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Yes. I think 32-bit PNG is the standard. 32-bit includes the Alpha channel.
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Hi Guys,
I have solved the problem with the green tinge I was having with imported imagery. You will need to add the alpha channels to your tiles in order for it to display correctly.
I used imagemagick to do this as a batch script by running the following from the directory where your tiles are located:
Code:FOR %a in (*.png) DO magick convert %a -alpha on %a
You can check if the alpha is missing by using the following code replace [filename.png] with one of your tiles to test:
Code:magick identify -verbose [filename.png]
If the type is TrueColor and not TrueColorAlpha you will need to add the alpha channel.
You will need to install imagemagick in order for this to work.
You wonderful person! Thank you for this. I had a feeling it was something to do with channels but I'm not yet advanced enough to figure it out! Brilliant solution!
No worries,
If you find out how to colour correct your imagery properly let me know, thats where i'm stuck now!
I've tried colour-correcting against bing, and also a screenshot from inside the sim but no luck.
Have you checked the tile debug? Maybe it is some useful information in there.
I'v managed to compile and image but as I saw in earlier messages in this post the original image is displayed when you get close to the ground. Any ideas?
Thank you for this, you actually gave me a great idea. You can find out the "gen" number that sim is using and adjust your QGIS URL and load in the same generation of tiles as the sim is using. Once you've done that it should be only a matter of using the correct generation of tiles to apply colour corrections to your new Ortho! Finally a reference image available outside of the sim!!
Separately to this but on the subject of Orthos. When MS/Asobo eventually update the region your scenery is in, we're likely going to have to update our Orthos colour corrections all over again.... Perhaps using an external Ortho is not such a good idea in this sim...
Did you compile for LOD20? That is the highest the sim will do, and when you build the package all other LOD levels are create for you from 20.
Using the alpha channel to mask off areas sometimes eliminates the need for color correction. Choose a fenceline, or road as the limits of your aerial image and just leave the airfield or neighborhood. It will hide among the default with little need for a color change. Photoshop, Gimp, or paint.net all allow export of images as 32-bit PNG. That is RGBA.
Thank you for this, you actually gave me a great idea. You can find out the "gen" number that sim is using and adjust your QGIS URL and load in the same generation of tiles as the sim is using. Once you've done that it should be only a matter of using the correct generation of tiles to apply colour corrections to your new Ortho! Finally a reference image available outside of the sim!!
Separately to this but on the subject of Orthos. When MS/Asobo eventually update the region your scenery is in, we're likely going to have to update our Orthos colour corrections all over again.... Perhaps using an external Ortho is not such a good idea in this sim...
Thank you so much for sharing this, it help me a lot and so much time savedAn updated version of the tool.
During processing, completely transparent tiles are removed.
https://yadi.sk/d/bzqdSEyfdMVaKw
Someone know if is it possible to rename an aerial tiles?? Because for close aerial project, .cgl files names are the same... I'm stuck at this point.... Thank for your answers
<AssetPackage Name="mycompany-aerial" Version="0.1.0">
<ItemSettings>
<ContentType>CORE</ContentType>
<Title/>
<Manufacturer/>
<Creator/>
</ItemSettings>
<Flags>
<VisibleInStore>false</VisibleInStore>
<CanBeReferenced>false</CanBeReferenced>
</Flags>
<AssetGroups>
<AssetGroup Name="Secondary aerial">
<Type>CGL</Type>
<Flags>
<FSXCompatibility>false</FSXCompatibility>
</Flags>
<AssetDir>PackageSources\CGL\</AssetDir>
<OutputDir>CGL\</OutputDir>
</AssetGroup>
</AssetGroups>
</AssetPackage>
<AssetPackage Name="mycompany-aerial" Version="0.1.0">
<ItemSettings>
<ContentType>CGL</ContentType>
<Description/>
</ItemSettings>
<Flags>
<VisibleInStore>false</VisibleInStore>
<CanBeReferenced>false</CanBeReferenced>
</Flags>
<AssetGroups>
<AssetGroup Name="Secondary aerial">
<Type>CGL</Type>
<AssetDir>PackageSources\CGL\</AssetDir>
<OutputDir>CGL</OutputDir>
</AssetGroup>
</AssetGroups>
</AssetPackage>
The new 0.6.0.0 SDK has some changes. For aerial imagery, the Simple Aerial sample, PackageDefinitions/ mycompany-aerial.xml has changed.
The old XML:
XML:<AssetPackage Name="mycompany-aerial" Version="0.1.0"> <ItemSettings> <ContentType>CORE</ContentType> <Title/> <Manufacturer/> <Creator/> </ItemSettings> <Flags> <VisibleInStore>false</VisibleInStore> <CanBeReferenced>false</CanBeReferenced> </Flags> <AssetGroups> <AssetGroup Name="Secondary aerial"> <Type>CGL</Type> <Flags> <FSXCompatibility>false</FSXCompatibility> </Flags> <AssetDir>PackageSources\CGL\</AssetDir> <OutputDir>CGL\</OutputDir> </AssetGroup> </AssetGroups> </AssetPackage>
The new Simple Aerial sample, PackageDefinitions/ mycompany-aerial.xml:
Code:<AssetPackage Name="mycompany-aerial" Version="0.1.0"> <ItemSettings> <ContentType>CGL</ContentType> <Description/> </ItemSettings> <Flags> <VisibleInStore>false</VisibleInStore> <CanBeReferenced>false</CanBeReferenced> </Flags> <AssetGroups> <AssetGroup Name="Secondary aerial"> <Type>CGL</Type> <AssetDir>PackageSources\CGL\</AssetDir> <OutputDir>CGL</OutputDir> </AssetGroup> </AssetGroups> </AssetPackage>
Note the content type has changed from Core to CGL. We'll see what this changes.
NopeSo is there a way to manually run the compiler outside the sim? I hate that in sim it gives no idea it’s doing anything.
fspackagetool.exe? It actually builds a project by running the sim without the UI.So is there a way to manually run the compiler outside the sim? I hate that in sim it gives no idea it’s doing anything.
fspackagetool.exe? It actually builds a project by running the sim without the UI.
Within the sim, if one opens the console window before building a package, you'll get a ton of messages. Some of them are even useful.