended for you to 'Append' your SBX file, and check all vertices to verify that they form a polyline drawn counter-clockwise by sequence, with water on the right, and land on the left.

That polyline must be a continuous sequence of vertex points drawn in SBuilderX using the polygon tool mode, that are automatically joined with each other by the graphical display of a thin colored line, and without any breaks or gaps between the sequence of vertex points (such as you acknowledged having used for your original "shoreline" sand texture).

When the polyline is "closed", by overlapping the final vertex point with the very first vertex point in the polyline, it forms a 'polygon'.


The intent of my recommendations will be to replace the shoreline sand texture 'strips' made via polyline segments of defined widths ...with polygons instead.

IMHO, even though your goal was to complete the Nauru island tutorial according to the methods presented by the author, in light of current knowledge regarding FS SDK CVX vector geometry that became available since it was originally written, it will now be best to complete that tutorial using several concentric rings of polygons, and an upgraded terrain mesh.

It is my understanding that you wish to utilize the newer approach I have alluded to in my posts here, rather than limiting the scope of your present efforts, to that of the Nauru tutorial as originally written.

The rings of (2) polylines each "closed" to form polygons, will each be copied from the preceding polygon structure, and pasted in place so that the vertex points precisely overlap the vertex points of the adjacent polygon edge by position and total number of vertices.

That is required to form a continuous surface in 2D and 3D space.

The center of the very first polygon will have its surface removed by creating a "hole", which is a term used to describe the results of that process.

That process allows display of the underlying terrain mesh for the Nauru island land area, which would otherwise have been flattened to altitudes of the very first polygon drawn to define the land and water demarcation.

All vertex points (vertices = plural for vertex) for the very first polyline drawn, must be aligned precisely to the land edges of Nauru island, and not any of its surrounding water areas.

Subsequent outer polygon rings may be sloped down into 0 Meter AMSL and/or lower to meet water tiles and redefine anomalous terrain arising from under water.

More to come on this process later.

[EDITED]

In the mean time, I recommend that you review of our prior discussion on related matters of terrain workflow in this thread:

https://www.fsdeveloper.com/forum/t...-vector-objects-in-sbuilderx-for-katl.444877/

[END_EDIT]

GaryGB
 
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However, I have edited my post above to clarify that I recommended for you to 'Append' your SBX file

I don't know why it does this but when I Append my SBX file and press the F1 key, my coordinates is at around 33.5 and -86.75, which is KBHM. I have to Click View, Go To Position, and put in the coordinates for Nauru. When I open the SBX file as text by double clicking, the coordinates are correct. I don't know why it opens at KBHM when the project was created at Nauru. It seems to me it should open at the correct location automatically as it does when I open using SBP, and without having to press the F1 key.

, and check all vertices to verify that they form a polyline drawn counter-clockwise by sequence, with water on the right, and land on the left.

I'm not sure if I understand correctly but the only thing I can tell you is that when I drew the first polygon, I used the yellow Polygon Tool when I created a Hydro Polygon and created a hole so that the island shows through, and I did it in a clock-wise direction, since the author stated that it did not matter. But when I created the shoreline waves, I used the Line Tool, and did it in a counter-clockwise direction, otherwise, the waves would go from land to ocean instead of ocean to land.

I don't know what you mean when you said water on the right and land on the left.


That polyline must be a continuous sequence of vertex points drawn in SBuilderX using the polygon tool mode, that are automatically joined with each other by the graphical display of a thin colored line,

Yes, the vertex lines were in a continuous sequence around the island using the Polygon Tool.


and without any breaks or gaps between the sequence of vertex points (such as you acknowledged having used for your original "shoreline" sand texture).

It was only when I used the Line Tool for creating the shoreline waves that I did leave gaps, so to speak, because the author mentioned that it was not necessary to create the wave all around the island. You probably noticed that. I did not leave any gaps when I created the Hydro Polygons using the Polygon Tool.

IMHO, even though your goal was to complete the Nauru island tutorial according to the methods presented by the author, in light of current knowledge regarding FS SDK CVX vector geometry that became available since it was originally written, it will now be best to complete that tutorial using several concentric rings of polygons, and an upgraded terrain mesh.

I think I see where you're coming from. At the time the tutorial was written, SbuilderX was version 3.13, and I believe this was the version used for the tutorial.

It is my understanding that you wish to utilize the newer approach I have alluded to in my posts here, rather than limiting the scope of your present efforts, to that of the Nauru tutorial as originally written.

Yes, I wish to utilize the newer approach.

The rings of (2) polylines each "closed" to form polygons, will each be copied from the preceding polygon structure, and pasted in place so that the vertex points precisely overlap the vertex points of the adjacent polygon edge by position and total number of vertices.

Does that mean that each vertex of a Hydro Polygon, for example, should be in the exact same position as the vertex of the shoreline vertex, that is, on top of another vertex? That's what I'm trying to understand.

I also have another question regarding the Smooth button in SbuilderX. The author suggested that we click on the Smooth button to smooth out the vertices. But when I did that, I've noticed the lines no longer lined up perfectly with the island the way I've drawn them.

All vertex points (vertices = plural for vertex) for the very first polyline drawn, must be aligned precisely to the land edges of Nauru island, and not any of its surrounding water areas.

Well, when I drew the first polygon, using the Polygon Tool, I drew in exactly on the edge of the beach, where it meets the water.

Subsequent outer polygon rings may be sloped down into 0 Meter AMSL and/or lower to meet water tiles and redefine anomalous terrain arising from under water.

I'm not sure if I understand correctly but is this the second polygon that is copied and pasted on top of the other polygon, and one of them is named Hydro and the other Shoreline? Or do I just make a ring around the first polygon, since you mentioned something about the rings.

Ken.
 
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I don't know why it does this but when I Append my SBX file and press the F1 key, my coordinates is at around 33.5 and -86.75, which is KBHM. I have to Click View, Go To Position, and put in the coordinates for Nauru. When I open the SBX file as text by double clicking, the coordinates are correct. I don't know why it opens at KBHM when the project was created at Nauru. It seems to me it should open at the correct location automatically as it does when I open using SBP, and without having to press the F1 key.

If SBuilderX launches via a SBP file, it loads the SBuilderX.INI file, and reads the last manually assigned coordinates, which apparently was KBHM.

Edit your SBuilderX.INI file section shown in the example below, and change it to the ARP coordinates for ICAO ANYN at Nauru Island:

[Main]
LonIniCenter=-109.888392
LatIniCenter= 40.258158

FYI: The default coordinates of the SBuilderX.INI file [MAIN] section from a new installation, is Portugal.

SBuilderX was authored by professor Luis Vieira de Sa' from Portugal, and previously tested on his Portugal scenery, so the last manually assigned coordinates is Portugal.

I'm not sure if I understand correctly but the only thing I can tell you is that when I drew the first polygon, I used the yellow Polygon Tool when I created a Hydro Polygon and created a hole so that the island shows through, and I did it in a clock-wise direction, since the author stated that it did not matter. But when I created the shoreline waves, I used the Line Tool, and did it in a counter-clockwise direction, otherwise, the waves would go from land to ocean instead of ocean to land.

I shall stand by the procedure recommended by ACES' Doug Matthews, and which is used in other GIS enabled applications as well: 1st Polygon = drawn counter-clockwise.

I shall audit your poly-line sequencing first; if it is reversed, do not re-make it; instead I shall use a sequence reversal feature in SBuilderX to test that process initially.

I don't know what you mean when you said water on the right and land on the left.

When the !st Polygon is drawn counter-clockwise around Nauru Island, water will be on the Right of the poly-line, and land will be on the Left/

Yes, the vertex lines were in a continuous sequence around the island using the Polygon Tool.

Good; we will audit that poly-line vertex for direction and continuity.

It was only when I used the Line Tool for creating the shoreline waves that I did leave gaps, so to speak, because the author mentioned that it was not necessary to create the wave all around the island. You probably noticed that. I did not leave any gaps when I created the Hydro Polygons using the Polygon Tool.

Yes, I did see how you drew the shorelines; we will draw a separate CVX wave-controller enabled poly-line for that object later, in a clockwise sequence.

I think I see where you're coming from. At the time the tutorial was written, SBuilderX was version 3.13, and I believe this was the version used for the tutorial.

Correct.

Yes, I wish to utilize the newer approach.

Good.

Does that mean that each vertex of a Hydro Polygon, for example, should be in the exact same position as the vertex of the shoreline vertex, that is, on top of another vertex? That's what I'm trying to understand.

Yes, that entire statement is a correct interpretation of what I described.

I also have another question regarding the Smooth button in SBuilderX. The author suggested that we click on the Smooth button to smooth out the vertices. But when I did that, I've noticed the lines no longer lined up perfectly with the island the way I've drawn them.

I will describe how- and when- to use the Smooth feature after we first create the basic Polygons

Well, when I drew the first polygon, using the Polygon Tool, I drew in exactly on the edge of the beach, where it meets the water.

Good; we will audit those poly-line vertices for direction and continuity.

I'm not sure if I understand correctly, but is this the second polygon that is copied and pasted on top of the other polygon, and one of them is named Hydro and the other Shoreline?

Or do do I just make a ring around the first polygon, since you mentioned something about the rings.

I will describe that process in greater detail tomorrow (Tuesday).

GaryGB
 
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My SBuilderX version 3.15 FSX SDK- based installation was not happy with file changes imposed by a test configuration targeting P3Dv4.x SDK.

That SBuilderX test configuration targeting P3Dv4.x SDK refused to compile a SHP2VEC BGL, by reporting it could not generate a CVX vector HPX object.


So I reinstalled / reconfigured, SBuilderX from rhumbaflappy's SBX315 ready-to-use ZIP archive that targets FSX SDK, which successfully made a CVX vector HPX object.

More to come Wednesday instead.


OOPS !
:laughing:


MSFS 2024 SU3 Released today... had to install that and update the corresponding SDK; so more on this FSX thread Thursday.


PS: I downloaded / tested MS Virtual Earth aerial imagery to replace blurry Google imagery. ;)

This time, I used ZOOM Level 20 rather than 17.

Editing SBuilderX CVX vectors was easier, and ZOOM Level 20 source imagery will likely make FS2Kx Resample SDK masking in a graphics app easier too.
:idea:


Ultimately, imagery BGLs must use 90 to 100 percent Resample compression factor to avoid banding in 8-Bit Blend gradients.

Thus, the SBuilderX.INI file should be edited to set new a default (not 85%) for Resample imagery BGL compilation.

[EDITED]

I believe Tiberius' Nauru tutorial presents the most commonly used practice for FS2Kx Blend Mask creation via Gray Scale steps rather than pure 'Black-and-White'.

IIRC, both Masks used for your Nauru imagery intended for use in creating your compiled custom photo-real aerial imagery are identical pure 'Black-and-White'.

This can be seen when you enable display of RGB color values in GIMP when your Mask images are loaded in the workspace.


It is possible this is a result of how one implements procedures presented in the above cited tutorial:

http://web.archive.org/web/20131008...50762-How-to-create-photoreal-scenery-for-FSX

How to create photoreal scenery for FSX

Page - 1:

Notice the distinction between the following (2) sections:


PART III - Watermasks and Blendmasks

Creating a Watermask


"10) Choose a normal paintbrush

11) Choose 100% Hardness (watermasks are only in black/white, which means water/no water, there are no grey scales)"

12) Zoom into your image to 200% and start drawing your waterline - everything that is painted black will be shown as water later in FSX."

...and:

PART III - Watermasks and Blendmasks (continued)

Creating a Blendmask


"Usually you don't want the entire background image to show up in FSX, only parts of it. So you need to carve out the parts you want or cover up those you don't want. You do that with a blendmask. It's similar to a watermask where everything painted in black will be water in FSX. But when doing a blendmask, everything that is painted in black won't show up at all in FSX. The good thing about that blendmask thingy is that it does not have to be in either black or white, it can have grey scales which means you can soften the edges of your image and let it blend in with the default FSX scenery or ocean water background."


"16) Choose Hardness 50% or 75% for your brush

17) Zoom in to zoom 33% and start painting black the parts you don't want to see later"



NOTE: The "hardness" of brush is used to apply a 'single' Gray Scale "color" value that imposes a transparency attribute in the Blend Mask channel of your compiled imagery.


Water Class color assigned to Hydro areas under deeper water tiles offshore will be addressed later, via our review of a separate section of the tutorial via SBuilderX.


FYI: I am studying how GIMP may be used to process imported vectors as Paths.

I plan to then convert these derived Paths to Selections, to which Feathering is applied for making a Blend Mask.

Otherwise, one must repeat SBuilderX' manual labor of tracing land demarcation using GIMP Lasso Tool for image processing.


That way, the precise Land - Water demarcation created manually on high resolution imagery as a CVX vector can be retained with alignment of Raster and Vector content.

It should also save repetitive manual work painting a border around Land areas to create (2) separate Land-Water and Blend Masks in GIMP.

More to come after I test this in GIMP and my non-GIMP preferred graphics applications (GIMP is slow to load- and to compete complex tasks- compared to other apps).


NOTE: IMHO, the Blend Mask is a crucial part of realistic rendering at Nauru; but creating a 1-to-3 Meter shoreline slope IRL is optional (MSFS uses no shoreline slope here).

In MSFS at Nauru, all water is flattened by water tile vectors (which does not correlate to IRL; 'Phosphate' cargo ships stayed far offshore at due to shallow water harbors).

FS' run time effective water depth for seaplane aircraft / boats is rendered by proper use of hydro attributes in photo-real imagery over terrain Altitude set at (-) AMSL.

https://www.google.com/search?q=boat+draught+or+draft&sca_esv=3a4cff79754e4f0d&source=hp&ei=-CioaI2gIOmlptQPj9qrqQM&iflsig=AOw8s4IAAAAAaKg3CBRCiVfShJTyl1YWYHcFVU6ATR8s&oq=boat++"draught"&gs_lp=Egdnd3Mtd2l6Ig9ib2F0ICAiZHJhdWdodCIqAggBMgUQABiABDIFEAAYgAQyBhAAGBYYHjIGEAAYFhgeMgYQABgWGB4yBhAAGBYYHjIGEAAYFhgeMgYQABgWGB4yBhAAGBYYHjIGEAAYFhgeSOYsUABYAHAAeACQAQCYAVOgAVOqAQExuAEByAEA-AEC-AEBmAIBoAJ2mAMAkgcDMC4xoAeDBbIHAzAuMbgHdsIHAzQtMcgHIQ&sclient=gws-wiz

[END_EDIT]

GaryGB
 
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My SBuilderx version 3.15 FSX SDK- based installation was not happy with file changes imposed by a test configuration targeting P3Dv4.x SDK, and refused to compile a SHP2VEC BGL.

So I had to reinstall / reconfigure , SBuilderX from rhumbaflappy's SBX315 ready-to-use ZIP archive that targets FSX SDK.

Just to be sure you know, I'm not using P3Dv4 for this project. I'm using FSX.

PS: I downloaded / tested MS Virtual Earth aerial imagery to replace blurry Google imagery.

Yes, I've noticed that the image wasn't laid correctly in that area. At first, I thought that may have contributed to my problems.


Ken.
 
I am on the road presently.

However, last night, I did have a successful test of importing a newly drawn, high detail Nauru CVX Vector HPX Polygon ESRI SHP file exported by SBuilderX, into Sketchup via Ruby plugin script.

Sketchup testing of 3D sloped vector polygon derivation from an imported ESRI SHP 2D polygon and triangulation to form a TIN ring for sand beaches has already been successful as a test of concept, but I plan to test that workflow with another Ruby plugin script intended to 'semi-automate' that object creation process.

I also located a Sketchup Ruby plugin script SVG vector graphics file format exporter, that can output the HPX Polygon in a file format compatible with import and processing by GIMP.

I have not yet tested import of the example SVG by GIMP, but reportedly GIMP can process the SVG to create a "Selection".

GIMP reportedly can then "Feather" the Selection over an assigned number of pixels in the aerial image background to the span extent required to cover the Nauru 'breakers' perimeter zone.


That effectively should provide the equivalent of a gradient Alpha transparency fade of Nauru 'breakers' shallow water imagery out into deeper water offshore, where assigned FS water class tile color will blend into the surrounding ocean water tiles.

That should eliminate the need to manually trace the land and water boundaries of Nauru more than once to meet the needs of both CVX Vectors and aerial imagery Masking, as well as to 'cut a hole' that allows terrain mesh to pop up through to be displayed (without being flattened- or anomalous- in proximity to the RWY area).

If you have not yet done so, this would be an opportune time to study how GIMP may:

* Import a SVG file

* Convert a SVG file to a Selection

* Feather a Selection to 'x' pixel span

* Export a Feathered Selection to 8-Bit (256 step max.) Gray Scale TIF Mask file for SDK Resample.

GaryGB
 
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Hi Gary,

Haven't heard from you in a few days and was wondering if you're still testing things out. If it's going to take a lot of your time, we can hold off for a while. From what I understand, you were going to post a tutorial about creating these ground polys and cvx vectors using Sketchup and SbuilderX for the Nauru Airport. While I was waiting for you to get things tested out, I've been working with QGIS but it seems to have certain limitaions, and may not be as good as Global Mapper. I won't bother you with that right now since you're still working on this project. I'll be posting about QGIS in another thread and hopefully someone here will give me some ideas about it and if I'm using it correctly.

Ken.
 
Hi Gary,

Haven't heard from you in a few days and was wondering if you're still testing things out. If it's going to take a lot of your time, we can hold off for a while. From what I understand, you were going to post a tutorial about creating these ground polys and CVX vectors using Sketchup and SBuilderX for the Nauru Airport. While I was waiting for you to get things tested out, I've been working with QGIS but it seems to have certain limitations, and may not be as good as Global Mapper. I won't bother you with that right now since you're still working on this project. I'll be posting about QGIS in another thread and hopefully someone here will give me some ideas about it and if I'm using it correctly.

Ken.

Hi Ken:

I am making some further progress (albeit slowly) with testing prospective workflows to obviate use of a GIS application.

However, there is complex geometry involved at the shoreline of Nauru that must be retained for realism at SW side harbors.

Otherwise, one must follow Tiberius' tutorial with the utmost of precision to match my own rendering results in FSX.

As you have seen from my screenshots, it is possible to achieve a 'tolerable' falloff of land Altitudes down into 0 Meters AMSL.


But upon closer inspection of the perimeter of Nauru, we see offshore coral pinnacles have skewed SRTM elevation data.

https://en.wikipedia.org/wiki/Geology_of_Nauru


The resolution at 30 to 90 Meters between elevation data points is not sufficient to allow photogrammetry, so it is anomalous.

If the cursor moves over the DEM in TMFViewer and/or one slews in FSX with TCalcX, 'Breaker' area Altitudes vary Meters +/- AMSL.

1756401514670.jpeg


1756400900245.jpeg


https://www.google.com/search?clien...AFHc1DEBMQtKgLegQIFhAB&biw=1440&bih=744&dpr=1


I have edited my post above to remind you of our discussion on this related subject matter in the context of Luis Feliz-Tirado's tutorials:

https://www.fsdeveloper.com/forum/threads/problem-with-terrain-elevation.460137/post-935245


Note that you have previously been successful in achieving a sloped flatten from land, across a beach, and into sea-level water:

https://www.fsdeveloper.com/forum/t...ects-in-sbuilderx-for-katl.444877/post-818235


With Tiberius' methods, we get "flat" water off shore in all non-land areas of aerial imagery, including 'breaker' areas.


I am instead attempting to create a TIN for white sand beaches to slope realistically from land areas down into water offshore.

SBuilderX does not have a feature to scale copied Polygons, or to Triangulate them (this differs from SHP2VEC "quad clipping")

Thus, I have further testing to do that may yield a feasible workflow to do that, using only SBuilderX, Sketchup, and GIMP.


QGIS, like GIMP and other innovative applications coded in Python, can perform a number of tasks, but it has a learning curve.

Python code runs slower than other GIS applications if performing certain tasks, but that should not be a deterrent to use.


FYI: I do not have time to study QGIS or provide tutorials for its use, as I already have workflows involving Global Mapper.


Regarding your use of QGIS to make KBHM scenery, IMHO, you do not need QGIS or Global Mapper to do that.

You can access freely downloadable US elevation data via web portals, and aerial imagery via SBuilderX' and SASPlanet's GUIs.


The built-in feature set of SBuilderX for making custom photo-real aerial imagery land class textures is ready-to-use.

I have previously linked you to those tutorials by Luis Feliz-Tirado- and of course this same Tiberius et al Nauru tutorial- as well.


You need to define what extent of coverage you want surrounding KBHM for FS2Kx high resolution imagery and mesh BGLs.

I can then point you to sources for the freely downloadable US elevation data, and aerial imagery (Google=personal use only).


Airport infrastructure textured surfaces are often best rendered via synthetic- or modified- aerial imagery in any FS version.


I must remind you MSFS default scenery saves vast amounts of work as it uses IRL high detail elevation data / aerial imagery.

You may be pleasantly surprised at what is available for use via pick-lists in MSFS SDK DevMode Scenery Editor GUI.


But if we wish, we can still make G-Polys via MCX and convert them to MSFS glTF if we do not want to use 'projected mesh'.

We can also still customize default MSFS scenery via ADE / SBuilderX along with MSFS SDK DevMode GUI Scenery Editor.

But... "Be Not Afraid" ;); there is a lot to 'fix' in the MSFS world; just compare these screenshots of Nauru in 2020 vs. 2024:

2020: (Full Autogen Vegetation other than Grass so far; why would Asobo not also use this existing excellent data in 2024 ?)


BTW: Palm tree 3D models "pop in" to replace generic trees at close distances; is Asobo using "Proxies" for lower LODs now ? :banghead:

MSFS-2020-Nauru.jpg


2024: (No Autogen Vegetation other than Grass / bushes so far; why would Asobo delegate 2024 to a separate development team ?)

MSFS-2024-Nauru.jpg



There are benefits to saving time and stress by building upon default MSFS scenery, as we 'may' need to do less customizing.


So, although I regard FSX and P3D as useful platforms for learning / testing / prototyping, MSFS is "The Way of The Future".

...After using MSFS for a few seconds / minutes / hours, we may be less compelled to say:

"Show me all the blueprints. Show me all the blueprints. Show me all the blueprints... show me all the blueprints... show me all the blueprints... show me all the blueprints..."

-Howard Hughes: The Aviator :rotfl:


GaryGB
 
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I am instead attempting to create a TIN for white sand beaches to slope realistically from land areas down into water offshore.

From what I understand, TIN means Triangular Irregular Network, which is something I like to learn but does that require using a GIS program? From my understanding, using TIN sets the DEM and altitudes by using a mesh with triangles.


FYI: I do not have time to study QGIS or provide tutorials for its use, as I already have workflows involving Global Mapper.

That's why I thought about purchasing Global Mapper because everyone uses it and knows how to use it. QGIS does work entirely different from Global Mapper, and I think it's more difficult to use than Global Mapper. It comes with a User's Guide and a Training Manual but it's not good at explaining a lot of things and does not cover topics that should be covered.

Regarding your use of QGIS to make KBHM scenery, IMHO, you do not need QGIS or Global Mapper to do that.

That may be true but most of the DEM I've tried downloading from sites like USGS Earth Explorer just do not work at all. The ones I've used from QGIS at least work but the elevation model is still not perfect. Even the DEM in MSFS2020 is still not correct, and is nowhere near correct along the Eastlake Blvd.

You can access freely downloadable US elevation data via web portals, and aerial imagery via SBuilderX' and SASPlanet's GUIs.

I have SASPlanet but it's the older verions, and it's several years old. I've noticed they have one for 2025. Perhaps I should download and install the later version.

You need to define what extent of coverage you want surrounding KBHM for FS2Kx high resolution imagery and mesh BGLs.

I can then point you to sources for the freely downloadable US elevation data, and aerial imagery (Google=personal use only).

I guess an area around 15 to 20 miles in radius. A 10 mile radius would be fine.

I must remind you MSFS default scenery saves vast amounts of work as it uses IRL high detail elevation data / aerial imagery.

You may be pleasantly surprised at what is available for use via pick-lists in MSFS SDK DevMode Scenery Editor GUI.

I created a custom scenery for KBHM in MSFS2020 a few years ago using the Dev Mode and Blender. I just don't fly it that much because there are many things I don't like about MSFS.

Ken.
 
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