Pretty much all programs say they cannot be run in DOS mode (I seem to load a lot of programs into text editors).
I've always suspected that the reason resample takes so long to process photoreal scenery is the compression algorithms. If you set the compression value to anything other than 100 then the imagery is data compressed (to take up less HD space).
I'm not sure that anyone has publicly deciphered the algorithms that FSX uses for data compression of photoreal scenery. Perhaps a version of JPEG?
I'm not planning to do the whole thing right away anyways. Just enough for photoscenery. I'll probably see if I can get that far with just the CPU before going for GPU. And it's not going to happen quickly or overnight, too busy with other things. It'll be a back burner back of my mind project.
I never used TileProxy, but from reading about it now it doesn't seem to use resample. It uses the old Fs2004 approach to photo scenery where the textures are not part of the bgl file. So you add a BGL file that is pre made and then the tool generates the textures on the fly. In that case resample is not needed.
actually, I have an idea about this. tileproxy would download textures based on altitude. And now that you tell me how the bgls worked in there, It gives me an idea. Many people want different textures when they are at altitude than when they are on approach or down low. That may be the method to do just that. Swap in and out textures based on altitude.
Like I said, I'll probably be moving at a snails pace on this, but I am moving. First thing I'm crawling toward is what is in resample product for photoscenery, since that is what I want to duplicate. I figure that program in the link above will help much.