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FS2004 SBuilder and FScene "compatibility" texture question

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jersey
Brief resume :-
I've used SBuilder for many years in a fairly "basic" FS2004 installation which relies on UT Europe for a lot of it's detail ... everything perfectly adequate, for my purposes.
I've recently installed FScene 1 (Europe & Africa) which "livens up" the background texturing very nicely.

BUT

The SBuilder background VTP polygons (grass) that I've used in the majority of my European airstrips now show up a little "insipid/faded" instead of blending in reasonably nicely as they do with the default scenery.

QUESTION

Does anyone know which texture file(s) SBuilder calls on for it's background polygons so I might consider adjusting the saturation and/or density so's to better fit in?

Any insight will be gratefully received :)
 
Hi Chris:

IIUC, you want to know which BMP files are mapped onto *VTPP.BGL Polygons by SBuilder for FS9 (aka "SB205") ?

If so, let's use your Airstrips of Poland package at AVSIM as an example:

https://library.avsim.net/esearch.php?CatID=fs2004scen&DLID=231101

SBuilder Menu > File > New > [Project Name] > [OK]

SBuilder Menu > File > Save Project As > [Project Name] > Save As Type: Scenery Builder (*.SBP) > [OK]

SBuilder Menu > File > Append... > VTP BGL... > Browse / Select:


[airstrips_of_poland install path]\Airstrips of Poland\Polish Airstrips\Scenery\EPAR_Arlamów_VTPP.BGL > [Open]


In SBuilder workspace: > Zoom Tool: zoom in on Airport Background Polygon ("ABP")

In SBuilder workspace: > Point Tool: > click to select boundary of ABP

In SBuilder workspace: > Right Mouse Button: click on boundary of ABP > Context Menu: Select: Properties...

In Scenery Builder Polygon Properties dialog, we see: > {VTP2} tab > VTP Layer: (4) > Classes: 128 Y Grass


Now we must identify the texture mapped via SBuilder under the 'friendly name' 128 Y Grass.

This requires a review of additional info on SBuilder and FS9 to find a 'crosswalk' table for mapping Classes and BMPs.

[EDITED]

In SBuilder a BMP file name is not listed for 128 Y Grass in the Polys or Lands.txt file, nor any other SBuilder file I have examined.

In SBuilder the Polys.txt file has listed items for Grass, but that file has no explanatory column header record line:

[Texture.1183]
Title=Grass
Color=0 200 50
Textures=128b2su1.bmp

[Texture.1189]
Title=Low Sparse Grassland
Color=0 200 50
Textures=052b2su1.bmp

[Texture.1190]
Title=Cold Grassland
Color=0 200 50
Textures=052b2su1.bmp

[Texture.1191]
Title=Cool Grasses and Shrubs
Color=0 200 50
Textures=009b2su1.bmp

[Texture.1203]
Title=Grass Park
Color=0 200 50
Textures=128b2su1.bmp


In SBuilder the Lands.txt file has a listed item: 128 124 219 044 128 Y Grass, but that file has no explanatory column header record line.

[END_EDIT]


128 Y BMP file name is not listed in the BglAnalyze31-decompiled BGL SCASM / ASM code, nor is it listed in FS2004 Terrain.Cfg.

However, Terrain.Cfg does list a number of land class definitions involving the word "Grass", each with a mapped BMP file name.


I am not certain if Christian Fumey had a list in Ground2K, or if AFCAD, Airport, SceneGenX or other legacy utilities has such a table.

Code:
https://library.avsim.net/esearch.php?CatID=root&Name=Ground2K&FileName=&Author=&DLID=&Sort=Name&ScanMode=1&Go=Change+View


Some related info:

Code:
https://www.fsdeveloper.com/forum/threads/custom-land-class.426177/


Perhaps this info might discerned from a review of: :scratchch

https://www.fsdeveloper.com/forum/resources/scenery-sdk.25/

[FS2000_SDK install path]/FS2000_Terrain_SDK/Terrain/Creating%20Terrain.pdf


"Terrain Texture Naming Convention

This section describes the naming convention used by Flight Simulator 2000 for terrain
textures. The naming convention follows this format:

OOOB2SU1

• The first three numbers “ 000” are the numeric value for a given texture.
• A “ B” followed by a number (e.g., B2), denotes the latitude band in which the
texture resides.
• The next two letters (SP, SU, FA, WI, HW) represent the seasonal variation of the tile.
• The last number (1) denotes which variation the texture is.

There are some gaps in the numbering system like the one seen between 011B2SU1 and
013B2SU1. These textures are not mapped anywhere, and are not displayed by the terrain
engine.

There are five possible latitude bands, numbering from 1-5. They start at the equator,
(band 1) and proceed northward to the pole (band 5). The southern hemisphere uses the
corresponding numbers (band 5 at the equator to band one at the South Pole).

There are five seasons: Spring (SP), Summer (SU), Fall (FA), Winter (WI), and Hard
Winter (HW). The difference between the two winter textures; WI and HW are mainly
visual (snow in HW) and when they are displayed in the game.

Almost all terrain textures have variations: a unique texture that tiles in all four directions
to the other textures sharing that numeric value (example: 013B2SU3 and 013B2SU1 tile
to each other, whereas 021B2SU5 and 021B2SU5 do not tile to each other).

Texture Texture Name Number of Variations
Water 000B2SU1.bmp 1
Ice 001B2SU1.bmp 5
Desert 002B2SU1.bmp 7
Semi Desert Shrub 003B2SU1.bmp 7
Geometric Crop 004B2SU1.bmp 7
Non Geometric Crop 005B2SU1.bmp 5
Grassland 006B2SU1.bmp 7
Non Geometric Crop And Town 008B2SU1.bmp 7
Grass And Shrub 009B2SU1.bmp 7
Grass Crop Shrub 010B2SU1.bmp 7
Woody Savanna 011B2SU1.bmp 7
Tundra 013B2SU1.bmp 5
Woody Tundra 014B2SU1.bmp 5
Wooded Swamp 016B2SU1.bmp 5
Mire Bog Fen 017B2SU1.bmp 5
Wetland Marsh 018B2SU1.bmp 5
Evergreen Tropical Forest 019B2SU1.bmp 5

Page 13

Degraded Evergreen Tropical Forest 020B2SU1.bmp 5
Deciduous Tropical Forest 021B2SU1.bmp 5
Conifer Boreal Forest 022B2SU1.bmp 5
Mixed Boreal Forest 023B2SU1.bmp 7
Evergreen Conifer Forest 024B2SU1.bmp 5
Evergreen Conifer Forest and Field 025B2SU1.bmp 7
Deciduous Conifer Forest 026B2SU1.bmp 7
Mixed Forest 027B2SU1.bmp 7
Evergreen Broadleaf Forest 028B2SU1.bmp 7
Large City Urban Grid Wet 029B2SU1.bmp 7
Large City Urban Grid Dry 030B2SU1.bmp 7
Large City Urban Non Grid Wet 031B2SU1.bmp 7
Large City Urban Non Grid Dry 032B2SU1.bmp 7
Medium City Urban Grid Wet 033B2SU1.bmp 7
Medium City Urban Grid Dry 034B2SU1.bmp 7
Medium City Urban Non Grid Wet 035B2SU1.bmp 7
Medium City Urban Non Grid Dry 036B2SU1.bmp 7
Large City Suburban Grid Wet 037B2SU1.bmp 7
Large City Suburban Grid Dry 038B2SU1.bmp 7
Large City Suburban Non Grid Wet 039B2SU1.bmp 7
Large City Suburban Non Grid Wet 040B2SU1.bmp 7
Medium City Suburban Grid Wet 041B2SU1.bmp 7
Medium City Suburban Grid Dry 042B2SU1.bmp 7
Medium City Suburban Non Grid Wet 043B2SU1.bmp 7
Medium City Suburban Non Grid Dry 044B2SU1.bmp 7
Small City Suburban Grid Wet 045B2SU1.bmp 7
Small City Suburban Grid Dry 046B2SU1.bmp 7
Small City Suburban Non Grid Wet 047B2SU1.bmp 7
Small City Suburban Non Grid Dry 048B2SU1.bmp 7
Large City High rise 049B2SU1.bmp 5
Semi desert sage 050B2SU1.bmp 7
Shrub evergreen 051B2SU1.bmp 7
Hot And Mild Grasses And Shrubs 052B2SU1.bmp 7
Polar And Alpine Desert 055B2SU1.bmp 5
Rock 056B2SU1.bmp 7

Page 14"

...or this thread:

]https://www.fsdeveloper.com/forum/threads/identifying-default-airfield-background-poly-data.21439/


One might note a correlation between the above info and SBuilder's inclusion of copied FS2004 default BMPs in:

[SBuilderFS9 install path]\Tools\Bmps


Otherwise, perhaps Arno or Richard Ludowise might know if FS2004 has a file that defines this VTPP land class mapping ?

Possibly one may find this info within a class definition BGL in: [FS2004 install path]\Scenery\BASE\Scenery ? (forgot decompiler needed)


Hope this helps get you closer to finding the info you seek. :)

GaryGB
 
Last edited:
Gary,
Thankyou for your extensive analysis ... especially as you used my own files as examples :)

Very little further reading led me to the text files included with SBuilder, specifically "polys.txt" in the "SBuilder\Tools" folder which does list "Grass" as it's second entry - 128b2su1.bmp (maybe you missed it?) - which I've subsequently found in the FS9\Scenery\World\Texture folder!
Jiggling with the saturation and colour balance of this file brings me very close to what I find more acceptable, so I can fine tune it (and possibly it's seasonal variants) as circumstances suggest.
During my file searches through my FS9 installation I discovered several "alternative versions" of this filename in other sceneries ... it would seem some other authors have encountered this scenario and made their own adjustments to suit specific local circumstances!
As is often the case, one little detail, in this case the filename itself, has opened a whole potential spectrum of localised customisation ... could keep me occupied for ages ;)

Thanks again :)
 
Hi again:

Glad that helped. :-)

As the "grass" files cited may be system files used throughout the FS world, it may be a good idea to keep originals intact, and use edited versions for custom scenery.

I shall also try to refresh my memory on how to do this in FS9 while avoiding a land class texture conflict or crash with VTPP BGLs by region or local custom scenery package.

GaryGB
 
Hi again:

Glad that helped. :-)

As the "grass" files cited may be system files used throughout the FS world, it may be a good idea to keep originals intact, and use edited versions for custom scenery.

I shall also try to refresh my memory on how to do this in FS9 while avoiding a land class texture conflict or crash with VTPP BGLs by region or local custom scenery package.

GaryGB
Thanks :)
As I can see it, from the FS2004 SDK documentation (TerrainTextureNames.doc), this particular texture is used in just two specific areas, Europe and North America, the first of which is my "home patch", and as I've got FScene for North America as well I'm not anticipating a problem :)
Nevertheless, I did try to bring the modified texture file down to "local" level and FS9 just ignored it and continued to use the file in the FS9\Scenery\World\Texture folder!
Maybe that's a characteristic of VTP files ... a left-over from an earlier version of FS perhaps, or maybe SBuilder hard-codes the file path into the scenery?
Something else to play with, as and when ;)
Anyway, I'm a great believer of copies of anything I've modified, kept in a "safe place" or with a suffix change (.bgx rather than .bgl) and an associated text file (with the same name) containing details of why the mod was made.
All good fun :)
Don't bother with any further effort on my behalf, I've got what I wanted, thankyou, but of course if you do come up with some little nugget and wish to share it, I'll be interested.
 
Hi again:

Just a few links regarding options and "gotchas" in FS9 if we use substitute land class textures in a local paired (aka 'twin') \Texture folder:

Code:
https://www.fsdeveloper.com/forum/threads/how-can-i-find-out-which-textures-are-used-by-landclass-bgl-file.14687/post-93839


This thread addresses options for substituting custom land class and/or custom photo-real land class textures:

Code:
https://www.fsdeveloper.com/forum/threads/custom-land-class.426177/


A related topic on use of custom photo-real land class textures that are terrain mesh clinging (not mapped onto flat 3D FS2002 G-Polys):

Code:
https://www.fsdeveloper.com/forum/threads/how-to-create-a-photoreal-background-for-an-airport.434062/

GaryGB
 
Last edited:
Gary,
Thanks for those links ... "all grist to the mill" as they say!
I think I'm starting to get a grip on things with reference to my original query ... delving into the intricacies of the FS2002 SDK is giving me a few more pointers regarding VTP polygons.
There's indication that my suggestion that FS looks directly to it's Scenery\World\Texture folder for VTP texturing may be the case ... as to whether I'll be able to modify anything, at least to get it to use alternative textures (even if they have to be in that same directory) is a little project I'll probably keep for "another day".
This probably all seems to be "a little late in the day" to many, but having spent most of my "FS9 life" bumbling 'lo-&-slo' around the photo sceneries of the UK and Ireland ... a few details here, some autogen there ... I felt I might stretch my virtual wings a bit :)
 
Hi Chris:

While I was editing my post above in an effort to impart further clarity to this topic and the options it alludes to for custom VTPP's, I read some intriguing info in the SBuilder for FS9 Help file under:

{Contents} tab > Making Scenery With SBuilder > VTP Scenery
VTP Scenery

VTP Scenery​


VTP polygons (used for airport backgrounds) and VTP lines (used for roads, streams, coastlines, etc) have an extremely low impact on frame rates.


"VTP Polygons


With Scenery Builder you can create a polygon and define it as a VTP polygon. Here is the VTP polygon Properties window:


1739126502856.png


You need to set the VTP layer for the polygon and the texture used by the polygon. The VTP layer number controls the order used by FS in drawing VTP items in the screen. If one VTP polygon has a VTP layer number of 5 and another has a layer number of 4, this last one is drawn first. The Layer 5 polygon will cover the layer 4 polygon even if this one was created after the layer 5 one. If 2 polygons have the same layer number, the order of creation (you can control this in SBuilder) controls the order they are copied in the the screen. Here is the layer number for default items in FS2004:


  • rivers and electricity pylons are in Layer 4
  • railroads in Layer 5
  • roads are in Layer 6
  • bridges and airport polygons in Layer 7
  • coastlines in Layer 8

VTP textures for polygons


There are 3 options to declare a VTP texture for a polygon. The first option is to declare one of the Land Classes textures. We will not refer to these textures anymore as you already have seen them in Land class scenery making. The second option is to use "named textures". The third option is to choose from a set of pre-assembled texture names. When you use "named textures" you set a texture for each season. Here is the window to define a "named texture":


1739126460354.png


You can add a named texture set to the "assembled set of textures". In this way, the next time you need to choose this set you will just pick it up from a list of pre-assembled textures. The assembled texture names are placed at the end of the file polys.txt found in the Tools folder of SBuilder. The first entries, in this list, are the standard textures used by FS2004 which correspond the standard file TERRAIN.CFG.


You should read the VTP and LWM Terrain SDK for explanations on the Texture types and Effects. The important thing is that for polygon textures, the type is 0. For lines type, should be 1 2 or 3."

Although I have not personally done this, the latter section quoted above almost seems to allude to an option to create a set of custom 'pre-assembled' seasonal land class textures (using for example, edited default land class textures ?).

While it states that "The assembled texture names are placed at the end of the file polys.txt found in the Tools folder of SBuilder. The first entries, in this list, are the standard textures used by FS2004 which correspond the standard file TERRAIN.CFG", one might wonder whether this makes the set of custom 'pre-assembled' seasonal land class textures 'available' by adding them to the group of textures in:

[SBuilderFS9 install path]\Tools\Bmps


IIRC, one could also place SCASM / ASM Flattens, Exclusions for Autogen, and a *.R8 texture Grass Apron as an Airport Background.

I hope these ideas might also prove to be easier options for you to use. :)

GaryGB
 
Last edited:
Gary,
Thanks again :)
The phrase "VTP polygons (used for airport backgrounds) and VTP lines (used for roads, streams, coastlines, etc) have an extremely low impact on frame rates." was one that had caught my attention initially and I've been enthusiastically implementing these characteristics in my little sceneries, the prime function of which is that they are as unintrusive as possible, but aligned so's to not overlap any roads, rivers, trainlines etc. whilst still providing ai functionality.
I now realise I hadn't read the document to the end (or if I had it didn't stick) so I'll be revisiting those help files ... it would seem there's a lot more to SBuilder than first meets the eye ;)
Using these VTP lines and polygons, in conjunction with the "generic" buildings so easily produced using SceneGenX, has allowed me to assemble some quite extensive airport layouts that look perfectly fine from a distance ... just what I was aiming for, plenty of middle-distance detail when flying past with little or no frame-rate overhead.
 
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