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USGS OrthoImage Tif files

Also, please clarify that the message at the bottom of the "SBuilderX - BGL Compile" dialog box is:

"There is nothing to compile because no items have been selected" ?

Yes, that was the message. I did have to calibrate it when importing it as a TIFF as it was too tall again. So I took the coordinates of the upper left and lower right original image. Also, it looks like the runways are just a bit off. I'll have a look at that in the morning. Not sure how important it is.
 
The crucial issue is, when you "Add Map > From Disk..." and are prompted to calibrate, you must either read the Metadata for the GeoTIFF in QGIS or via GeoTIFF-to-INF for the image that was re-projected to "Spherical Web Mercator" aka "EPSG:3857" projection format

Note: The lateness of the hour compelled a correction of my latter post immediately above ! :oops:

http://www.fsdeveloper.com/forum/threads/usgs-orthoimage-tif-files.439980/#post-771080


This is because in SBuilderX we work with a 'non-warped' image; when we output the image for compilation of a BGL via FS SDK Resample, SBuilderX internally and automatically 'warps' aka "re-projects" the image to the Geographic (Lat-Lon) / WGS84 projection as required by the FS SDK. ;)

You should thus end up with a properly sized / shaped / positioned image that lines up with roads etc. :)


GaryGB
 
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The crucial issue when you "Add Map > From Disk..." and are prompted to calibrate, you must either read the Metadata for the GeoTIFF in QGIS or via GeoTIFF-to-INF for the image that was re-projected to "Spherical Web Mercator" aka "EPSG:3857" projection format (...the lateness of the hour compelled a correction of my latter post immediately above ! ): :oops:

That did the trick. The runways and roads are now wonderfully aligned. I followed the procedure here:

https://gis.stackexchange.com/quest...olumns-to-a-point-layer-which-is-not-in-wgs84

1. Select View->Panels->Layers Panel
2. Click on the layer
3. Right click that layer and select Save As
4. Select EPSG:4326 - WGS 84

I didn't even have to save...the coordinates showed up in the Extent right there in the dialog. I then reopened the .bmp in SBuilderX, calibrated it with those new coordinates and changed the MAP name in the same dialog to PHOTO_2, closed the dialog, selected it all and clicked compile. It failed but the INF file was there so I just ran Resample.exe with the INF file. That produced the BGL which I put in my scenery. Here are two images below. As you can see, the runways are pretty much spot on. The zoomed out photo shows the Vector roads lined up as well (the orange circles). Hopefully, this thread will help someone attempting to do the same in the future. Thanks for all the help!

Gregg

hvfbm8R.jpg


oYCNDvT.jpg
 
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Congratulations on your progress thus far ! :D


Next, you may wish to do some further fine-tuning of the intermediate work steps to eliminate the "Black Collar" surrounding the visual image area. :pushpin:

http://www.fsdeveloper.com/forum/threads/black-edges-wgs84-imagery.435663/


To make this "trimming" process easier, you should extend your original source photo-real aerial imagery outwards a bit more from the airport.


You might also extend your original photo-real aerial imagery a bit more to showcase terrain around the airport, and simplify making 'edges' for your Blend Mask at these linear borders:

North: US-140
East: US-40
South: US-74
West: Gordon / Blue Clay Road


And of course you may also wish to implement P3D / FTX terrain texture color palette matching, Water and Blend Masking, Autogen etc. ;)


PS: Thanks for contributing info on how to view / change Geo-referencing in QGIS; there is a great need at 'FSDev' for more info on how to use QGIS.


Keep up the good work ! :)

GaryGB
 
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And of course you may also wish to implement P3D / FTX terrain texture color palette matching, Water and Blend Masking, Autogen etc. ;)

I plan on Water, Blend Masking and Autogen if I can figure it out. I'll have to look up color palette matching. It was great that I found a spring/summer map since the winter one tended to be monotone and I couldn't get any decent color variance out of it...changing colors on it was a mess.

Before that, though, I have a big problem to solve at the terminal which sits on a small hill. I'll start another thread about it.

Gregg
 
ILM will be a visually interesting terminal to build in ex: Sketchup ! :scratchch

I don't have P3D (yet), but IIRC they had upgraded the terrain mesh resolution beyond that of FSX.

Regardless, you can upgrade the terrain mesh there with yet another download from USGS to be processed via QGIS and FS / P3D SDK Resample.;)


CAVEAT: FS / P3D AI traffic / ground vehicles on aprons require a flat continuous ground surface all at the same elevation as the RWYs / Taxiways etc.

[EDITED]

If necessary, in SBuilderX / ADE, you will be able create a "hole" in the airport background / boundary flatten polygon near the Jetway area, to allow the default or custom terrain mesh 'hill' to protrude through to the top, so that you can place the 3D model of the terminal building on it at the proper local height.

However, the relatively straight edges of the airport background / boundary flatten polygon along the East side of the airport aprons etc. may not require cutting a hole, and one can simply allow the flatten to cut into the terrain mesh outside the East edge of the airport flatten "paved ground" area. :)

[END_EDIT]

GaryGB
 
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ILM will be a visually interesting terminal to build in ex: Sketchup ! :scratchch

It is interesting! I've been using Blender and I have the terminal done except the windows and doors on the sides and back. (I like to do the hard parts first). It'll be a stunner if I can get the rest done (and, dear lord, there's a lot to do!)
 
I don't have P3D (yet), but IIRC they had upgraded the terrain mesh resolution beyond that of FSX.

Regardless, you can upgrade the terrain mesh there with yet another download from USGS to be processed via QGIS and FS / P3D SDK Resample.;)


CAVEAT: FS / P3D AI traffic / ground vehicles on aprons require a flat continuous ground surface all at the same elevation as the RWYs / Taxiways etc.

In SBuilderX / ADE, you will be able create a "hole" in the airport background / boundary flatten polygon near the Jetway area, to allow the default or custom terrain mesh 'hill' to protrude through to the top, so that you can place the 3D model of the terminal building on it at the proper local height. :)

Hmmm...I found a tutorial on making a mesh with USGS data on Youtube but I'm just starting to look at it. Maybe it'll tell me more. If I did enhance the terrain around the airport using that technique I'd have to build flattens on it for the taxiways, runways and ramp.


Yes, I figure as long as the runways, taxiways and aprons are flat, I can work with the mesh around them. I have no idea what to do in SBX. In ADE it seems you create connected triangles to create the hole? I haven't found an example yet. On one side it needs to go straight up due to the retaining wall.
Gregg
 
IIUC, this topic is also pertinent to your concurrent related thread here:

http://www.fsdeveloper.com/forum/threads/airport-terminal-on-a-small-hill.440002/page-2


IMHO, if you use a 1-piece airport background / boundary flatten polygon with the same Altitude assigned throughout all its edge vertices, where it intercepts the terrain mesh at the foundation of the Terminal, the hillside, and/ or its retaining walls, that flatten will automatically cut the mesh off, leaving a straight vertical face in FS as rendered at run time; AFAIK, there is no need to cut a 'hole' in the flatten polygon. ;)

When I get some time later today or tomorrow, I'll see if I can post a diagram to illustrate this process. :)


PS: I have edited my post above to clarify some options for building the terrain at the KILM terminal area. :pushpin:

http://www.fsdeveloper.com/forum/threads/usgs-orthoimage-tif-files.439980/page-2#post-771134

GaryGB
 
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If necessary, in SBuilderX / ADE, you will be able create a "hole" in the airport background / boundary flatten polygon near the Jetway area, to allow the default or custom terrain mesh 'hill' to protrude through to the top, so that you can place the 3D model of the terminal building on it at the proper local height.

However, the relatively straight edges of the airport background / boundary flatten polygon along the East side of the airport aprons etc. may not require cutting a hole, and one can simply allow the flatten to cut into the terrain mesh outside the East edge of the airport flatten "paved ground" area. :)

That's pretty clever. I should have the main terminal building wrapped up soon. I can give it a try.

Gregg
 
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