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SBuilder FS9 Problem creating Mesh

Hi Leonardo:

Thanks for the heads-up on typos in some FS9 default file names in my posts above (they should all be corrected now).

[EDITED]

It was apparent to me from your statements in the OP above, that you may have had a goal of achieving not only a more accurate "shape" to the topography, but also the shorelines of Futuna and Alofi islands.

Additionally, it seemed likely that you may have intended to enhance other islands along the course of your flights in FS9, so I thought you might benefit from learning how to make accurate terrain mesh, and how to allow it to be displayed properly by making necessary modifications to COPIES of default FS9 terrain BGLs.

Please be assured that we will proceed promptly into the process of making your replacement enhanced terrain mesh after first enabling display of the entire extent of the islands, via the above process of making necessary modifications to COPIES of default FS9 terrain BGLs.

I will soon be showing you where to personally- and at your own discretion- directly access the newer, and more accurate, SRTM data that is 'cleaned' (and which, in spite of the 'current' state of incremental improvement from the original 'raw' SRTM data made available years ago, may still require re-assignment of elevation values along shorelines via the editing process in SB9 and/or SBX).

This 'may' involve edits to both the VTP shoreline poly-line elevations as well as the simpler process of setting surrounding LOD-13 quad LWM Hydro polygon elevations to 0 Meters AMSL.

Depending on how accurate you may wish to make your version of the above islands, further modifications may be needed in the rendering of the terrain mesh data along shoreline areas due to ongoing SRTM source data anomalies, by use of "sloped flattens" implemented as LWM3 triangular polygons.


I also plan to help you find a way (via freeware GIS applications) to merge the legacy SRTM data with the newer SRTM data in order to achieve the minimum LOD-related source data Geographic coverage extents required by FS2Kx SDK Resample versions to allow output of 'fully functional' terrain mesh BGLs that are successfully displayable in FS9 at run time.

So, with some patience, you'll soon be able to "make a mesh of things" whenever you wish. :D

[END_EDIT]


I have only a few minutes free on the road this afternoon, and I know your time zone is 6 hours ahead of USA central time, so i'll suggest initially that you study the SB9 and SBX *.CHM "Help" file sections on working with Lines and Polygons. :idea:

Those sections explain how to activate the features for editing vertices by inserting, deleting, moving, smoothing, sampling inter-point distances to increase / decrease point density along poly-lines etc.


After 'Appending' the above referenced COPIES of default FS9 BGLs to SB9, save a backup copy of the "*.SBP" project info file under a new name that includes 'SB9' somewhere in the file name, and test your skills at editing the separate FS9 VTP shoreline poly-line and the edges of the LWM 'Hydro' polygons.

BTW: IIRC, you must perform manual incremental saves of your work to the SBP project file periodically in SB9, whereas SBX appears to perform those incremental 'saves' automatically.


Alternatively, you can immediately Export a *.SBX complete project file and Import it into SBuilderX, then test your skills at editing the separate FS9 VTP shoreline poly-line and the FS9 edges of the LWM Hydro polygons.


In either case, you may find it easier to work with the Hydro polygon vertices first, by dragging the shoreline poly-line(s) off to the side to be edited or replaced later on. ;)


FYI: I will have to test further, the method for Export of a BLN file from SBuilderX for Import back into SB9, as the initial test I performed in SB9 with Import of a SBX that was Exported by SBuilderX failed.

This can 'probably' be worked around by editing vertex density before Export from- or attributes for GUIDs in the SBX file after Export from- SBuilderX, so I'll have to work with that upon my return later today.

I must resume my travels now, so I'll check back on this thread soon. :)

GaryGB
 
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Hey!

Well I was pretty satisfied with the islands shores, even if they don't represent 100% the reality. It's the flat, rounded and low height mountains/hills/peaks, product of the low res default mesh that annoys me lol.
I actually already know how to edit coastlines, and even creating islands from scratch, as I've done both those things before :) (although probably not in a way as proficiently as the method you're trying to teach me :P )
Tomorrow morning I'll read that help file, since some of those operations I'm not too familiar with ;)

Once again many thanks for all this, and for taking the time from your everyday life to help me! (and other in the future that might stumble across this thread)
I'll be waiting for the next step :D

Leonardo
 
Hi Leonardo:

I must attend to some business out of town today, so I will incur further delay in posting more tutorial info for you here in this thread.


I thought it might be helpful with understanding the importance of modifications to- and creation of additional objects for- vector scenery within the area of your Futuna and Alofi islands project, to have a 'prototype' terrain mesh BGL to display in FS9 and in TMFViewer as a reference while you work with COPIES of default vector BGLs in SB9 and/or SBX.

So, I have attached one in a PM for you here at FSDeveloper. :pushpin:


Note that this current 'prototype' terrain mesh BGL is only a "quick-and-dirty" compilation from minimally processed source data, and further processing will likely be required to produce an optimal "worked example" worthy of public posting sometime soon. ;)


Hope this helps with the learning process, and to reassure you that it is only a matter of time until you will be making your own custom terrain mesh BGLs that are immediately displayable without troubleshooting issues, for this and other project locations in FS9. :)

GaryGB
 
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Hey Gary!

Well thank you! :) I'll be checking that out tomorrow, and trying it! And no problem as I'll be a little time constrained this week so things will run slower on my end too lol :P

Leonardo
 
Hey

So I tried that mesh you sent me and it looks fantastic! Exactly what I'm going for!
Waiting for 'phase 2' of the tutorial! :)

Leonardo
 
Hi Leonardo:

I am presently reviewing and testing options to merge and re-project elevation source data of differing native resolutions, for use by FS2Kx SDK Resample versions without having to purchase an expensive GIS application.

I am also trying to find an easier way to ensure that source data submitted to FS2Kx (aka FS2000 / FS2002 / FS2004) SDK Resample versions has terrain grid LOD-related minimum Geographic coverage extents required for proper processing and output of BGLs that will be rendered in FS9 at run time. ;)


FYI: Although you may not personally choose to do so for your own project(s) based on the range of elevations you will be dealing with for your islands of interest within FS at run time, typically for FS9 terrain mesh production, one would also output additional discrete single resolution (expressed as LOD-#) terrain mesh BGLs from ex: LOD-5 through the next lower LOD ex: LOD-9 for a LOD-10 maximum resolution ...as "Buffer Mesh" that allows proper distance-related display of terrain, Land-Water Masks, and mapped default Land / Water Class textures or custom photo-real Land Class textures without terrain anomalies or gaps (aka "Blue Slivers").

Each of those LOD outputs may require individual consideration when downloading, processing, and submitting source data to FS2Kx Resample. :pushpin:


NOTE: In addition to expense, use of a GIS application can add an additional level of complexity and another learning curve.

Thus, I am endeavoring to find a more easily accessible work-flow for you to use with this project, and your other projects in the future, as my own work-flow was much quicker and easier by use of a GIS application in the initial and intermediate steps of producing the "prototype" BGL I cited above in this thread ...as a "test-of-concept". :coffee:


BTW: I am curious as to whether, after having reviewed the SBuilder documentation on working with Lines and Polygons, your current goals for precision and relative realism in run time rendering within FS9 may still involve an interest and willingness to implement in your current work-flow, the process of matching your copied FS9 VTP and LWM vectors to the shoreline edges of Futuna and Alofi islands using aerial imagery ?

If so, I am also curious as to whether, after having reviewed the SBuilder documentation on working with Lines and Polygons, you have decided in favor of matching your copied FS9 VTP and LWM vectors to the shoreline edges of Futuna and Alofi islands using aerial imagery downloaded and displayed as a background image within the SBuilderX work-space, or whether you may prefer instead to use a lower-resolution background image exported by SBuilderX displayed as a "Map" background image in SBuilder For FS9 ? :scratchch


GaryGB
 
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Hey Gary!

Well I would indeed like to have/learn how to do various LOD meshes for a certain area, since I've seen first hand the difference it makes in terrain rendering :)
About coastlines and island polygon's precision in relation to real-world, I already know how to re-design an island and coastlines as I mentioned before, but I don't know how to do it (or actually just never tried) doing it with a background aerial image, so that would be a nice 'skill' I'd like to learn as well :D
Regarding my preferred work-space I think I'd rather use an image exported from SBX in SB FS9 since I'm much more familiar with it, and have managed to do everything I need/wanted so far with it :) I'd like to keep my skill in using SBX as need-to-know only for now lol :P

Thanks!

Leonardo
 
http://www.fsdeveloper.com/forum/th...oblem-creating-mesh.441182/page-2#post-783211

Hey Gary!

Well I would indeed like to have/learn how to do various LOD meshes for a certain area, since I've seen first hand the difference it makes in terrain rendering :)

Hi Leonardo:

I am still testing a number of work-flow options that I anticipate may be an alternative to use of the SB9 mesh methods, and an alternative to use of payware GIS applications.

I hope to have a satisfactory option to propose and document as time permits this week.

BTW: I am also testing SRTM 1-Arc sec. data reportedly more accurate / "clean" than NASA's latest data. :D


http://www.fsdeveloper.com/forum/th...oblem-creating-mesh.441182/page-2#post-783211

About coastlines and island polygon's precision in relation to real-world, I already know how to re-design an island and coastlines as I mentioned before, but I don't know how to do it (or actually just never tried) doing it with a background aerial image, so that would be a nice 'skill' I'd like to learn as well. :D

Regarding my preferred work-space I think I'd rather use an image exported from SBX in SB FS9 since I'm much more familiar with it, and have managed to do everything I need/wanted so far with it. :)

I'd like to keep my skill in using SBX as need-to-know only for now lol. :p

Thanks!

Leonardo


OK, we shall 'keep your skill in using SBX as need-to-know only for now', and will briefly utilize SBX only to download and export a Geo-rectified BMP aerial imagery background image to use in SB9 ! ;)


Continued... from the prior post in my tutorial:

http://www.fsdeveloper.com/forum/threads/sbuilder-fs9-problem-creating-mesh.441182/#post-782909


1.) Start SBuilderX (aka "SBX" for purposes of this mini-tutorial)

2.) SBX Menu > File > New Project > < 'SBuilderX - Project Properties' dialog opens >

a.) In 'SBuilderX - Project Properties' dialog:

(1) {General Tab} > Project Name: <type ex:> "NLWF_SB9_Background_Map_BMP"; click [OK] button


3.) SBX Menu > Edit > Preferences < SBuilderX - Preferences dialog opens >

a.) In < SBuilderX - Preferences dialog > {Background Tab}> click [INI File] button < file opens in Windows NotePad >

[Main]
LonIniCenter=-178.088378906250 <-- Assigned central Longitude of background image
LatIniCenter= -14.2217886283975 <-- Assigned central Latitude of background image
DecimalDegrees=True
MeasuringMeters=True
BGLFolder=C:\MyPrograms\SBuilderX314\Scenery <-- Your own project's compiled BGL 'active' \Scenery folder path goes here
OriginalTerrainCFG=False


b.) When configuration of your SBuilderX project is completed via editing "SBuilder.ini" in Windows NotePad:

(1) In Windows NotePad Menu > File > Save As... > "Save as type" field, set to "All Files (*.*)"

NOTE: Do NOT click [OK] button yet ! :alert:


(2) In NotePad Menu > File > Save As... > "Save In" field, Browse / Select: [SBuilderX install path]

(3) Back in NotePad Menu > File > Save As... browse dialog, click [OK] button

(a) When prompted to over-write Sbuilder.ini, click [YES] button to save your edits to that file.


4.) SBX Menu > Edit > Preferences < SBuilderX - Preferences dialog opens >

a.) Back in < SBuilderX - Preferences dialog > {Background Tab}

(1) Under 'Available Tile Servers' > click "Google_api3_Satellite"

(2) Check check-box for "Use Google_api3_Satellite"; click [OK] button


5.) SBX Menu > File > Save Project As... > < 'SBuilderX - Save Project As' dialog opens >

a.) In < 'SBuilderX - Save Project As' dialog > Navigate to: [SBX install path]\Tools\Work\ sub-folder

(1) File Name: "NLWF_SB9_Background_Map_BMP"

(2) Save as type: Scenery Builder (*.SBP); click [Save] button


6.) Exit and re-start SBuilderX (...or the above changes will not yet take effect ! ) :alert:


7.) SBX Menu > View > Show Background - F1 > < Google_api3_Satellite background map appears >

a.) Click to select and use 'Pointer' tool from icon toolbar, NOT Magnifying Glass

b.) Scroll Mouse Wheel slowly in steps; allow full background to resolve before next step of ZOOM

c.) Scroll Mouse Wheel in steps until ZOOM level on bottom taskbar of SBX work-space ="13"


8.) SBX Menu > File > Add Map > From Background > < 'SBuilderX - Add Map From Background' dialog opens >

CAVEAT: Entire extent of both islands must be visible within image area of 'SBuilderX - Add Map From Background' dialog

a.) In < 'SBuilderX Add Map From Background' dialog > for "Number of Tiles =" Tick "44 x 28 at Zoom = 15"

NOTE: < FS terrain quad tile grid should now appear within image area of 'SBuilderX Add Map From Background' dialog >

b.) Click [OK] button

NOTE: Read / follow Tile download status messages / prompts at Left side of dialog during processing


9.) Back in SBX work-space:

a.) Click to select and use 'Pointer' tool from icon toolbar, NOT Magnifying Glass

b.) Scroll Mouse Wheel slowly in steps; Zoom out until full background image is visible in work-space

c.) Click-Hold Left Mouse button > drag a 'selection frame' around background image with SBX Pointer

NOTE: Background image is selected properly when border turns Green with Red vertex points


10.) SBX Menu > File > BGL Compile < SBuilderX BGL Compilation dialog opens > click [Cancel] button


NOTE: The "BGL Compile" is optional if one only needs SBuilderX to output a Geo-referenced *.BMP image


SBuilder outputs a Geo-referenced background image at Zoom = 15 (approximately LOD-15 or 1.2 Meters / pixel) in:

[SBX install path]\Tools\Work\


FYI: The SBX output file names will likely be similar to:

"L13X81X91Y8846Y8853.BMP" <-- Background aerial imagery file

"L13X81X91Y8846Y8853.TXT" <-- Background image Geo-referencing file


The Geo-rectified BMP aerial imagery background image can now be used as a "Background Map" in SB9.

To Be Continued...:pushpin:

GaryGB
 
Last edited:
Continued... from the prior post in my tutorial:

http://www.fsdeveloper.com/forum/th...oblem-creating-mesh.441182/page-2#post-783267


1.) Start SBuilder For FS9 (aka "SB9" for purposes of this mini-tutorial)

2.) SB9 Menu > File > Open > < 'Scenery Builder: Open Project' dialog opens >

a.) In 'Scenery Builder: Open Project' dialog:

(1) Browse / Select: [SB9 install path]\Tools\Work\NLWF_SB9_Background_Map_BMP.SBP; click [Open] button


3.) Click to select 'Map Mode' from icon toolbar

a.) Click "Map" Pointer in SB9 work-space < 'Scenery Builder: Open Bitmap File' dialog opens >

(1) In 'Scenery Builder: Open Bitmap File' dialog, Browse / Select: [SBX install path]\Tools\Work\ sub-folder

(2) Select: SBX output Geo-referenced background image BMP file name (will likely be similar to:)

"L13X81X91Y8846Y8853.BMP"


(3) Click [Open] button < SBX output Background Map "L13X81X91Y8846Y8853.BMP" appears in work-space >

(4) SBuilder message appears in work-space: "You may need to calibrate this Bitmap !"


CAVEAT: Do NOT move the Mouse Scroll Wheel at this time ! :alert:


(5) Click [OK] button < 'Scenery Builder - Map Properties' dialog opens >

(a) In 'Scenery Builder - Map Properties' dialog > {General Tab}:

(b) Click [Calibrate Photo Maps] button < 'SBuilder - Map Calibration' dialog opens >

(c) In 'SBuilder - Map Calibration' dialog > "How To Calibrate" Tick: "Use Both"

(d) In 'SBuilder - Map Calibration' dialog > Type: Lat./ Lon. values for Points P1 / P2; click [Calibrate] button


NOTE
: Use NW / SE values in "L13X81X91Y8846Y8853.TXT" SBX output with above Background BMP for P1 / P2


4.) SB9 Menu > File > Save Project As... > < 'Scenery Builder - Save Project As' dialog opens >

a.) In < 'Scenery Builder - Save Project As' dialog > Navigate to: [SB9 install path]\Tools\Work\ sub-folder

(1) File Name: "NLWF_SB9_Background_Map_BMP"

(2) Save as type: Scenery Builder (*.SBP); click [Save] button


The calibrated BMP aerial imagery background image can now be used as a "Background Map" in SB9.


Next
: Editing 'Appended" COPIES of default FS9 VTP / LWM vectors to align with 'real world' shorelines in aerial imagery. :coffee:


To Be Continued... :pushpin:

GaryGB
 
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Hey Gary!

Sorry but this was a busy week and I only now got the time to continue working on this!
I did everything as instructed, and so far no problems or hiccups whatsoever!
I have a lot more free time this next week so as soon as you post the next step, I'll probably be able to follow it that same day! ;)
With that said, waiting on the next step! :)

Also I can't say this enough lol, but tyvm! :D

Leo
 
Hi Leonardo:

It was quite busy here this week as well, with half the household preparing for travel to attend to family matters. :coffee:

I plan to resume tomorrow (Monday) with adding more details to the above tutorial, and to further test new SRTM source data for what I hope may be ...a 'less complex' procedure to make FS9 terrain mesh BGLs. :)

GaryGB
 
Hi Leonardo:

I have posted more information to our ongoing private conversation on this topic here at FSDeveloper. ;)

GaryGB
 
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