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change region

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mexico
hi gents,

maybe a silly questions but im trying to change region in fsx, I want make turn "n" region to "a", but where is the landclasss number in sbuilderx for the "a" region?the smallest number in sbuilderx is 002, which is North American SouthWest(region C), but I cant find even the 001:confused:

thanks in advance:)
 
"A" appears to be "0" so I would make a landclass or waterclass using whatever value floats your boat, then open the .raw file in PhotoShop, convert to indexed color and select/fill the colored area with pure black (which would be "0") using the magic wand tool. Save, and then recompile with the needed .inf modifications for making a region .bgl (Layer = Region).

Sounds like you've seen this thread already but if not it may also shed some light:

http://www.fsdeveloper.com/forum/showthread.php?t=280958

Jim
 
"A" appears to be "0" so I would make a landclass or waterclass using whatever value floats your boat, then open the .raw file in PhotoShop, convert to indexed color and select/fill the colored area with pure black (which would be "0") using the magic wand tool. Save, and then recompile with the needed .inf modifications for making a region .bgl (Layer = Region).

Sounds like you've seen this thread already but if not it may also shed some light:

http://www.fsdeveloper.com/forum/showthread.php?t=280958

Jim


ill give it a try soon as possible, good idea man;)
ill report back if works, thanks
 
Hi Jim,

your method work, but theres a problem...in tmfviewer finally I have my "a" region, but I have strange colors at the edges, and of course my fsx crash in loading screen(terrain.dll)....any hints?
 

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It looks like maybe you had anti-aliasing turned on with the magic wand tool so you ended up with some areas around the edges that were somewhere between 0 and 254. I'd compile the landclass again in SBX (so you get a new .raw file) and try it again without the anti-aliasing.

Not sure about the terrain.dll crash, maybe some color in the fringed area is not recognizable to the sim as a valid region type?

Jim
 
Did you convert the .raw file to indexed color? I just tried it myself with anti-aliasing turned on in the magic wand tool and it seemed not to matter, apparently in indexed color mode there is no anti-aliasing anyway. I tested one similar to yours and don't see the fringing around the edges, sim starts without a problem.

region_1614.jpg


Jim
 
well, thanks for your support Jim,

Good news, I have used the pencil tool instead of the brush tool with pure black like you said, and voilà...see below in the picture, no more strange borders:D

thanks man for your support.

Just for the sake of curiosity, what color region is 001?:confused:
 

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001 is "B" North America, RGB value: 1,1,1 or hex: #010101

You could use a waterclass value for that if you needed to, "Shallow Inland Water, Blue" is 001

Jim


EDIT: Just did an experiment, it worked, if you want SBuilder to output a .raw file with a value of "0" all you need to do is go into the SBuilderX313\Tools folder, open waters.txt and add the following new entry to the file:

Name=000_Waterclass invalid, use for region A: Europe Germanic
Color=FF01969F
Textures=360b2su1

It doesn't seem to matter what the "Name=" is as long as it begins with 000. "Color=" & "Textures=" I just got from another waterclass value, they have only to do with the display in SBX so they don't matter either. Then just get the waterclass tool and set it to "000_Waterclass invalid, use for region A: Europe Germanic", click out the area you want to region-ize and compile it as a waterclass. Go into the SBuilderX313\Tools\Work folder, fix the .inf (Layer = Region) and recompile - done. Would also work for "Mild Winter" in a seasons .bgl (with Layer = Season).

Pretty cool actually :) .
 
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