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Texture alignment on the polygon.

Messages
6
Hi gentlemen,

when I try to create a polygon with an aerial photo, the photo is put on the polygon not correctly. The border of the photo is placed at the center of the polygon. Why? How I can align correctly the photo?

Thanks. :)
 
As I also saw you question on the AvSim FSSC forum, I assume you are using FSSC :).

It is not possible to map the textures on the polygon in FSSC. You can only control the scale at which they are drawn (and thus how often the texture is repeated).

For placing a photo you could try the background image feature and then indicate that you also want it visible in FS.

Other options are the use of resample (the technique also used in the default scenery).
 
Texture alignment.

Thanks Arno.

But the background image can be up to 4,5 m/pixel resolution?

This is the reason that I don't use the resample.

Do you know other programs/method to place a aerial photo on a scenery with a resolution higher that 4.8 m/pixel? :o

Thanks.
 
That is correct the mesh techniques use the 4.8 meter per pixel resolution.

If you place it using the background image feature of FSSC the image will always be 512x512, so depending on how large your area is that might be a better or a worse resolution.

When I want to place photos with a higher resolution I usually just write a small SCASM file manual that makes a grid for those images. But this has some limitations as well.
The first is that the area needs to be flattened, so when you loose it on a big area you loose all mesh detail.
The second complication is that scenery made with the new XML techniques (AFCAD for example) does not show on top of photos placed in this way. So you can not design your airport with these techniques in that case.
 
I will post one when I get home, I am at the university now.

What I used in my last grid are the VertexList and DrawTriList commands, so the same floating point commands GMax uses.
 
A ground polygon API in SCASM

Hi,
maybe this API will help You:
Code:
;VODDATA Latitude Longitude Range Scale Rotation Texture Not_used Not_used Not_used Visibility Altitude Scenery_complexity(0-5) Not_used Not_used
;MACRODESC GroundPoly
;DESIGNSHAPE -5,-5, -5,5, 5,5, 5,-5
;DEFAULTSCALE 1.00000
;DEFAULTDENSITY Very Sparse
;Generated with FS Design Studio version 2
;Copyright 2002, Goran Brumen
; %1  = Latitude
; %2  = Longitude
; %3  = Range
; %4  = Scale
; %5  = Rotation
; %6  = Texture
; %7  = Not used
; %8  = Not used
; %9  = Not used
; %10 = Visibility range
; %11 = Altitude
; %12 = Scenery complexity

mif( 0 )
; displays airport symbol
Area( 5 %1 %2 1 )
RotatedCall( :symbol 0 0 %5 )
Jump( :endsymbl )
:symbol
RefPoint( 7 : 1 %1 %2 )
Points( 1
-5   0   -5
-5   0    5
5   0    5
5   0   -5
0   0    0 )
Poly( a 1 5 2 )
Poly( a 2 5 3 )
Poly( a 3 5 4 )
Poly( a 4 5 1 )
Return
:endsymbl
EndA
mifend

Set( BUF 1024 )
Set( areamx 1024 )
Set( LINBUF 2048 )

Area( 5 %1 %2 %3 )
IfVarRange( :Exit 0346 %12 5 )
LayerCall( :PC02 20 )
Jump32( :Exit )
:PC02
mif( %11 )
  RefPoint( 2 :Skip %4 %1 %2 E= %11 v1= %10 V2= 10 )
melse
  RefPoint( 7 :Skip %4 %1 %2 v1= %10 v2= 10 )
mifend
RotatedCall( :B 0 0 %5 )
:Skip
Return
:B
BGLVersion( 0800 )
TextureList( 0
    6 FF 255 255 255 0 20.000000 %6
    )
MaterialList( 0
    0.219608 0.219608 0.219608 1.000000   0.211765 0.211765 0.211765 1.000000   0.000000 0.000000 0.000000 1.000000   0.000000 0.000000 0.000000 1.000000 0.000000
    )
VertexList( 0
    -5.000000 0.000000 -5.000000  0.000000 1.000000 0.000000  0.000000 0.003967
    5.000000 0.000000 -5.000000  0.000000 1.000000 0.000000  0.996094 0.003967
    5.000000 0.000000 5.000000  0.000000 1.000000 0.000000  0.996094 1.000061
    -5.000000 0.000000 5.000000  0.000000 1.000000 0.000000  0.000000 1.000061
   )

; Draw Main Model
Transform_Mat(
    0.000000 0.000000 0.000000
    1.000000 0.000000 0.000000
    0.000000 1.000000 0.000000
    0.000000 0.000000 1.000000
    )
SetMaterial( 0 0 )
DrawTriList( 0
    0 1 2
    0 2 3
    )
TransformEnd
EndVersion
Return

:Exit
EndA

This is a typical macro used to display any bitmap in proper format as ground polygon. Layer s set to 20 so if You put bitmap used here on a taxiway, polygon, ground... in FSSC/Airport for windows, it will definitely show. The name of bitmap is set as parameter and please note, that using scale=1.00, the polygon will be 10x10m.

Hope it helps!
Best regards,
 
The example by Goran is about the same I had, so I think that should made the idea clear already :).
 
In FSSC by default there is an API called Bitmap2 that lets you pick any texture and size and lay it in the scenery (as long as it is flat). I have had great success with this using textures with alphas around the edges to blend it, works great. Very similar to the above API.

Regards, Michael
 
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