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TFW & Newbie "where to start"

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sweden
Hey!

I got a package of TFW files named for example 94000_15000 with a TIF file with the same name from the airport that I'm working on.
Can these files in a simple way be imported to a photoscenery-program, say SbuilderX, and then exported to FSX/P3D?

I'm asking just because I would guess the TFW files include the coordinates? Or are they of no use?

I've tried going through this forum and I simple have no clue what all the words mean when it comes to making custom made photosceneries.

Can someone just point me in the direction to start?
 
As you mention, TFW files contain coordinates and x/y dimensions. If your TIFF files are GeoTiffs, files that hold latitude, longitude and dimensional data, then the TFW files aren't needed. But as they take up such little space, do you really have to dump them?

Whether the files you have are in the proper geographical format or not will determine what you can do with them. It's covered in the Terrain SDKs, but if they are not Geographic/WGS84 format, they will need to be converted to that to be able to be compiled. SBuilderX will load a Geotiff and compile, if it is in the correct format and not too large of a file. Otherwise, if it's in the correct format all that's needed is to make an .INF file and run it through the Resample compiler. The Terrain SDK covers the details.
 
Thank you very much,

I imported one of them to SbuilderX and it told me to calibrate the tiff, so guess it's not a GeoTiff.
The TFW files seems to prove the same point, it's for example:
0.20000
0.20000
0.000000
-0.20000
9400.10000
13999.90000

So 20 cm/px resolution I guess, but the x & y doesn't make any sense for the airport, maybe it's internal placement information only? The files are sorted in a logic form but can't get the coordinates from the files.
This might be the wrong thread to ask, but I've made the rest of the airport through 3Ds Max, would it be possible to export photo scenery through there as well?
So far I've only done it with ground polygons for flat areas.

And yes I know everything is in the SDK, I'm very grateful hearing it like this anyways. Seems to understand it better then. Hope it's not a too big hassle. :)
 
The only one who knows if it's a GeoTiff between the two of us is... you. I'm too busy to play a guessing game. The data you say is from the .tfw file does not correspond to the file being in the correct format. So in the end, neither SBuilderX or Resample are going to be able to do much for you.
 
Hello:

Your posting history makes it clear that you have experience in 3D modeling and texturing for a FS development project, and that this is perhaps your first attempt at making textures for the FS terrain.

It also is apparent that you may have utilized some aerial imagery in GeoTiff format during your 3D modeling for the Arlanda airport project, and the *.TFW files may have been separated from the original *.TIF files.



There a number of ways to texture the FS "terrain mesh" ground surface, all of which require that the aerial imagery source data is "Geo-referenced" for use with the FS SDK compilers; custom photo-real "mesh-clinging" aerial imagery ground textures placed via a BGL is indeed (1) of those methods.

Those terrain mesh ground surface texturing methods are to be distinguished from texturing "flat" 3D planar objects in a 3D modeling application and placing it in FS via "scenery object methods". :idea:


FYI: While is generally true that GeoTiff files by definition may have "all" required info for Geo-referencing inside the (specially formated) *.TIF file itself, they are often purposefully distributed with ex: *.TFW "world" files and *.PRJ "projection" files ...for use in some GIS-type applications.

IMHO these associated *.TFW "world" files and *.PRJ "projection" files should 'always' be kept in the same folder with the same 'original' GeoTiff to which they pertain ...in the event they may be needed for use with certain GIS and/or FS development utilities. :pushpin:


IMHO, it is a prudent procedure to keep backups of all original source files before / during / after any conversion and editing. ;)

Then, working with copies of the originals, one must back up the geo-referencing info contained in the Geo-TIFF and its accompanying files using an appropriate GIS utility before editing the ex: aerial imagery within it using a graphics editor ex: GIMP, or the geo-referencing info (and other metadata) may be corrupted and/or removed ...when the edits are saved back into the Geo-TIFF by the graphics editor.

There are numerous threads regarding this process here at FSDeveloper which you may wish to review; IMHO using Google's search with multiple word query strings may find such threads fairly quickly, ex:

http://www.fsdeveloper.com/forum/threads/strange-output-coordinates-after-resample.432724/

https://www.google.com/#q=fsdeveloper GaryGB geoTIFF Geo-TIFF world file


Hope this helps with the learning process ! :)

GaryGB
 
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Ok no, I'm still confused. Isn't there anyway to simply export through 3ds max as ground polygons and that will the textures to the mesh around the airport?
Normal ground polygons that don't need any flatten to work? Maybe through ModelconverterX or something?

Or if someone can help me out getting these files to work. I have got a whole bunch and it's a freeware project, I can spare 20 euros or something if someone just get this of my chest.
 
what you want to get is a photoreal scenery or a mesh modeled in max and mapped with the images ?
if you have the geotiff and don't need edition you just have to compile them. I hope somone tell the .txt file needed. I think there is a sample in the SDK manual for this purpose.
 
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hey! i want one of two things:

1. export as photo scenery through SbuilderX. I have aerial footage but the coordinates in the TFW-files are not set after world coordinates, they are just set in relation to each other, so the Tiff files need to get coordinates.

2. export through 3ds max. I've made ground polygons for the main area of the airport, but as my aerial footage is much bigger I can easily add the whole area to my 3Ds Max and fit to the rest of my ground polygons. but my ground polygons are at flattened area, using the Groundpolygon Wizard in MCX. As i don't want to flatten the whole area around the airport I need the rest of the area to just follow the mesh. I don't want to create my own mesh but I want the textures to be applied on to the existing mesh.

this is what I have:
1. A folder of 80 Tiff-files with a TFW file for each TIFF. The coordinates only seem to be in relation to each other and not world coordinates.
2. A 3Ds Max file with ground polygons for the whole airport area, which can easily be increased if there is a way to export the rest of the ground polygons in a way where the area doesn't need to be flatten to work.
 
All right, so they are not geographic coordinates, I thought the tiff files would come with his own coordinates already, so you would just have to compile, it's just a .txt file with the instructions.
By what you say this could be a Little more complex issue. sorry I can help here not an expert at all.
 
Are you wedded to using ground polies to lay down your photoreal? If it's for the area surrounding the airport (ie. not the runways, taxiways, and aprons themselves), then using the SDK-provided resample tool would sound like a better fit. In addition to the much-streamlined workflow, it also means you don't have to worry about having a completely flat surface underneath the photo, since resample shrinkwraps your image onto the ground below without any flickering or other nonsense. Then you can focus on creating hi-res airport surfaces to lay over the resampled aerial image using max and modelconverterx or hand-tweaking.

As far as geo-referencing goes, what program are you using to visualize your geoTIFFs? If you don't have the cash to lay out for GlobalMapper, there are other options. A very capable--if slightly unintuitive--tool is OSGeo4W. It will do everything you need it to, but can be a bit of a pain to come up to speed on. Another option I think is a great free alternative is VTBuilder, which can process and convert several file types, handles multiple layers, and has a convenient user interface.
 
hey! i want one of two things:

1. export as photo scenery through SbuilderX. I have aerial footage but the coordinates in the TFW-files are not set after world coordinates, they are just set in relation to each other, so the Tiff files need to get coordinates.

2. export through 3ds max. I've made ground polygons for the main area of the airport, but as my aerial footage is much bigger I can easily add the whole area to my 3Ds Max and fit to the rest of my ground polygons. but my ground polygons are at flattened area, using the Groundpolygon Wizard in MCX. As i don't want to flatten the whole area around the airport I need the rest of the area to just follow the mesh. I don't want to create my own mesh but I want the textures to be applied on to the existing mesh.

this is what I have:
1. A folder of 80 Tiff-files with a TFW file for each TIFF. The coordinates only seem to be in relation to each other and not world coordinates.
2. A 3Ds Max file with ground polygons for the whole airport area, which can easily be increased if there is a way to export the rest of the ground polygons in a way where the area doesn't need to be flatten to work.

Hi again:

IIUC, you have a number of textured "flat" 3D Ground Polygons you already created in 3DSMAX, and in addition, outside that area of your existing textured Ground Polygons and airport flatten, you want to 'drape' terrain mesh-clinging custom photo-real land class textures onto the terrain.


FYI: GeoTIFF aerial imagery source data reportedly will be automatically re-projected by SBuilderX:

"Add Map-From Disk ... - You can add an image file as a Map. It can be in BMP, TIFF, or GeoTIFF format. The first two types must be calibrated in SBuilderX, but the GeoTIFF files already contain georeferencing data and will be calibrated automatically by SBuilderX."

One can then "select" all the desired portions of the imagery tiles displayed in the SBuilderX workspace, and compile them to a BGL.

The BGL output via FSX SDK Resample will contain both the aerial imagery and the placement info required by FSX to display properly.


You may wish to open and read: [SBuilderX install path]\Help\SBuilderX313.chm


Hope this helps a bit more with the learning process ! :)

GaryGB
 
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Thank you for your replies. Deeply appreciate your support on this matter.

I believe my aerial footage is simply only TIFFS. There is no geographic information in it. So I need to convert them into GeoTiffs or somehow place them myself.
I will look in to the programs you mentioned.

I'll be back when I see how much further I managed to get :)
 
Alright folks!
Now I have managed to compile it to be a GeoTiff.
I can open it as Add map in SbuilderX, it projects correctly.
I select all, export to BGL but then it says "Nothing to compile".

I search through the forums and apparently I'm not the first one having this problem but every solution they managed does not work for me:
1. check the decimal settings so they are correct. yes, done that
2. make sure the image inserted is namned Photo_xx, yes it is.
3. place it in the Work-folder, yes.

i just did a fast bigger file with all my tiled photos, as i wasn't sured if the image proportions would be a problem i also tried the same method on a single tile, but same problem there as well.

Any Ideas?
 

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