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Gmax ground poly mosaicing revisited

JonPatch

Resource contributor
Messages
443
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ca-britishcolumbia
Folks, I have a 2048 x 2048 image that I want to display on 2002 ground poly. So I cut the object into four squares and map 1/4 of the image onto each square. Unfortunately the seams flicker as I may move away. I tried "undermapping" the texture, ie mapping close but near the edge of the texture (the usual technique for that has worked for me before), but no dice. I tried breaking the ground poly into four chunks and overlapping them by 10 cm. No diff.

What's the best way to approach this?

Jon
 
Thx for the reply, and the pretty graphic, very clear! Yes, that's one of the variations I tried, it still has a slight flicker at a distance along the seams.

Jon
 
You can try doing photoreal mesh. I know next to nothing about it but I wish I did. I think everyone should get together and write a tutorial on photo real terrain.
 
Hi Jon.

If this is for FSX, remember the flattens follow the earth's curvature. So FS2002 ground polys do not work right.

Dick
 
Photoreal mesh has a best resolution of 1.2 m/pixel. This is as high as 10cm/pixel.

Dick, this is for FS9. And probably my last FS9 project, so I hope FSX gets fixed to allow this technique to be used with the round earth!!

Jon
 
Hi Jon,

Sounds like you have done everything correct. When I had trouble with seams in the past, it was always solved by only mapping the center 1022x1022 part of the texture on the actual polygon. But it seems you have already tried that.

Which format do your textures have?
 
Hi Bob, thanks for the suggestion. Yes I'd tried removing them, and the object turned into a shimmering mass at any kind of angle or distance.

Jon
 
Do you maybe have a screenshot Jon that shows the problem to us?
 
Here ya go. It's blurry because this is taken from a distance, close up there is no problem, and of course as the viewer moves, the lines shimmer.

See both a horizontal and vertical line.

Jon
 

Attachments

  • Ground_poly_shimmer.jpg
    Ground_poly_shimmer.jpg
    65 KB · Views: 572
I wonder if you are seeing lower mips than you think, and therefore some of the mapping you hope for is inaccurate. I know this sounds odd, but I'm wondering.

Perhaps place an indentifier on your main image, and the next mip down, and the next mip down from there and see what really is displaying.

If you only get to see a lower mip than the full image, perhaps try the lower mip as the main image, and see if this is a function of resolution?

Bob
 
Hi Jon,

In connection with what Bob said, you might want to check if the texture scale is correct in the ASM file. If that value is very wrong, it could cause in the wrong mip being shown.
 
Thx guys, I'm going to take a closer look at the mipmaps. Arno, if the texture scale was wrong, I'd expect to see a blurry map, but they all look fine. But I'll take a look, thanks.

Jon
 
Yeah Jon, it does not sound like a logical explanation, as they should indeed be blurry. But you never know, we are just throwing thoughts at you :D.
 
Alrighty, I've finally got back to looking at this:

1. If I ridiculously undermap the texture (ie use 100 pixels out of 1024) then the problem vanishes
2. If I map to 3 pixels of the edge I have the problem.
3. I generated mipmaps both the DXTBmp and Imagetool and the result is the same.
4. Where do I find the texture scale in the asm file? (see below)

I guess I could redo my source images so that there is massive overmapping, but why would that be necessary?

Thanks!

Jon

Code:
header label word
    dw      0001            ; 00 World set number   
    dd      00064D259H          ; 02 North bound        
    dd      00064D035H          ; 06 South bound        
    dd      09FC443B6H          ; 10 East bound         
    dd      09FC443B4H          ; 14 West bound         
    dw      20 dup(0)                               
    dd      (offset OBJECT_DATA) - (offset header)
    dw      33 dup(0)                               

OBJECT_DATA label word                                  
    db  21              ;;LATBAND_REL                   
    dw  03268h          ;;lat min (inclusive) 512M units
    dw  0326Ah          ;;lat max (exclusive)           
    dd  (offset OBJECT_0) - (offset OBJECT_DATA)        
    db  0               ;;EOL                           
OBJECT_0 label    BGLCODE
    db  12                      ; NEAR_FAR_HUGE_OBJECT_HEADER
    dd  00064D147h,09FC443B5h           ; latitude,longitude          
    db  100                     ; image power                 
    dd  (offset OBJECT_0_END) - (offset OBJECT_0)             
OBJECT_0_START label word
    IFIN1       OBJECT_0_FAIL, image_complex, 2, 32767
    ADDCAT      OBJECT_0_SCALE, 8
OBJECT_0_FAIL label    BGLCODE
    BGL_JUMP_32 OBJECT_0_END  
OBJECT_0_SCALE label    BGLCODE
    SCALE_AGL   OBJECT_0_RETURN, 10000, 274, 131072, 00064D147h, 07F73h, 09FC443B5h, 019E1h, 0, 0
    BGL_CALL        OBJECT_0_BEGIN
OBJECT_0_RETURN label word
    BGL_RETURN
OBJECT_0_BEGIN label word
model_outside    label    BGLCODE
model_shadow label BGLCODE

LOD_0    label    BGLCODE
    BGL_JUMP_32    LOD_0L

model_inside  label    BGLCODE
    BGL_RETURN
LOD_0L    label    BGLCODE
    include    C:\Documents and Settings\Jon\My Documents\Flight simulator\Development Projects\Carcross - Glacier Bay\Development Version\Alaska Glacier Bay scenery\scenery\Ground_poly_PAGY_0.asm



OBJECT_0_END label word
EOF
 
There is a flatten, and I've tried raising the surface over the flatten. It's not the issue, I believe it is the mipmaps.

Jon
 
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