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Import scenery from USGS

Messages
49
Hey guys!
I was looking for a tutorial on how to import High Resolution Orthophotos from the USGS Map Viewer.
For some reason they changed the website and now they have the earthexplorer.usgs.gov website which provides the same features but for some reason the High quality Orthos are not that high quality.
Is there another place to get maybe 1m resolutions for the US?
Also how do I import it into ADE so I can merge with my scenery and use?

Thanks in advance.
Teo
 
Hi Teo:

indeed, the USGS National Aerial Imagery Program (NAIP) 1 foot per pixel (30 cm per pixel) imagery being made available via the USGS EROS and other web-page-type servers including the National Map portal, are provided in lossy compressed JPEG 2000 (Mr. Sid) image file formats.

http://viewer.nationalmap.gov/basic/#productSearch


BUT... when streamed into a GIS application via WMS, the "jaggies" / aliasing seen in the aerial imagery downloaded data from the above sources is not present.

However the overall image quality is otherwise minimally different in terms of visual optical resolution and tonal balance, thus still requiring further processing by the end user via a graphics application prior to use in ex: MSFS development.


CAVEAT: Always work with COPIES of downloaded original source files.

* If working with JPG / JPEG / JPEG2000 / Mr. Sid / IMG files which are "lossy" compressed, make copies as BMP / TIFF / TGA / PSD files etc. first ...before editing the copies; otherwise further degradation of the image will occur each time the file is modified / saved in lossy file formats.


* If working with GeoTIFF files, one must first back-up the Geo-referencing info before opening such files in a graphical editor, then restore Geo-referencing info to such a file after editing.


WMS Get Capabilities URL - USGS NAIP 1 foot / 30 cm per pixel aerial imagery:

http://isse.cr.usgs.gov/arcgis/services/Orthoimagery/USGS_EROS_Ortho_1Foot/ImageServer/WMSServer


http://raster.nationalmap.gov/arcgi...WMSServer?request=GetCapabilities&service=WMS



Alternatively, you must order the (full resolution ?) bulk data on a hard drive from the USGS, as discussed on this webpage:

http://education.usgs.gov/lessons/geospatialwebsites.html



FYI: A popular free GIS application with WMS capabilities is QuantumGIS (aka "QGIS"):

https://www.google.com/#q=Quantum+GIS+WMS+imagery

https://www.google.com/#q=Quantum+GIS+export+imagery+as+GeoTIFF



BTW: When downloaded aerial imagery is exported by ex: QGIS as GeoTIFFs, SBuilder can load that imagery into the background of the SBuilderX workspace via the "Add Map- From Disk..." feature. ;)



REMINDER
: ADE only accepts lower resolution / low overall memory size aerial imagery as background images.

Depending upon how much detail you need to see in each area of your airport project, you may be repeatedly swapping out "active" background image tiles in order to work within the limitations of the ADE workspace.

Some instead use a single lower resolution ex: JPEG image as one of the backgrounds in the ADE available image picklist.

To display full resolution aerial imagery at various zoom levels as a "background map" on which to draw various terrain scenery objects, SBuilderX may prove to be a more capable program, although it also has some memory limitations which have recently been improved via release of a 64-bit version 3.14.

http://www.fsdeveloper.com/forum/forums/ground2k4-sbuilder-sbuilderx.33/


NOTE
: IMHO, ADE is primarily to be used for creation of airport-specific objects such as Runways, Taxiways, etc., but also does have the ability to create textured ground polygons via its "GP-editor", as well as other types of "CVX vector" terrain scenery objects.

However, IMHO, for creation of "CVX vector" scenery objects on top of high resolution background aerial imagery at high levels of zoom, SBuilderX may prove to be a better option when working with high-detail CVX vector scenery content.


Hope this helps with understanding some options with USGS aerial imagery, and various FS utilities and GIS utility programs. :)

GaryGB
 
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Gary thanks a lot for your feedback, it is really valuable!!!
I will do some testing on my own and report back.
As for the ground textures I will create them in Sketchup, then export to ADE by placing an invisible ground polygon underneath so the aircraft can have a realistic ground to taxi on.
Right now I am creating the buildings on the airport (which are around 130!) and then will start looking into Orthoimagery and ground textures which is another huge part of the project.
I am wondering if the best way to have realistic ground textures on the airport should involve importing a background Orthophoto or not.
Do you recommend it?

Thanks!
Teo
 
Gary thanks a lot for your feedback, it is really valuable!!!

I will do some testing on my own and report back.

As for the ground textures I will create them in Sketchup, then export to ADE by placing an invisible ground polygon underneath so the aircraft can have a realistic ground to taxi on.

Hi Teo:

Just to clarify your work-flow, IIUC, you will first create in ADE, a CVX Vector "airport background"-type polygon with a "Flatten / Exclude Autogen / MaskClassMap" GUID, and will set the altitude for the polygon at the same altitude AMSL as the Airport Reference Point (aka "ARP") ?

NOTE: This sets the local FS terrain to a flat, hardened surface with an elevation that matches the base airport elevation and associated Taxiways / Aprons so that user, AI, and airport ground vehicle traffic has a uniform and un-interrupted base on which to navigate.

BTW: RWYs will also need to be set at that same Altitude as the ARP and Airport Background / Flatten polygon to allow navigation across a uniformly flat surface without interruption.


The "MaskClassMap" attribute sets the terrain land class texture to a type compatible in appearance to local default land class already set by FS.

The Autogen Exclude attribute will prevent Autogen object annotations that may be associated with the default land class textures from appearing on top of that "Flatten / Exclude Autogen / MaskClassMap" Airport Background polygon.


IMHO, it would not be necessary to create an "invisible ground polygon underneath so the aircraft can have a realistic ground to taxi on", unless of course you are referring to the Airport Background 'terrain' polygon I described above, which is BTW, compiled via FS / P3D SDK SHP2VEC.


FYI: Probably it is best to reserve use of the phrase "Ground Polygon" for the special "G-Polys" / "GP's" which are: ;)

* made for FSX with legacy FS2Kx SDK compatible SCASM / ASM compilers

* made for Prepar3d (aka "P3D") with P3D version 2.x / 3.x SDK XtoMDL compilers


Right now I am creating the buildings on the airport (which are around 130!) and then will start looking into Orthoimagery and ground textures which is another huge part of the project.

I am wondering if the best way to have realistic ground textures on the airport should involve importing a background Orthophoto or not.
Do you recommend it?

Thanks!
Teo

Assuming you intend to distribute this scenery outside your own computer either as freeware or payware, you would need to utilize freely available public domain aerial imagery, or license (typically for a costly fee) commercially available aerial imagery.

If you utilize the NAIP aerial imagery I cited above, you may be able to improve its rendering somewhat via a graphics application, then:

* Make FSX custom photo-real 'draped' land class output by FSX / P3D SDK Resample at a resolution of LOD-17 (1 Foot / 30 cm per pixel)

...or:

* Make a FSX custom photo-real 'mapped' G-Poly output by FS2Kx SCASM / ASM at a resolution of LOD-17 (1 Foot / 30 cm per pixel)

* Make a P3D custom photo-real 'mapped' G-Poly MDL output by P3D SDK XtoMDL at a resolution of LOD-17 (1 Foot / 30 cm per pixel)


Unless you intend to make custom 'synthetic' textures for airport objects ex: RXY / Taxiway / Apron surfaces and/or misc. ground markings at higher resolutions and/or higher optical / graphic clarity than provided by FS default, ADE, or the the LOD-17 (1 Foot / 30 cm per pixel) NAIP aerial imagery cited above, it would be, IMHO, un-necessary to utilize G-Polys on the terrain at your airport.

Your workload and scenery creation options will be much more adaptable, with less complications and troubleshooting, if you instead utilized a terrain mesh and flatten-clinging, high-resolution custom photo-real land class aerial imagery BGL output by FS SDK Resample at an effective resolution of LOD-17 (1 Foot / 30 cm per pixel).


Again, ADE cannot display anything but lower resolution backgound image files with sizes that fit within ADE's limited memory work-space.

To perform high-detail scenery creation throughout the entire area of your airport project using high-resolution aerial imagery that is continuously "zoomable" without the need to swap background image tiles, you would IMHO, need to utilize SBuilderX for those tasks.


Hope this helps with further considering options for your project ! :)

GaryGB
 
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Gary thank you so much for your feedback.
So if I created my 3d objects in sketchup before setting the ground level in ADE I will have to raise those buildings to the actual heigh in the ADE airport, correct?
Right now I have them at height 0 in the modelling software.
Or that doesn't make a difference?

Teo
 
AFAIK, you are working on 3D building models made in Sketchup with the Geo-location Google "Local Snapshot"-layer flat base plane displayed with the mapped aerial imagery texture, and all buildings are positioned at the same '0' Feet or Meters AGL elevation directly on top of that "Local Snapshot" surface when placed in FS via ADE.

This is to be distinguished from having the Geo-location Google "Local Terrain"-layer displayed instead of- or in addition to- the above Geo-location Google "Local Snapshot" flat base plane displayed.


IIUC, you are inquiring about whether ex: 3D building models made in Sketchup need to be positioned at an assigned elevation on top of the location terrain when "placed" via ADE ...for subsequent run time display in FS ? :scratchch


FYI: By default, 3D building models made in Sketchup (or other 3D modeling applications) when converted / compiled / exported for use in FS, when "placed" at the desired Geo-graphic coordinates via FS SDK BGLComp-type XML code using ex: ADE, are set at '0' Feet or Meters AGL, and not AMSL.

Thus, such 3D building models are always displayed at the surface level of the local terrain mesh and/or flattened 'ground' of the scenery in FS, and in most cases, no +/- elevation other than '0' needs to be specified when they are 'placed'.


Hope this helps ! :)

GaryGB
 
Last edited:
AFAIK, you are working on 3D building models made in Sketchup with the Geo-location Google "Local Snapshot" flat base plane displayed with the mapped aerial imagery texture, and all buildings are positioned at the same 0 Feet or Meters AGL elevation directly on top of that "Local Snapshot" surface when placed in FS via ADE.

This is to be distinguished from having the Geo-location Google "Local Terrain" displayed instead of- or in addition to- the above Geo-location Google "Local Snapshot" flat base plane displayed.


IIUC, you are inquiring about whether ex: 3D building models made in Sketchup need to be positioned at an assigned elevation on top of the location terrain when "placed" via ADE ...for subsequent run time display in FS ? :scratchch


FYI: By default, 3D building models made in Sketchup (or other 3D modeling applications) when converted / compiled / exported for use in FS, when "placed" at the desired Geo-graphic coordinates via FS SDK BGLComp-type XML code using ex: ADE, are set at '0' Feet or Meters AGL, and not AMSL.

Thus, such 3D building models are always displayed at the surface level of the local terrain mesh and/or flattened 'ground' of the scenery in FS, and in most cases, no +/- elevation other than '0' needs to be specified when they are 'placed'.


Hope this helps ! :)

GaryGB
Excelent that answers my question perfectly.
Thanks a lot Gary!

Teo


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