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FS2004 SBuilder can't put photoreal textures over water

Messages
217
Country
venezuela
Hello guys

Another problem with SBuilder(FS9), I made a photoreal scenery using a .bmp image with the alpha channel and the night image, the three bmp files have the same dimensions (11962 x 5537)

In the land, the photoscenery shows itself perfectly, but in the water (water polygon), I can see only the default textures :confused: there's nothing from the photoscenery in the water
 
Messages
30
Country
colombia
Como lograste colocar las imagenes con ese tamaño (11962 x 5537) in sbuilder9?? a mi me dice "Could not find the following map" y no puedo colocar texturas de mas resolucion en sbuilder9, me podrias ayudar?
 
Messages
7,450
Country
us-illinois
Como lograste colocar las imagenes con ese tamaño (11962 x 5537) in sbuilder9?? a mi me dice "Could not find the following map" y no puedo colocar texturas de mas resolucion en sbuilder9, me podrias ayudar?

IIUC (An interpretation based on a Google Translation):

How did you put the images with that size (11962 x 5537) in sbuilder9?

SBuilder9 tells me "Could not find the following map" and I can not put textures of more resolution in sbuilder9, could you help me?"



SBuilder for FS9 has limitations of USER_VIRTUAL_ADDRESS_SPACE (aka "USERVA") which might restrict how large of an aerial image BMP it can load within its Windows task session.

When one attempts to load and process aerial imagery source files that are too large for SBuilder for FS9 to handle within its USERVA limitations, the error "Could not find the following map" typically results.

Most FS9 scenery developers would simply split the larger aerial imagery source file into 2 or more separate source files, and using a properly structured FS9 SDK Resample "multi-source"-type INF file, merge those separate source files into a single BGL (...as long as the output BGL size will not exceed Resample's 2 GB maximum output file size limit).


FYI: https://www.google.com/#q=SBuilder+"Could+not+find+the+following+map"


Hope this helps ! :)

GaryGB
 
Messages
30
Country
colombia
IIUC (An interpretation based on a Google Translation):

How did you put the images with that size (11962 x 5537) in sbuilder9?

SBuilder9 tells me "Could not find the following map" and I can not put textures of more resolution in sbuilder9, could you help me?"



SBuilder for FS9 has limitations of USER_VIRTUAL_ADDRESS_SPACE (aka "USERVA") which might restrict how large of an aerial image BMP it can load within its Windows task session.

When one attempts to load and process aerial imagery source files that are too large for SBuilder for FS9 to handle within its USERVA limitations, the error "Could not find the following map" typically results.

Most FS9 scenery developers would simply split the larger aerial imagery source file into 2 or more separate source files, and using a properly structured FS9 SDK Resample "multi-source"-type INF file, merge those separate source files into a single BGL (...as long as the output BGL size will not exceed Resample's 2 GB maximum output file size limit).


FYI: https://www.google.com/#q=SBuilder+"Could+not+find+the+following+map"


Hope this helps ! :)

GaryGB



Hi Gary,

That method you are explain is really helpful but i have a question, in that method can i use an alpha channel to give the result texture to shape of only the zone i want the texture to show? Like round borders ?. I'm asking that cause when i use the resample in the fs9 SDK the channel results like water in the map, and I do not want water in those zones, I just want it to blend with the default terrain. Is it another way to do this with resample SDK or i have to use obligartorily VTP2 polygons?
 
Messages
7,450
Country
us-illinois
Hello:

As I attempt to refresh my memory on this, I am thus far only finding indications that one may need to use either VTP polygons or Ground Polygons with DXT3 vertically-flipped, MIPMAP-ed texture images to do this when displayed at run time in FS9.

Otherwise one triggers FS9 run time display of water in custom photo-real aerial imagery BGL coverage areas made via FS9 SDK Reample methods, when the Alpha channel of a aerial imagery texture image is changed in whole- or in part (...ex: even "1" pixel)- to any gray scale value less greater than absolute black (RGB 0,0,0), which may be interpreted by the FS rendering engine as a 'hydro' attribute rather than as a transparency attribute.


http://www.fsdeveloper.com/forum/threads/blend-photoreal-in-with-surrounding.178131/

http://www.avsim.com/topic/77896-how-to-create-photoreal-sceneries-for-fs2004

http://www.fsdeveloper.com/forum/threads/how-to-blend.42594//#entry538742


Some links with caveats to consider when working with DXT3 file format and various graphics applications: :pushpin:

http://www.fsdeveloper.com/forum/threads/sbuilder-and-photoreal-terrain-questions.130515/

http://www.fsdeveloper.com/forum/threads/photo-real-ground-textures.1063/

http://www.ptsim.com/forum/viewtopic.php?p=2446

http://www.fsdeveloper.com/forum/threads/dxt3-alpha-isues.22023/

http://www.fsdeveloper.com/forum/th...3-file-if-a-alpha-channel-is-present-c.21460/

http://www.fsdeveloper.com/forum/threads/number-of-1024-textures-on-a-project.425157/

http://www.fsdeveloper.com/forum/threads/sbuilder-use-ut-roads-on-photo-scenery.424600/

http://www.fsdeveloper.com/forum/threads/autogen-on-transparent-photoscenery.424378/


https://www.google.com/#q=FS2004+FS9+alpha+channel+photo-real+blend

https://www.google.com/#q=FS2004+FS9+alpha+channel+photo-real+gradient

https://www.google.com/#q=FS2004+FS9+alpha+channel+photo-real+transparency


Hope this helps ! :)

GaryGB
 
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