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LOD8_Image tool

rhumbaflappy

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Hi all.

I've made a new tool which grabs an LOD8-sized image from various internet tile providers. Useful for getting a background image for SBuilder9 or Ground2k.

Edited+++++++++++++++++

Download the new versions at the links in a newer post, below.

Dick
 
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I'm now on version 1.0.0.2 the zip file link above has been changed. The new file version saves to a sub-directory and also saves a .bpw world file to allow easy loading to a GIS program..

Dick
 
Hi All.

I found the above tool to be in the wrong projection. I've corrected this error for a new version, and the tool makes an LOD5 sized image, suitable for ground2k, SBuilder9 or SBuilderX. Also, I have the LOD8 version 3:

LOD5_Image_v3.zip

LOD8_Image_v3.zip

The program was interesting to build. It uses a 'Work' sub-folder that contains the essentials for gdalwarp. The C# program makes the image, then creates a batchfile, and then runs the batchfile which, in turn, runs gdalwarp to reproject the image to EPSG:4326 ( geographic ). The program then copies the image to a new folder, and then deletes the working files. It works well for me, and doesn't take long at all.

Dick
 
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Google has changed the http access to https, it appears. To get google satellite imagery with LOD5 Image or LOD8 Image, please download the following zip file. It contains needed changes to the GMap.NET.Core.dll

GMap.NET.Core.dll.zip

Rename the existing GMap.NET.Core.dll as GMap.NET.Core.dll.old, then unzip the new GMap.NET.Core.dll to the proper locations.

Dick
 
Hi all.

I have lost the files and code for the above files. I had a request for them. Does anyone still have the programs?
 
Hi Dick:

I may have a copy on one of several computers which I can quickly search with the "Everything" search utility from Void Tools when I get back tonight (Chicago time) from today's travels 'on the road' (with only a 'wimpy' I-Pad to use).

https://www.voidtools.com/


Could you (re-)post here, the specific ZIP file name(s) I should look for (...that I would have originally downloaded) ?

GaryGB
 
Hi Gary.

Thanks for the help. I have been able to recreate what you gave me. Now I have to work on the automatic reprojection of the image. Unless anyone can give me the version 3.

Some services that worked as soon as yesterday, do not work today. I'm thinking the GMap.net solution isn't as robust as SBuilderX.
 
Hi Dick:

IMHO, applications of this type of utility for output of background imagery in both FS2Kx legacy and FSX / P3D scenery creation via 3rd party freeware and payware ...may potentially merit consideration of an expanded feature set.

A proposal for such an expanded feature set may ultimately merit discussion in yet another thread- and programming project- separate from any that you may presently have intended for this 'current' thread and programming project.

Please let me know if you prefer that I manually relocate this post to a separate thread in this forum. ;)


Assuming this might prove to be of interest to you and others reading this thread, I'll tentatively mention here, the general idea(s) I had, in the event that, while you are resurrecting this code (no doubt utilizing new insights you likely have gained since it was last updated in 2013), you may consider adapting this utility, or other utilities you have also released, to provide some enhanced features that could be of further help to the FS Development Community.


Considerations for a utility that provides Background Images

Ground2K is especially sensitive to background image size to the extent that it sometimes requires smaller, highly-compressed, 16-Bit color or 8-Bit gray-scale images, and even reduction of Windows system display attributes to 16-Bit color mode ...to avoid USERVA OOMs, CTD's etc.

IMHO, it would be helpful to have a LOD-5 image with a visual guide to LOD-8 quad tile names ("friendly" and/or logical sequential or directional alphanumeric names, if possible) that would assist the user with manually loading smaller imagery tiles into the work-space to maintain greater stability within the USERVA for ex: Ground2K4.


A somewhat comparable issue affects use of SBuilder for FS9, SBuilderX 3.13, ADE, AFX and other FS utilities, all of which are 32-Bit applications having limited 'resources' available for loading / using larger background maps within their Windows task session USERVA.

AFAIK, all the above 3rd party FS scenery utilities require the end user to manually load a background image file for the tile area that they are currently working on.

ADE offers a pick-list to manually 'swap' between such background images after their file/folder path is 'added', linked and manually configured with Geo-referencing information by ADE.


However, I am wondering if it is feasible to add an option in your 'LOD#_Image_Tool' (or other such 'background image' tool), to:

* Directly access the same aerial imagery tile servers as SBuilderX, when selected from a comparable pick-list

...or:

* Read selected SBuilderX tile server sub-folder chains created by tile down-loader DLLs in SBuilderX\Tiles


...then output a user-specified, 'stitched' / 'composite' image 'tile' size, with a "world" file, into a separate folder path, ex:

* LOD-5 image with a visual or TXT file guide to LOD-8 quad tile name / grid position for LOD-8 sized images

* LOD-8 image with a visual or TXT file guide to LOD-13 quad tile name / grid position for LOD-13 sized images

* LOD-13 image with a visual or TXT file guide to LOD-18 quad tile name / grid position for LOD-18 sized images

...which could more easily be used to semi-automatically import 'tiled' background images to 3rd party freeware and payware scenery creation utilities, provided that authors for such 3rd party utilities were inclined to develop an import mechanism for such 'gridded' images having paired Geo-referencing "world" files.


Another consideration which I believe could be of great help to FS Developers in creation of legacy FS2Kx and MDL-based G-Polys, would be an option for aerial image tile output at specified LOD quad tile sizes:

* Mapped by end users following a grid 'template' in a file that provides a quad tile name / grid position guide

...and:

* 'Placed precisely in alignment on MSFS terrain grid quad vertex coordinates

...provided for each local quad in the FS 3D world on which G-Polys are intended to be displayed.


Although the FS terrain rendering engine may subsequently utilize submitted mapped imagery and other texture images as it sees fit within a Continuous LOD (aka "CLOD") mechanism at run time, IIUC, the reason ACES implemented a QMID terrain grid system is to load and submit terrain scenery content to be rendered at run time via a quad-based schema.


AFAIK, on that basis, it may merit testing to see if there may be run time FPS performance benefits to be had with custom G-Polys mapped to precisely-sized LOD quads that are also 'placed' precisely in alignment on the known and calculable MSFS terrain grid vertex coordinates ...for each local quad in the FS 3D world onto which G-Polys are intended to be displayed.

IIUC, G-Polys may require development considerations similar to default MSFS Land Class / Water Class tiles mapped with texture images in "Powers of Two" aspect ratios, and terrain mesh quad 'tiles' that are also 'placed' precisely in alignment on the known and calculable MSFS terrain quad grid vertex coordinates, for each local quad in the FS 3D world where they are intended to be displayed.

I believe it is reasonable to infer that G-Polys share comparable design considerations to the above referenced default FS scenery tiles that have been configured by ACES to work within the MSFS "quad tree" structure for a number of valid reasons ...not the least of which is run time FPS performance.


Thus, for creation of G-Polys, I believe it would be helpful to have a means to:

* derive aerial imagery tiles that are "pre-sliced" into quad grid LOD-sizes

...which are:

* mapped onto G-Polys that are "pre-sliced" into MSFS quad grid LOD-sizes on N-S, E-W 3D world axes

...that are also:

* 'placed' at designated local MSFS terrain quad grid vertex coordinates (rather than at variable 'offsets' from grid vertices)

...and which:

* have mapping to local terrain quad grid identifiable via a visual or TXT file guide to image file LOD-# quad tile name / grid position.


If you have already tested this and concluded that when texture images are utilized in "Powers of Two" aspect ratios with MIPMAPs, whether the objects onto which they have been mapped, are 'placed' on- or off- "the default FS terrain grid coordinate system" does not significantly impact MSFS run time performance, I would welcome reading such a conclusion that is drawn from objective testing.


The number of FS Developers 'endeavoring' to create G-Polys (and the associated 'anguish') is increasing; so I believe they may appreciate some help, as would those wanting an easier way to create and utilize higher resolution aerial images and/or maps as a background image in 32-Bit FS scenery utilities.


Many thanks for taking the time to consider these possible feature options in your future work with your innovative MSFS utilities. :)

GaryGB
 
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Hi all.

I was able to recreate version 2 of the LOD8_image.exe It does not reproject to geographic, but the differences are pretty minor for Ground2k or FS2004's SBuilder. Thanks again Gary.

LOD8_Image.zip
 
PanosG from AVSIM was able to get me copies of version 3, so I will recreate that with updated DLLs and gdal utilities in a few days. Dotpeek was my .net decompiler and it does a good job for just this situation.
 
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