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FSX TerraBuilder FSX New functionality

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ca-ontario
Hi everyone!

I just wanted to update you on an exciting new feature we're finalizing for the next update to TerraBuilder FSX: Custom terrain mesh! (Layer "Elevation" in FSX SDK)

Basically - it will let you read in PhotoShop-made 16-bit RAW files and make custom, local terrain mesh. This can become super handy for creating sloped runways, bumps, ditches, holes, terraces, causeways, mesas... or even mountains, if you prefer! You'll be able to insert these RAW files into TerraBuilder FSX just like BMP images, move, align, size and overlay them, and adjust all relevant parameters.

16-bit RAW files contain values from 0 to 65535 (although FS recognizes only up to 32768, which is still plenty of resolution in meters). Creating them in PhotoShop is just like creating a grayscale bitmap and then saving it in RAW format. You can use all the available PhotoShop tools to create almost any shape and then load it in TerraBuilder FSX and create terrain out of it.

You can also use GIS tools to convert industry standard GIS formats (SRTM, DEM) into grayscale files (or even RAW files if available), load them in PhotoShop, edit and produce terrain mesh from it.

One drawback is that the elevations are absolute, not relative (additive). This is the MSFSX SDK drawback, as there is no option to "add" elevation to existing mesh, only to completely override it. Therefore, it is not easily possible to tweak existing terrain mesh, unless you have went through the process described in above paragraph.

Stay tuned for more details and the upcoming release of the TerraBuilder FSX upgrade!

Misho
 
Hmm sounds like it's going to be an awesome feature... possibly worth while investing in ...
 
TerraBuilder FSX, new functionality: custom elevated mesh

Here is an illustration of the elevated mesh functionality using 16-bit RAW grayscale bitmaps. First image is a screen capture of the TerraBuilder FSX's workspace with 6 sample test cases, and the second image is a resulting BGL viewed in TMFViewer.exe. All elevation maps were created in PhotoShop using its vast array of drawing tools, effects and filters. Starting from top left and going CLOCKWISE:

  • A sample of a hilly, uneven terrain created with a cloud filter and faded on the edges
  • An example of a geometric shape (pyramid) using nothing but gradient fills.
  • A quick example of channels, causeways, holes and bumps, illustrating both holes and bumps in one map
  • An example of how a road overpass and underpass can be built: Overpass goes above underpass, which "diggs in" slightly into the flat terrain. Obviously, a 3D bridge object would be inserted here.
  • A hand made volcano with eroded slope... made using a fading, transparent brush.
  • An example of a canyon or gorge, built as a "negative" elevation.

All elevation maps are 500x500 pixel RAW-type bitmaps. TB FSX can handle maps up to 2880x2880 pixels in size, more than enough for localized work. Of course, you can add as many of these as you want, for larger scale projects. Each elevation map can have its parameters adjusted through "scale" and "bias" settings, allowing user to control the range of altitude for the map. User is also able to set minimum and maximum altitude of the elevation set, which then re-calculate Scale and Bias values.

Misho
 

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All obviously very useful.

Now, the real question is:

Will it be part of the free version?
Or part of the "Advanced Features" that you have to pay for?
 
The only difference between free and payware is that with a free version, you are limted to only one image. Pay version lets you combine unlimited images. In the elevation case, one image is often sufficient as it can cover vastly larger areas. So, good news, the free version will be very useful for terrain designers. :)

Misho
 
The only difference between free and payware is that with a free version, you are limted to only one image. Pay version lets you combine unlimited images. In the elevation case, one image is often sufficient as it can cover vastly larger areas. So, good news, the free version will be very useful for terrain designers. :)

Misho

Misho, I have a question to ask... in your previous version I think it was for fs2004 you had a GMAX plugin to import terrain into Gmax to be "fined tuned" then reexported back into terrain again... is this feature part of the FSX version? if not will it be possible re-implement this into the FSX version by any chance?
 
Misho, I have a question to ask... in your previous version I think it was for fs2004 you had a GMAX plugin to import terrain into Gmax to be "fined tuned" then reexported back into terrain again... is this feature part of the FSX version? if not will it be possible re-implement this into the FSX version by any chance?

Hi Gareth,

GMAX plugin did not import existing (default) scenery from FS9. It allowed an 8-bit (256 color) grayscale image to be imported into GMAX and used as a DISPLACE modifier on a grid, which could then be exported as a mesh terrain. The reason for this was:

At the time, there was no image editor (namely PhotoShop) that supported creation of 16-bit grayscale imagery that could be used to create high precision grayscale elevation maps. It was possible to create 256-grayscale bitmaps, but that would give you only 256 discrete altitude values, which wasn't enough for anything but small hills.

However, by applying this 256-grayscale bitmap to a mesh in GMAX, the mesh points would INTERPOLATE altitudes for in-between values, and thus create a high resolution mesh without the terracing effect which was the case when 256-grayscale bitmap was used. It is basically like fitting a best-fitting curve through a set of points, and then taking point values from this curve that make the curve look smoother. This GMAX mesh was then, through the module I wrote in GMAX script, saved into a data set which was used to compile into BGL scenery.

Now - since PhotoShop 8 (CS1 I think) release, Adobe introduced support for 16-bit grayscale images, in the RAW format. Hardly worth noticing, you'd think, but to a few geeks like myself, this was a cause for celebration :D 16-bit grayscale has 65535 discrete values available (instead of 256, for 8-bit) so obviously, there is no need for interpolation, and no need for GMAX plug in.

This new functionality can primarily be used to add small terrain features to default mesh, but it CAN be used to modify large scale terrain if, for instance you had a DEM, SRTM or similar data set, and a GIS tool such as MicroDEM (it's been a while, I'm not sure what's latest and greatest, then you could:

Load a DEM into MicroDEM
Convert to a RAW data set (there should be an option)
Load with PhotoShop and make changes.
Save as RAW
Use TerraBuilder to process RAW into scenery.

Hope this helps,
Misho
 
This does sound interesting. Tell me, is this feature implemented with the current downloadable version? I did a scan of your online User's Manual and I did not see any mention of it.

I was particularly interested in the "causeways" feature. Would this make it easier to create flatten "cutaways" for highways, roads that cut through moutainsides rather than seeing the typical rollercoaster roads we see in photoreal scenery?

Thanks,

Clutch
 
This does sound interesting. Tell me, is this feature implemented with the current downloadable version? I did a scan of your online User's Manual and I did not see any mention of it.

I was particularly interested in the "causeways" feature. Would this make it easier to create flatten "cutaways" for highways, roads that cut through moutainsides rather than seeing the typical rollercoaster roads we see in photoreal scenery?

Thanks,

Clutch

Hi Clutch,

Feature is implemented and working, I just have to finish a few small UI details, plus I am writing a manual literally as I write this.

As far as your question, in short, no. I think it's the actual roads themselves that cut the mountain (something in the road property). If you remove (exclude) the road, the mountain will "fill in" the canyon. But more to the point, I described in my post how it would be possible to "correct" default scenery. The problem is, the terrain created is absolute, not relative. Therefore, the new terrain wipes out default terrain, it does not "Add" to it. So, as I described, to modify default terrain, you'd have to obtain a DEM of the area (which should be close to the default terrain), save as RAW file, modify RAW file in PhotoShop, and then import this DEM-originated RAW file into TerraBuilder and create terrain (which should match to the surrounding default terrain)

What you could do is, because areas around airports are usually very flat, flatten "plateaus" or "holes" around some runways that are a result of a slight mismatch of the terrain data and the airport data. Or - you can build sloped runways, but there is a catch - those runways will no longer be polygon type FSX runways (and aprons) but a terrain (defined as asphalt surface) and the runway DRAWN into it (for which you could use TerraBuilder imagery functionality :D ). OR - you could use GMAX/3DSMAX to create a polygon runway with a slope and make sure it is at the same angle with the terrain underneath that you created with TBFSX. Makes sense? :o

(The reason the polygon type FSX runways can't be sloped is, basically, because they weren't designed to have an angle.)

Misho
 
I'm in the testing phase of the new release of TerraBuilder FSX and here are some results I'd like to share with everyone. As a test, I decided to do a quick "makeover" of Monument Valley in Arizona/Utah area... the distinctive mesas found there are quite underwhelming in the default scenery, so I whipped up a quick altitude map in PhotoShop and processed it with the new elevation mesh scenery functionality of TerraBuilder FSX. This is for illustration purposes only, it does not represent actual topography in the area. Notice the "border" around the area - obviously, this terrain would have to be matched to the default and this would require a bit of work. All textures are default, with some procedural texturing happening on the steep slopes. The update is almost ready, I just have to finish the manual :D

Misho
 

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Misho, perhaps you could entice this Arctic Canuk. That last set has me reading your manual. Would this help me with Arctic scenery like Yellowknife? In default it is inaccurate and just hideous to the point where I want to fix the land and mesh?
 
This is more geared to fixing small localised innacuracies, or adding features missed by default "coarse" resolution (like, for example, adding Zambezi river gorge). The main challenge is to match it to the default scenery without obvious "steps" in topography. This would be easy if the default was perfectly flat, but challenging if it is hilly. If you're re-doing large scenery, you will either have to draw the new topo map by hand (which would be a huge undertaking), or obtaining a DEM/SRTM map, importing it into GIS software capable of saving RAW format, save it into RAW, edit it in PhotoShop (by editing I mean add features or correct innacuracies in original DEM) and then process it in TerraBuilder. I hope this helps.

Misho
 
Hi Misho if possible could you assist me on how i can "Draw" my elevation data.
For use in Terrabuilder FSX? i've tried creating a 16bit Greyscale image in RAW format however looks like white noise seen in TV screens... I'm working on an Airport that sits on terrain that current GIS Data doesn't provide sufficient detail in regard to the terrain around this particular airport (which is FAOR or what was originally known as FAJS- Johannesburg International)

Is there a way that I can draw the elevation details in Photoshop from aerial images of this airport, as like I say my current attempts come up with a messy noisy 16bit Greyscale image (RAW)

Thanks
 
Did you follow the tutorial exactly to the letter? Are you using Photoshop?Using PhotoShop, it is quite easy... Just like drawing with white airbrush on a black surface.
 
Hi Misho, I'm using Photoshop 7.. I've tried doing as per the Terrabuilder FSX tutorial 2 however I see the same image and not as to the tutorial sample (mesa) I'm beginning to think perhaps my version is at fault? does anyone know a link where i can get tutorials on how to create a RAW image suited for making terrain? - can an image converted to Greyscale (from original source image) work or must it be made from scratch?

Regards
 
Well, yes, that's your problem... Photoshop 7 is too old and it doesn't have a 16-bit grayscale mode. It can only make 256-color grayscale images, which is usually not enough... and also, my guess is, it can't save in the RAW mode. You need to update your Photoshop to at least CS3 version... I mentioned that in my user manual/tutorial.
 
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