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FSX Resample.exe Not Compiling

https://www.fsdeveloper.com/forum/threads/resmaple-exe-not-compiling.442820/post-799824

The UTM projection was assigned by using steps 1 - 3 in posts #48 and #49 and steps 4-8 were not used to assign UTM projection, correct?
Thanks.

Hi Caleb:

In posts # 48 and #49 above in this thread, ALL steps are required:

Steps 1- 5 are required to Geo-rectify and load images into Global Mapper in the UTM projection.

Once that image is loaded into Global Mapper:

Steps 6 - 8 are required to re-project those images within Global Mapper into the Geographic projection

[EDITED]

PS: Would you please check what a compressed archive file size is (in MB) for your original purchased DG_Satellite_1.tif GeoTIFF file, when a (copy) of that file is added to a *.ZIP file format (not a *.RAR file format) using the free 64-Bit version 5.50 of WinRAR.

https://win-rar.com/predownload.html?spV=true&subD=true&f=winrar-x64-550.exe

https://www.win-rar.com/download.html?&L=0

NOTE: I am purposely recommending the most recent prior version of WinRAR (...and not the latest Beta version)


If you would then post that info in a reply here, it may help in deciding whether it might be feasible to have you PM a link to that ZIP file, so I can use that 30 CM image to compare SDK Resample output results to what I get with the 15 CM aerial imagery I am presently testing.

FYI: I am investigating an issue involving an apparent un-documented SDK Resample output anomaly with Geo-rectification for your Mask files which have a different (lower) resolution than the 15 CM (higher) resolution aerial imagery I am presently testing via a Multi-source *.INF.

Water Mask mis-alignment occurs even if sources are in a correct (but un-documented in FSX / P3D SDK as 'required') [Source#] sequence (with highest followed by lower resolutions within the *.INF file). :scratchch

[END_EDIT]

GaryGB
 
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Did you succeed on step 4 in posts #48 and #49 in this thread or did you have the same problem I had in post #56 in this thread?

Thanks
 
https://www.fsdeveloper.com/forum/threads/resmaple-exe-not-compiling.442820/post-799832

Did you succeed on step 4 in posts #48 and #49 in this thread or did you have the same problem I had in post #56 in this thread?

Thanks

In posts # 48 and #49 above in this thread, ALL steps that I indicated to be required were successful; I did not have the issue in post #56.


PS: Please note that I edited my latter post #81 above: ;)

https://www.fsdeveloper.com/forum/threads/resmaple-exe-not-compiling.442820/post-799829

GaryGB
 
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Thanks for the reply. Do you mind me asking the source of (and how you downloaded) the 15 CM imagery that you are currently using for testing? Just curious. :)

Many thanks,
Caleb
 
Hi Caleb:

Because I have now discovered that there is an embedded sRGB color profile in your 24-Bit Blend and Water Mask TIFF files, before I allocate any additional time to providing further details on the source file tests I had been performing in an attempt to troubleshoot Geo-rectification of your Water Mask, I am going to recommend that you perform some further self-study. :teacher:

IMHO, that self-study 'should' include how to make a more comprehensively informed use of your version of Photoshop CS3; after that has been achieved, I would be glad to offer some more of my limited available free time in an effort to help you with this phase of the SDK Resample learning process.

I believe it will prove particularly important that you identify a means to implement in Photoshop CS3, an 'equivalent' of the GIMP work-flow I have already discussed here at FSDeveloper forums with regard to: :pushpin:

* How to convert and/or export a 24-Bit RGB color image to a 8-Bit Gray-scale TIFF file for use as a Mask source file

* How to ensure that caveats for specific graphic file format criteria are being complied with during that convert and/or export process:

Blend and Water Mask 8-Bit gray-scale '(256)-colors' TIFFs should, IMHO, be configured as:

* NO compression, whether FAX - CCITT 3, Huffman Encoding, LZW, PackBits etc.

* RGB NOT CMYK

* NO ICC sRGB Color Space Profile Embedded

* Optimized NOT Custom Palette


NOTE: Even if a work-flow is identified in Global Mapper to perform the Raster conversions required by SDK Resample (assuming you purchase that GIS application for ongoing use), you are likely to still have a need for a work-flow to do these things in Photoshop CS3.


I also consider the following links as a 'minimum' of threads to be reviewed on these topics during the course of your 'self-study': :pushpin:

https://www.fsdeveloper.com/forum/threads/blend-mask-not-working.435956/post-781363

https://www.fsdeveloper.com/forum/threads/what-exactly-is-a-blendmask.441166/

https://www.fsdeveloper.com/forum/t...the-scenery-you-are-making.441139/post-782145

https://www.fsdeveloper.com/forum/t...-scenery-achievable.440912/page-4#post-781748

https://www.fsdeveloper.com/forum/threads/black-water-and-several-other-issues.440908/post-779992

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


PS: I was looking at the search results on this Photoshop topic to see if there is a possible 'easy remedy' for your existing Mask files, before I ran out of time (and patience) today:

https://www.google.com/search?q=Pho...OoHTjwT_qrz4DQ&start=10&sa=N&biw=1024&bih=611

Hope this helps. ;)


Feel free to let me know when you believe you are prepared to proceed with this phase of the SDK Resample production process. :)

GaryGB
 
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Thanks for the reply @GaryGB. I will do some research and see what I can find to convert the embedded sRGB color profile masks to an 8-Bit gray-scale image in photoshop/gimp. Then maybe see how I can use those 8-Bit gray-scale masks in resample as is, or maybe retry the georectification process as you decribed in posts #48 and #49 and see if I don't have the problem described in post #56. I might even post around on the Photoshop forums if I can't find out how to convert the embedded sRGB color profile masks to an 8-Bit gray-scale image in I can't figure it out myself.

I greatly appreciate your help, time, and effort you have put into this.

Once again,
Many thanks,
Caleb
 
Here is the update:
I am using the procedure described in the video below to convert the RGB images to 8-Bit images with GIMP, then after that I went to image > mode > Greyscale in GIMP to make them gray-scale. Is the procedure described in the video a good procedure?


I am currently compiling the new masks that I converted using the procedure above and then will test in FS and see if things are lined up.

Thanks.
 
The procedure above messed things up a lot. There was no longer any transparancy in the image so the watermasks were everywhere so my whole image was water. I am going to try some different things with photoshop to see if I can get things done right. Would the below information be good for the inf file when using greyscale masks?
Code:
[Source]
Type = MultiSource
NumberOfSources = 3

[Source1]
Type = GeoTIFF
Layer = Imagery
SourceDir = "."
SourceFile = "X10_imagery.tif"
Variation = January, February, March, April, May, June, July, August, September, October, November, December
Channel_BlendMask = 2.0
Channel_LandWaterMask = 3.0
ulyMap =  26.7265762813
ulxMap =  -80.6683551942
xDim =  0.0000027
yDim =   0.0000027

[Source2]
Type = TIFF
Layer = None
SourceDir = "."
SourceFile = "X10_blendmask.tif"
SamplingMethod = Gaussian
ulyMap =  26.7265762813
ulxMap =  -80.6683551942
xDim =  0.0000027
yDim =   0.0000027

[Source3]
Type = TIFF
Layer = None
SourceDir = "."
SourceFile = "X10_watermask.tif"
SamplingMethod = Gaussian
ulyMap =  26.7265762813
ulxMap =  -80.6683551942
xDim =  0.0000027
yDim =   0.0000027


[Destination]
DestDir = "."
DestBaseFileName = "x10_photoreal"
DestFileType = BGL
LOD = 6,Auto
UseSourceDimensions = 1
CompressionQuality = 100
 
Ok so I went in photoshop and went to Image > Mode and clicked Greyscale and 8-bit. I also unchecked "use dither" under Edit > Convert to Profile.

Then after compiling and viewing in FS there is water all over my imagery area. It almost seems as my blendmask is being used as a watermask when being compiled........... Any ideas? The INF file is in my previous post. I also reopened the watermask I used to compile it in GIMP and everything is transparent except the areas I want to be water, the way I think it is supposed to be. This is mysterious. @GaryGB if you want I can PM you the latest version of the watermasks and blendmasks.
Many thanks,
Caleb. :)
 
Hi Caleb:

I just checked the forum and saw your messages.

Feel free to PM the latest version of the Water and Blend Masks, and I will take a look at them later tonight as time permits.

After I inspect them in Corel PhotoPaint, I shall report here on their graphic file format, as well as Band and/or (Alpha) Channel attributes etc.


If those images are able to be used, I would then plan to verify the Geo-referencing information,, prior to testing them with Resample. ;)

GaryGB
 
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Hi Caleb:

I just checked the forum and saw your messages.

Feel free to PM the latest version of the Water and Blend Masks, and I will take a look at them later tonight as time permits.

After I inspect them in Corel PhotoPaint, I shall report here on their graphic file format, as well as Band and/or (Alpha) Channel attributes etc.


If those images are able to be used, I would then plan to verify the Geo-referencing information,, prior to testing them with Resample. ;)

GaryGB
Thanks for the reply. I will PM the watermasks and blendmasks. I do plan to continue with the Geo-rectification process to line up the watermasks and blendmasks with the imagery, but I first want to be sure that the images are configured properly, so that there is not water over my entire photoreal image.
Many thanks for your help. :)
Caleb
 
Hi Caleb:

[EDITED]

While you have successfully removed the sRGB Color Space info, there is still a ICC Gray-scale profile embedded in your images.

[END_EDIT]

While most of my graphics applications do see these images as 8-Bit Gray-scale with (1) Alpha channel, there is a question raised by one of my applications as to internal file format (which may reasonably be given some consideration due to the overall file size of each image).

I suggest that you import these images into GIMP version 2.8 (do not use an older numeric version), then configure them according to the graphic file format cited in the tutorial by Tiberius et al "How to create photoreal scenery for FSX"

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


Please also review the linked threads and observe the caveats for graphic file output format ...I cited above:

https://www.fsdeveloper.com/forum/threads/resmaple-exe-not-compiling.442820/post-799845


I will be away from my FS computers for most of the day (Saturday), and will look into this further later tonight or tomorrow (Sunday).

When you successfully output some Mask files from GIMP 2.8, feel free to ZIP them and send me a link to inspect / test them via PM. :)

GaryGB
 
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Thanks for the reply @GaryGB.
When you say "configure them according to the graphic file format cited in the tutorial by Tiberius et al "How to create photoreal scenery for FSX" " do you mean step 22 in post #8 in that thread?
Thanks.
 
Yes, I am referring to that part of the Tiberius et al tutorial:

https://www.flightsim.com/vbfs/show...otoreal-scenery-for-FSX&p=1690202#post1690202


Note that this work-flow may help you become familiar with the process implemented via 24-Bit BMPs, and to see Masks working properly.

Then you can later allocate some time to sorting out the same process via 8-Bit Gray-scale TIFFs as alluded to by Luis Feliz-Tirado.

[EDITED]

As far as the GIMP 8-Bit Gray-scale TIFF work-flow, see John's 'custom' methods in some of the posts I linked to above:

https://www.fsdeveloper.com/forum/t...n-photo-scenery-achievable.440912/post-789330

[END_EDIT]


FYI: There are a few reported 'quirks' in multiple earlier numeric versions of Photoshop, GIMP and other graphic applications that produce BMP and TIFF files which are not fully compatible with SDK resample.

However, that does not mean you cannot 'eventually' find a work-flow in Photoshop CS3 for BMP and/or TIFF output which actually is compatible with SDK resample. ;)

GaryGB
 
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Thanks for the reply @GaryGB.
I have opened my original watermasks and blendmasks in GIMP (the state they were before any format changes were applied), and exported them using steps 21 and 22 in post #8 of the "How to create photoreal scenery for FSX" tutorial. I am compiling them with SDK resample as we speak (I have not geo-rectified them yet) and will test in FS once that is complete. I will PM them to you also.
If testing in FS shows that water is not all over my imagery, I will continue with the geo-rectification process you outlined in posts #48 and #49 in this thread to align the watermasks and blendmasks with the imagery.
Thanks for the help,
Caleb

P.S. Have you reviewed the inf file in post #88 in this thread and been sure that everything is good and that the INF file is not the cause of my "water everywhere" problem?
 
Hi Caleb:

The "water everywhere" problem is likely due to the uniform White 'color' (RGB 255,255,255) of the Blend Mask and the impact that has on run time terrain rendering.

Since I will be on the road again today (Sunday), I may not have time to perform my own tests until later tonight or tomorrow (Monday).

In the mean time, I recommend a review of the above cited tutorials with regard to making a gradient gray-scale transition in your Blend Mask (in the area which is around the edges of your "diffuse" 24-Bit color aerial imagery) to "Blend" it into the surrounding default land class textures, as your current Blend Mask shows only a single White 'color' (RGB 255,255,255) over the entire image.

Possibly this is due to flattening / combining / merging an Alpha Channel layer in the Blend Mask with a default White background 'color' (RGB 255,255,255) in the graphics application work-space ? :scratchch

The actual Water Mask continues to show defined Hydro areas without the uniform 'color' issue affecting your Blend Mask.

I will post further as time permits later today. :)

GaryGB
 
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Thanks for the reply @GaryGB.
I will review some of the tutorials you linked to find out how to add a gradient edge to my blendmask.
The compiling process took about 1 hour and 35 minutes (longer than it took when using TIF files), and the results of the test in the sim are below:
The watermasks look ok (no "water everywhere" problem), but they are not aligned, so I plan to geo-rectify them soon to fix that.
The blendmask is not working at all, I see my whole image, not just the parts I assigned with the blendmask. When re-opening my BMP blendmask in GIMP that I exported with GIMP 2.8 previously, there is no transparency as there is supposed to, it is all white (you can see the one I sent you to see what I mean). I believe this is the reason for my blendmask not working.

-----

How important is it that we try to get the watermasks and blendmasks in the right format (8-bit, greyscale, etc.)? Is getting it in the right format just to save hard drive space and to get rid of unnecessary information being stored in the watermask and blendmask's image file and the BGL file, or is getting it in the right format essential to getting the watermasks and blendmasks to Display correctly in the sim?
I am not that picky about file sizes etc., I just want to get my scenery to look right.
I am asking this because I am wondering if we can save both of us a lot of time and effort and instead of trying to get the images in the right format (8-bit, greyscale, etc.) to save space and get rid of unnecessary information being stored in the watermask and blendmask's image file and the BGL file, we can mainly focus on getting the scenery to Display correctly in the sim.

Thanks,
Caleb
 
Hi Caleb:

Indeed, it is certainly a practical option to work with 24-Bit Masks in BMP format for now, provided that the proper gray-scale "colors" are actually used to do the desired masking.

You can always go back and use the 8-Bit gray-scale TIFF masking file format later after sorting out how to implement that graphic file format via GIMP and/or Photoshop CS3.

BTW: If you have well-defined road edges in the underlying default land class textures, you can also do without a gray-scale gradient in the edges of your Blend Mask, and you may not see the transition quite as much if you have color-matched your aerial imagey.

<On the road again... >

GaryGB
 
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Thanks for the reply @GaryGB.
The south and west sides of my imagery are right up against a road, so gradient-like blendmasks are not necessary for the scenery to blend seamlessly. However, the north and east sides of my imagery might need gradient-like blending to look good, so I will look into that.

I see that the format of the image (8-but, greyscale, etc.) is not very important just to get the scenery to Display correctly in the sim, so I will try different formats and probably go with something other than the 24-bit BMP exported from GIMP for the blendmask, as it is not working correctly as a 24-bit BMP. I will proceed with Geo-rectifying my watermasks and play around some more with different formats of blendmasks to get the blendmasks to work tomorrow, and will report back here.

Many thanks for the help. :)
Caleb
 
Hi Caleb:

I am curious if you tried using GIMP's option to change the work-space "Image Mode" to Gray-scale prior to Export of your Masks ? :scratchch

This was discussed in 1 or more of the above linked threads to "Export As..." gray-scale TIFFs for use as Masks with SDK Resample. ;)

https://docs.gimp.org/en/gimp-image-convert-grayscale.html

https://docs.gimp.org/en/gimp-tutorial-quickie-change-mode.html

FYI: This also reduces the 'Exported' gray-scale TIFF file size to only 1/3 of the original 24-Bit color BMP file size. :idea:


NOTE: During GIMP Menu > File > 'Export As...' > *.TIF, be sure to check "Save color values from transparent pixels"


PS: For more in-depth and linked technical info on this graphics format issue for texture image Materials, see:

http://www.adriancourreges.com/blog/2017/05/09/beware-of-transparent-pixels/


BTW: Another reason I recommend using TIFF files instead of PNG intermediates for "Transparent" texture image Materials in ex: Sketchup or in graphics application procedures for other FS SDK production is IMHO, PNG is an invitation to trouble, as there are numerous graphics applications which vary in their ability and methods for interpreting / encoding transparency.

This article discusses some of those undesirable technicalities, and offers suggestions for those who (willingly) work with PNG files:

http://www.realtimerendering.com/blog/gpus-prefer-premultiplication/


Hope this helps a bit more with the learning and production process. :)

GaryGB
 
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