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(Help) The most common question in the SbuilderX forum.

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7
Country
costarica
Hi fellows designers.
as a plane checklist, posting my greatest frustration as design a scenery.
I show the list of actions that run and would appreciate if someone confirms or corrects me what is right or wrong.
ok, lets go mates:
note: all poly lines, are in transparence mode for this example.
Actual scenery
XTENDEDWATERMACK_zpsb470edbd.jpg

note the water?, its a xtended watermaks to cover the original FSX scenery

my masks
MASK_zps755eeb6c.jpg


First, exclude all shorelines
SHORELINES_zps4f839d70.jpg


Second, generic ocean perinneal
GENERICOCEAN_zpsb29e4bed.jpg


third, a new poly as a hole.
Change a white color when i click to generic ocean poly
SETASAHOLE_zpsa36b2ea7.jpg


fourth, save the project
SAVE_zps2a41b8d6.jpg


fifth, select all layers
SELECT_zps32c855b3.jpg


sixth, compile.
COMPILE_zps833f2bd1.jpg


seventh, the BGL file to my scenery folder in my scenery project in FSX (as usual).
BGL_zps7d6eaf19.jpg


and.........................the bottom line
INITIAL_zpse1d2844b.jpg


Scenery MRCR-CARRILLO, Costa Rica.
Guys, the actual scenery use the xtended watermask to cover the defoult FSX scenery.
I need your help to fix this problem and thank you for your help..
Regards from Costa Rica
:)

Fher.

http://fsxceneryfag.blogspot.com/
 
The blendmask shows the solid phototile because the area is white (opaque). Nothing wrong, technically.

You need to put a light grey mask on your blendmask tif file over the area that covers the ocean on the phototile.
Or you move the completely transparent (black) part right to the coastline, which is mostly the best solution in my opinion. I'd let FSX handle the ocean texture. If you see the ocean floor or reefs on the aerial image and it is in a decent quality you can blend it in a bit with grey tones, but that's a matter of taste.

Cheers,
Mark
 
Even reading this a week later, it makes my head hurt. I can see what you are trying to achieve, but the process makes me say "Huh?".

I'm not going to cover the entire process in one post, as I am a poor typist. So let's work on changing the terrain for now. First, you excluded the shorelines. That's OK. But shorelines are only a strip of land mass that can be placed anywhere. Shorelines have no effect upon water displayed in FSX. If you want to remove the default water/land formation, you must exclude the water in that area. You haven't done that. Then you must add back a more detailed water polygon to reflect what your photo scenery will reveal.

When you go to exclude the shorelines and default water you should have the QMID grid showing at level 11, as this is the area size that will be impacted. To effectively exclude the shorelines and default water I would have the Map turned off while in SBX and be linked to FSX to be able to place the exclusion polygons accurately. These exclusionary polys don't have to be LARGE, as in looking at your pictures it can be confusing as to what poly is doing what work.

Once you exclude the shorelines and default water you should have a large land mass showing in FSX (copy the BGL file after compiling so you can check your work as you go along), so then you need to add back the more detailed water poly. You are attempting to do this in your "second" step, but SBX and FSX is doing what you are telling it to do. That is place a big square water poly over the existing scenery and cut a hole in the water. That's not what you intended, correct? You can ditch the water poly and just use the "hole" poly to add the detailed water back into the game. You will need to "tag" the hole poly correctly as water and it will need to fill out any QMID 11 area that it affects.

That should get the default-type scenery looking a lot better for when you want to add the photo work. But that's another process to worry about.
 
Even reading this a week later, it makes my head hurt. I can see what you are trying to achieve, but the process makes me say "Huh?".

Wow, more info for my work.
Tks mate, really apreciate those tips for my scenery.
Regards and i try everything to share then later,
Fher.
 
Oh no, thanks to you. I've bookmarked your site and will pay it a visit later to download what you've released so far.

On this project, IMO, the steps are just astray and with a different approach you'll get it finished without a whole lot more work.
 
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