• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Alternative to Photorreal

Messages
53
Country
brazil
I was wondering if using google ou microsoft images in my freeware sceneries were legal or not, but I found here at FSDeveloper that it is not alowed.

Which are the alternatives to have a good ground?

- Customizing the landclass?
- Is it possible to make a work as real as ORBX can get for a small areas?
- Which are the techniques? Create textures and use SBuilder to maps them above the satallite image?
- Should I change landclass.cfg, right?
- A good tutorial for landclass?

What are your experiences?

Matheus
 
Hi,

Depending on the area you are making you might be able to find free to use imagery as well.

Else for a small area I would probably use terrain vectors to assign the different types of terrain.

A third option would be landclass, but I feel that's more work to customise.
 
Also, for small areas you could create your own pseudo-photoreal. Perhaps mosaic and blend photos from legal sources and apply them to your own area. With photoreal, you can place any texture on the ground at any location.
 
Hello, rhumbaflappy and Arno, thanks for your response! I quoted your answer in bold:

Depending on the area you are making you might be able to find free to use imagery as well.


This is not an option, the only images I've found was in Google Earrh and Microsoft Bing.

Else for a small area I would probably use terrain vectors to assign the different types of terrain.

My knowledge of landclass and vector are not enough to develop good projets. Please se the images below: this is the "terrain" I want to model... ok, it would be simple to resample satellite image, but I am trying to "vector" each ground place, but in FS the result is not so good... polygons don't match theirselves.

Is this your idea, Arno?

sbuilder2.JPG
sbuilder1.JPG


Also, for small areas you could create your own pseudo-photoreal. Perhaps mosaic and blend photos from legal sources and apply them to your own area. With photoreal, you can place any texture on the ground at any location.

This is a small area. Should it be a legal source (Microsoft Bing) to create pseudo-photorreal? What do you mean about mosaic and blend photos? Should it be just to "cut" and "paste" the desired area into my scenery?

Matheus
 
What area are you trying to model?
 
Ah, a military airfield, those are typically harder to get data for indeed. Also I'm not aware if Brazil has a lot of open data, that is mainly in the US and Europe.

I think the easiest way would be to draw the terrain vectors in a tool like SBuilder. You can then assign the right texture type, like forest, field, etc. That should give you the right look of the area.
 
Hi, Arno. I got good results with Landclass tiles + VTP polygons as you can see on my project website.

But I want more... I would like to learn about landclass tiles, masks, cities boundaries etc.

But when I type landclass, ground, terrain or tiles in Google or Here, what I find is VTP or Photorreal Scenery.

I know that it is a huge and dificult work to change landclass tiles, even create new textures when autogen assigned to them, but I can't find tutorials.

Do you know where should I begin?

sb.JPG
 
3 years ago I made EBBL Kleine Brogel / Belgium.
I had a beautiful Google Earth photoreal background.
I have not been able to use them either.

I am currently working on a new scenery: X3NW North Witham / UK.
I use Airfiield 1 as Airport Background .
As a Landclass I use a mix of City Park, Forest Park, Cold Grassland and Airfield 2.
Around the airport is a vehicle taxipath of sand .
I can not post a picture because there is a problem with .
Some backgrponds from outside the airport continue inside the airport.
The north side of the airport is almost ready, the rest is still following.
This is almost as nice ale a photoreal scenery.
But be aware, not all landclass can be used on the Airport Background.

Grtz
Peter
 
Great thread - A couple of observations::)

I have found that SBuilderX is the easiest app for changing underlying Land Class tiles.

In both ADE and SBuilderX, the choices for airfield textures allow you to do several things - from just flatten to Flatten, Exclude Auto Gen, Airport Map class. For some airfields I like to use Flatten-ExcludeAutogen over an area appropriate LC. As zzip says, some LC really don't work with an airport. The ones that do work are the non-forest textures that do not include buildings. Sand, dirt, grass, some rock, and various scrub, dessert and tundra textures seem to work well. The Exclude Autogen should keep the vegetation from popping through the asphalt. In tis case I change the LC tiles in SBuilderX and the add the Flatten-ExcludeAutogen polygon on ADE

In some areas you may want the Autogen Vegetation close to the runways- for example a Scrub texture with little bushes - I like to use Flatten-ExcludeAutogen-AirportClassMap, drawing the polygon very close to the edges of the runways, taxiways and apron. It keeps the bushes from popping through the asphalt but still keeps a good look of the airfield's area. Again using SbuilderX for the LC tiles and ADE for the polygram.

I have found that LC tiles seem to "blend" with other LC type tiles at their borders in a way that looks pretty good. The change between a polygon texture and a LC tile below it is "blunt" - sometimes looking unrealistic. I have found that putting a road at the edge of the polygon (gravel or dirt will usually work) can make the transition look a bit better…and since many airfields have a perimeter road that runs along their fence line, it works with the scenery. This can be done in either SBuilderX or ADE…it just depends on which will give you the better control.
 
Back
Top