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P3D v3 watermask darkens image

Messages
23
Country
france
Hi everybody

The watermask that I set over an image of light blue/green/yellow shallow water darkens it. I've the ripples, the sun glints all right but the water becomes a dark blue in the sim with an ever slight touch of purple.

The image is a .bmp out of the SBX "add a map from background" function worked with Photoshop C2. No alpha only the three rgb channels before resampling

Is there a way to add the water features without darkening ? What do I miss ?

Thanks
 
Messages
23
Country
france
The black portion of the black/white landwater mask does add a tint ! Anybody knowing if there is an option somewhere to mitigate it ? What is these "band" resampling parameters the SDk speaks about ?
 
Messages
6,844
Country
us-illinois
Hello:

IIUC, You are making custom photo-real aerial imagery from a 24-bit BMP using SBuilderX via FS / P3D SDK Resample ? :scratchch

Is the Water Mask an Alpha channel within the 24-Bit aerial imagery BMP file, or is it in a separate 8-Bit grayscale TIF or BMP file ?

Is that Mask absolute White (RGB 255,255,255) on Land, and absolute Black (RGB 0,0,0) on Water ?


Please post the INF file text in a reply to this thread, and also attach or link to 1 or more screenshots from FS showing the display anomaly, and perhaps someone may be able to offer more assistance. :)

GaryGB
 
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Messages
23
Country
france
Hello:

IIUC, You are making custom photo-real aerial imagery from a 24-bit BMP using SBuilderX via FS / P3D SDK Resample ? :scratchch

Is the Water Mask an Alpha channel in a single BMP file, or is it in a separate 8-Bit grayscale TIF or BMP file ?

Is the Mask absolute White (256,256,256) on Land, and absolute Black (0,0,0.) on Water ?


Please post the INF file text in a reply to this thread, and also attach or link to 1 or more screenshots from FS showing the display anomaly, and perhaps someone may be able to offer more assistance. :)

GaryGB

Thanks Gary

I use a satellite image raised with SBX.

It is a .bmp as are the Blend and a Water masks. Both masks are 24 bit. Pure Black and White. Everything is done in Photoshop C2 . I let resample.exe do the multisource cooking out of the command prompt window, meaning I do not add an alpha to the image .bmp. Everything looks great except for the darkening. I can live with it but it'd be nice to have tropical like water close to the shore.

I can't post the inf nor a capture I am not at the computer right now.
 
Messages
3,278
Country
spain
you must use alpha channels for the área. people work with grey gradients too to make that área more o less transparent what require some editing work on some image editor, I think it is called Blend mask. you control what amount of original image is showed in that wáter zone
 
Messages
6,844
Country
us-illinois
Hi again:

You may wish to review (at least Page-1) of this excellent tutorial and discussion thread:


"How to create photoreal scenery for FSX"

PART III - Watermasks and Blendmasks

http://www.flightsim.com/vbfs/showthread.php?250762-How-to-create-photoreal-scenery-for-FSX


PS: An excellent wiki article on adding an Alpha channel via ex: Photoshop:

http://www.fsdeveloper.com/wiki/index.php?title=Alpha_channel_creation_with_Photoshop

[EDITED]

http://www.fsdeveloper.com/forum/threads/watermask-darkens-image.439594/#post-767021

The black portion of the black/white landwater mask does add a tint ! Anybody knowing if there is an option somewhere to mitigate it ? What is these "band" resampling parameters the SDk speaks about ?

If you post the text from your INF file for this project in a reply to this thread, we can better advise you on the definitions to be used for the "Channel" and "Band" parameter values. ;)


Suffice it to say that, in some cases, one may sometimes need to specify the 'Band' within a multi-source INF file "Channel" statement structure, to ensure that a 1-Bit Black-and-White (2-'color') and/or 8-Bit Gray Scale (256-'color'-step) Alpha channel is being used rather than 1 of the R-G-B (Red-Green-Blue) Bands (aka "layers") within any Mask source files; otherwise color shifts and other un-predictable results may occur when the BGL is viewed in FS at run time. :pushpin:


NOTE: Final output source file format for TIFF Masks must actually be 8-Bit gray-scale; see:

http://www.fsdeveloper.com/forum/th...-scenery-achievable.440912/page-4#post-789447


PS: You may also wish to follow the topic under discussion here: :idea:

http://www.fsdeveloper.com/forum/threads/blending-problem-visible-defult-texture.439584/

[END_EDIT]

GaryGB
 
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Messages
23
Country
france
Thank you very much, guys for the hints, advices and infos, appreciated that you took the time.

I was sure that the issue was not the INF as I always use the multisource model given by the P3D SDK and various FSX/P3D tutorials (The Tiberius.K tutorial at flightsim.com is my bible :)). I thoroughly rechecked it , all was fine on that front. I have used it many times without any problem, for water over ground.

I guess (I hope !) that I found the issue. I am working on a image which overlay the default coastline which needs to be corrected. I excluded the shores with a small SBX exclude polygon. The exclusion works for the shore itself but I forgot that the default water mask is still here below. My own landwatermask black portion is overlapping the default water mask on some places and is thus apparently not considered as a mask but as a tinting overlay. To check my hunch, I scratched my LWM and made a small mask where the image shows water but the default scenery show ground. The tint is no more and the floater floats .

Gary, very interesting bits of info about the bands. Do you know of any advanced tutorials about that and all the resampling.exe advanced parameters (not the basic given by the tutorials) ? The SDK is both very informative and frustrating if you're not a professional graphic designer !
 
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Messages
6,844
Country
us-illinois
Hi again:

The simplest and most specific explanations pertinent to FS SDK Resample and the standard GIS format source files it supports with regard to A-RGB / NIR-RGB 'bands' and aerial imagery, is in the FS SDK documentation for Resample itself: :pushpin:

https://msdn.microsoft.com/en-us/library/cc707102.aspx#TheResampleTool



Some topically-related discussion threads: :idea:

http://www.prepar3d.com/forum/viewtopic.php?t=8695

http://www.fsdeveloper.com/forum/threads/download-images-with-infrared-4th-channel.16911/

http://www.fsdeveloper.com/forum/threads/tif-files.436404/page-2

http://www.fsdeveloper.com/forum/threads/semi-transparent-geotiffs.432428/



PS: The topic of how bands are otherwise implemented and numbered in GIS and non-GIS raster imagery is exceedingly vast, and IMHO, not typically necessary to review in order to work with most aerial imagery source files utilized by FS SDK development applications. :alert:


Hope this helps a bit more ! :)

GaryGB
 
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