SBuilder or FS2004 flips custom ground textures?

#1
I am in the processes of relearning SBuilder for FS2004, from 8 years ago.
I am working with custom made ground textures (not photo textures). I am trying to remember why after making a ground texture with custom lines on it, I then compile bgl to FS9, I see that the textures are flipped (mirrored). Is this FS9 or SBuilder doing this? I am using the SBuilder -> Polygon Properties –> Named – for adding a custom texture. I am not sure what is normal here, or am I missing a setting. Should the ground texture be flipped? I could not find anything on this in the SBuilder help file or in the Terrain SDK .
Thanks
Jay
 

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#2
Hi Jay:

IIRC, legacy format VTP2 polys require flipped texture images.

Please note that these are output as SCASM / ASM -type BGLs and require a (positive) VTP Layer Number with an interval of 4 layers between successive VTP2 polygons; these are essentially terrain mesh-clinging legacy format Ground Polygons (aka "G-Polys").


For 'flat' ex: airport surfaces, you may also wish to use FSDS3.x to create a textured flat 3D model and import it via the "Ground Polygon Wizard" in Arno's ModelConverterX (aka "MCX"). :idea:

I would recommend instead trying the above cited Ground Polygon Wizard in Arno's ModelConverterX (aka "MCX") for 'flat' custom G-Polys which do not use FS default Land or Water Class textures, as they do not require that textures be kept in:

[FS2004 install path]\Scenery\World\Texture


AFAIK, MCX handles vertical flipping of texture images via SDK ImageTool automatically for many (but not all) operations.



BTW: You may find it interesting to compare MCX G-Poly *.SCA code decompiled via:

* Winfried Orthmann's BGLAnalyze version 3.1

https://library.avsim.net/esearch.php?CatID=fs2002sd&DLID=27375


..and/or Takuya Murakami's ScDIS version 2.3

http://sourceforge.net/projects/freesc/files/scdis/scdis 2.3/


...with the older SCASM format *.SCM (BGLC *.asm ? :scratchch ) source file code output by SBuilder for FS9 (aka "SB205"). ;)



NOTE: SB205 output VTP2 G-Poly BGLs decompiled to *.SCA via the above cited decompilers can NOT currently be imported into MCX due to an importer function which regards the input file as an "empty object", or due to a "VTPEnd" error. :pushpin:


FYI: Richard Ludowise (aka "Rhumbaflappy") advises using Jim Keir's LWMViewer to decompile SB205 BGLC (*.ASM) VTP BGLs:

https://www.ptsim.com/forum/posting.php?mode=quote&f=18&p=1344

http://www.jimkeir.co.uk/FlightSim/LWMViewer.html


While this is useful for those that know how to edit such *.ASM source code, MCX cannot seem to import such BGLC code. :banghead:


Some links:

https://www.avsim.com/forums/topic/79033-vtp-texture-flipping-and-the-new-image-tool/

https://www.fsdeveloper.com/forum/threads/autogen-on-photoreal-textures.75/

https://www.fsdeveloper.com/forum/t...hotoreal-terrain-questions.130515/post-294796

https://www.fsdeveloper.com/forum/threads/sbuilder-vtp-and-fsx.3085/post-18962

https://www.google.com/search?sourc...31j0i10j0i22i30j0i22i10i30j33i299.XdlufVuiiIk


Hope this helps ! :)

GaryGB
 
Last edited:
#3
Hi Jay:

IIRC, legacy format VTP2 polys require flipped texture images.

Please note that these are output as SCASM / ASM -type BGLs and require a (positive) VTP Layer Number with an interval of 4 layers between successive VTP2 polygons; these are essentially terrain mesh-clinging legacy format Ground Polygons (aka "G-Polys").


For 'flat' ex: airport surfaces, you may also wish to use FSDS3.x to create a textured flat 3D model and import it via the "Ground Polygon Wizard" in Arno's ModelConverterX (aka "MCX"). :idea:

I would recommend instead trying the above cited Ground Polygon Wizard in Arno's ModelConverterX (aka "MCX") for 'flat' custom G-Polys which do not use FS default Land or Water Class textures, as they do not require that textures be kept in:

[FS2004 install path]\Scenery\World\Texture


AFAIK, MCX handles vertical flipping of texture images via SDK ImageTool automatically for many (but not all) operations.



BTW: You may find it interesting to compare MCX G-Poly *.SCA code decompiled via:

* Winfried Orthmann's BGLAnalyze version 3.1

https://library.avsim.net/esearch.php?CatID=fs2002sd&DLID=27375


..and/or Takuya Murakami's ScDIS version 2.3

http://sourceforge.net/projects/freesc/files/scdis/scdis 2.3/


...with the older SCASM format *.SCM (BGLC *.asm ? :scratchch ) source file code output by SBuilder for FS9 (aka "SB205"). ;)



NOTE: SB205 output VTP2 G-Poly BGLs decompiled to *.SCA via the above cited decompilers can NOT currently be imported into MCX due to an importer function which regards the input file as an "empty object", or due to a "VTPEnd" error. :pushpin:


FYI: Richard Ludowise (aka "Rhumbaflappy") advises using Jim Keir's LWMViewer to decompile SB205 BGLC (*.ASM) VTP BGLs:

https://www.ptsim.com/forum/posting.php?mode=quote&f=18&p=1344

http://www.jimkeir.co.uk/FlightSim/LWMViewer.html


While this is useful for those that know how to edit such *.ASM source code, MCX cannot seem to import such BGLC code. :banghead:


Some links:

https://www.avsim.com/forums/topic/79033-vtp-texture-flipping-and-the-new-image-tool/

https://www.fsdeveloper.com/forum/threads/autogen-on-photoreal-textures.75/

https://www.fsdeveloper.com/forum/t...hotoreal-terrain-questions.130515/post-294796

https://www.fsdeveloper.com/forum/threads/sbuilder-vtp-and-fsx.3085/post-18962

https://www.google.com/search?sourc...31j0i10j0i22i30j0i22i10i30j33i299.XdlufVuiiIk


Hope this helps ! :)

GaryGB
Thank you GaryGB for the detailed over view of this poly issue;
especially thanks for the links.

Jay
 
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