I'm not sure what you mean ...so I am to convert the BMP (24bit) Blend Mask to a TIFF (8bit gray-scale)?
Yes.
See:
Make photo-real ground textures in FS X.html tutorial by LFT:
"To add blend masks or water masks to your custom ground, you can create them using the original image as a basis, and then save them with the same name, but using a suffix to indicate this. The files should be saved as TIF images, for example:
original image - L17X132735X132743Y90177Y90183.BMP
blend mask - L17X132735X132743Y90177Y90183_B.TIF
water mask - L17X132735X132743Y90177Y90183_W.TIF
Make sure that those files are in the SBuilderX\Tools\Work folder even if the original image is in another folder, and SBuilderX will automatically integrate the blend and/or water mask in the custom ground."
Does that mean I have to change the file format in the INF text file used to compile the image?
Yes.
See:
Make photo-real ground textures in FS X.html tutorial by LFT
multi-source inf file
I'm lost. I can make the Blendmask work, but it completely removes the PR Scenery and only shows the LC. I don't want that, my problem with doing that is I would have to know 'exactly' where on the KWR1 airport to draw the mask layer. This is not possible because there is no way to overlay the KWR1 image over the 'map' image to precisely remove the PR scenery from the precise area I want to remove it.
For example, say I only want to remove the PR scenery from around a building, I would need to know where 'exactly' that building is in order to draw the mask around it. that's fine when using real-world imagery as the map image, but since I can't overlay an image of the airport on top of the map image, I wouldn't know where the building is in order to draw around it.
Therefore, it would be easier to leave my LC in place, and be able to "blend" it in with the PR scenery without completely removing the PR scenery. That would completely defeat the purpose of having the PR scenery. According to that tutorial you are supposed to be able to use "grays" to draw the mask layer and that is supposed to allow the PR to show through the LC. It doesn't work, tried several different ways, nothing worked.
So, how do I go about keeping the PR scenery which provides the landscape imagery, but allows the LC to show on top of that PR landscape?
It would just be simpler and easier to add a blend mask to the entire PR scenery that wouldn't remove the PR completely.
To use the layer transparency feature in PhotoShop, refer to this (apparently correct) A.I. Generated Tutorial in Google:
https://www.google.com/search?q=Pho...-AEBmAIAoAIAmAMAkgcAoAcA&sclient=gws-wiz-serp
FYI: If a Blend mask is made properly, it will "Blend" the PR Scenery to gradually show the underlying LC.
Place CVX vector LC or WC in a layer
under custom PR LC (which must be
above CVX vector layer in scenery library).
See:
FSX - How to create photoreal scenery for FSX- Tiberius_K and Jim_Robinson_Page-1.htm
PART III - Watermasks and Blendmasks
NOTE: Gray scale in the
*.TIF Blend Mask means:
* Steps of gray from pure Black (RGB-0,0,0) = fully Transparent) = PR has completely faded out to reveal underlying LC
...to:
* Pure White (Fully opaque) (RGB-256,256,256) = fully Opaque) = PR has does not fade out to reveal any underlying LC
Intermediate Gray scale Step
ex: (RGB-128,128,128) = 50% Transparent) = PR
partially fades out to reveal underlying LC
Values of (RGB-1,1,1) = "nearly" fully Transparent) -to- (RGB-254,254,254) = "nearly" fully Opaque) ...may also be used.
PS: A Land - Water Mask is either Black or White:
No Steps of gray:
* Pure Black (RGB-0,0,0) = fully Transparent) = PR has completely faded out to reveal underlying LC
"Hydro" attributes display
...to:
* Pure White (Fully opaque) (RGB-256,256,256) = fully Opaque) = PR has does not fade out to reveal any underlying LC
No "Hydro" attributes display
No intermediate Gray scale Step allows partial Transparency = PR does not partially fade out to reveal underlying LC
No "Hydro" attributes display
Blend Mask and/or Land-Water Mask must be specified by channel # or by
*.TIF file name in the SDK Resample INF.
GaryGB