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MSFS24 Remove default colour patches from custom sat image?

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england
Hi guys,

I've managed to get a custom sat image into msfs2024 thanks to the tutorials on here, but I’ve run into a bit of a problem in that it seems the sim auto colours areas of the default sat image, and custom ones don’t overwrite it. I've tried exclusion polys, exclusion squares, anything i could see that said exclude, hide, or colouration, but no luck so far.

I tired a search but the only thing i could find was about the default ground texture, which in my case isn’t an issue. Does anyone know of a way? or is it impossible?

The image below shows the issue, the brown area isn’t part of the custom sat image, with default sat images its a brown field so you cant see it. I was expecting my sat image to need colour tweaking by wasn’t expecting this!

20250416130040_1.jpg


Thanks

Stephen
 
Could you make a screenshot from top down? and use the Debug | Display position? And maybe centered on the brown spot?
Untitled.png

Having a bit of trouble locating the problem.
 
Here's what I'm seeing:
GameRender.png


MSFS 2024 is using some type of over-riding Game Render texture. The above image was with an aerial image. That aerial image was green, but displays as brown. Very annoying. The "fix" would be a polygons to cover the offending brown area.
works.png

It's not the best solution... This used a Material USA_Grass8. There may be better types. The coloration and opacity will need to be adjusted. In MSFS 2020, the Game Render Albedo texture wasn't used, so there was no coloration problem there.
 
Hi Dick:

A quick question regarding "Game Render" textures.

Thus far I can only find this info on MSFS 2024 "Game Render" textures:

https://docs.flightsimulator.com/html/Developer_Mode/Menus/Options.htm (MSFS 2020)

https://docs.flightsimulator.com/msfs2024/html/2_DevMode/Menus/Options.htm?agt=index (MSFS 2024)


IIUC, these are like FS terrain "Detail" textures on steroids, that add more PBR attributes to textures draped onto terrain ?


I generally like what I now see with such textures laid on top of aerial imagery in fields with soil furrows and/or crops.


But I have been wondering as I begin seeing them, how do we access, use, (and control) these in a 'custom' way ?

And what becomes of our efforts to lay down precise-to-IRL, aerial imagery ?


Essentially, IIUC, both default and custom aerial imagery now becomes a type of "Land Class" texture ?

If so, do we access / use these like we did in FS2Kx as vector objects ...with a GUID ?


Does the OP and the rest of us now have to start using a Polygon layering / color matching fix-it as in mamu's video ?

https://www.fsdeveloper.com/forum/threads/cant-fix-the-clouds-tile-pictures-msfs.458049/post-921170


Sorry for this digression on your analysis of what MSFS did to OP's "custom" aerial imagery BGL, but this may confirm a 'hunch'.


PS: At this point, I believe we may better understand what MSFS 'did' to the OP's "Satellite" image if he tells us how it was made.

Steve: Was this "Projected Mesh" ...or true "Aerial imagery" tiles ?

https://docs.flightsimulator.com/ms...als/Samples/Sceneries/SimpleProjectedMesh.htm

https://docs.flightsimulator.com/ms..._Tutorials/Samples/Sceneries/SimpleAerial.htm


Please state which method and tutorial you actually followed to make your ground texture above.


I see where there are now going to be differences in how MSFS 2024 renders Projected Mesh versus custom aerial imagery: :pushpin:

https://devsupport.flightsimulator....tailed-maps-and-normal-maps-dont-work/10325/6

GaryGB
 
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Heres an overhead, the lighter bits are my miss-coloured sat image, the brown bits are what's created by the game

20250417154825_1 - Copy.jpg


I had a lower down looksie and I think its a coloured detail texture that’s creating the issue, i noticed that where there’s modern day buildings, there’s no issue, even if all around it is brown. Here's a shot from down low with the settings cranked up

at the back is a polygon with an asobo grass material applied
far left is the "brown" detail texture thats causing the issues, you can see theres a bit where the poly doesnt go right up to the sat image 'tarmac' and its a darker brown
then there’s a transition one
and on the far left is a more "grass" one
20250417163235_1 - Copy.jpg


I REALLY wanted to avoid having to go around and do a load of polys and to try and match it :(
 
Hi Steve:

Have you reviewed- and used- the MSFS 2020 and/or 2024 SimpleAerial Tutorial ?

Its work-flow, and resolution of the resulting texture draped onto terrain, are different (IMHO "better") than 'Projected Mesh' Polygons.

https://docs.flightsimulator.com/ms..._Tutorials/Samples/Sceneries/SimpleAerial.htm

Projected mesh texture resolution (regardless of source image resolution) is limited to 1 pixel mapped to 15cm on ground at zoom level 20.

https://docs.flightsimulator.com/ht...nery_Editor/Objects/ProjectedMesh_Objects.htm


Aerial imagery 'can' be higher resolution (if one has high resolution source images); it is not "merged" with 'default' ground textures / Polys.


Consider using Dicks excellent work-flow and tools cited here: :wizard:

https://www.fsdeveloper.com/forum/threads/aerial-imagery-question.458692/post-927292

https://www.fsdeveloper.com/forum/threads/alternate-aerial-imagery-process.454878/


Here is another popular example work-flow by FlyingTheston:



GaryGB
 
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yes, its how i got the sat image in game to start with :) The issue is that the brown is overlaid over the custom sat image colours. I've attached a scaled down version of my custom sat image which should show the issue more clearly.

As it seems to be the ground detail texture itself causing the issue though seems i'm stuck until asobo makes a way to change/disable it.
 

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  • maptile2_scaled.jpg
    maptile2_scaled.jpg
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This certainly merits Dick's ongoing advisement as we may be "out in the weeds" with MSFS 2024 aerial imagery still being a W.I.P..


But I am still intrigued as to how / why a MSFS default "Detail" texture would selectively color 'parts' of an aerial imagery tile array.

I'm wondering if somehow the aerial imagery got merged into the ground Polygon stack of layers.

In that case, it is likely being treated as another Polygon by the rendering engine.

And if so, it is likely being rendered at a lower than intended run time texture image resolution.


Dick previously pointed out in the early phase of MSFS 2020 rollout, that one must "clear the stack" of polygons before adding certain polys.

That raises questions as to whether we must "clear a ground stack" first before adding custom aerial imagery tiles as we may do with Polys.


I'll defer this to Dick's considerable insight on the matter as I study up on the current W.I.P. vs. pending quirks of MSFS 2024 aerial imagery.

GaryGB
 
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