Hi Chris:
Copy all the above source files in your linked ZIP file including the matching file name *.TXT, Water / Blend Mask, and Light Map (Night) image files ...
to be used for compilation, into:
[SBuilderX install path]\Tools\Work sub-folder
Make ZIP backups of "
Photo01.INF" or "
Photo01.BGL" files output by SBuilderX for prior BGL compilations, then delete the 'originals'.
Additionally, place a
copy of SDK Resample into that same folder.
Start SBuilderX, then:
1.) SBuilderX Menu > File >
New Project > type a new name
different from any prior project recently used
2.) SBuilderX Menu > File >
Add Map >
From Disk > Browse / Select / Open: L18X97732X97769Y207068Y207093_O.BMP
3.)
Zoom out until entire Background Image can be seen in the SBuilderX work-space
4.) Drag a frame around the entire image to '
Select' it within the SBuilderX work-space
5.) Right-click the border of the 'Selected' image > context menu > click "
Properties"
< 'SBuilderX - Map Properties' dialog opens >
a.) In
'SBuilderX - Map Properties' dialog, click {Seasons} tab, enter path to all images to be used; click [OK]
NOTE: For Summer, choose "
L18X97732X97769Y207068Y207093_O.BMP" as it will be the original "
DAY"
24-Bit texture
CAVEAT: Do
not choose "
L18X97732X97769Y207068Y207093.BMP" as it is a
32-Bit texture, and
not a
24-Bit texture
BTW: According to Luis Feliz-Tirado's tutorial "
Make Photo-real Ground Textures in FSX":
"
SBuilderX will automatically integrate the blend and/or water mask in the custom ground"
Thus, the Water Mask and Blend Mask will automatically be found / used during BGL compilation, even if not listed in SBuilderX' {Seasons} dialog entries or the INF file.
CAVEAT: AFAIK, this will only work
if the Water Mask and Blend masks are included as Alpha Channels within the DAY image source file, when that DAY (Summer Season) image is a TIFF (*.TIF) or Targa (*.TGA) texture image file format.
In this project, your map image source file for the DAY (Summer Season) image is a 24-Bit Windows Bitmap (*.BMP) texture image file format, and your masks:
Water Mask:
L18X97732X97769Y207068Y207093_W.BMP
Blend Mask:
L18X97732X97769Y207068Y207093_B.BMP
...will
NOT be automatically be found / used during BGL compilation, because:
* they are
NOT included as Alpha Channels within the DAY image source file
* they are
NOT otherwise listed in SBuilderX' {Seasons} dialog entries (not possible yet in SBuilderX)
* they have
NOT yet been defined in the INF file.
So, one must manually edit the multi-source INF file, and then manually submit it to SDK Resample.
That manual procedure will be subsequently addressed farther along within this post.
6.) Again, drag a frame around the entire Background image to '
Select' it in the SBuilderX work-space
7.) SBuilderX Menu > File >
BGL Compile < 'SBuilderX BGL Compilation' dialog opens >
a.) In
'SBuilderX BGL Compilation' dialog, check "
Photo Scenery"; click [
Compile] button.
SDK Resample should then compile a custom photo-real aerial imagery land class BGL into:
[SBuilderX install path]\Tools\Work sub-folder
FYI: Because in this project, your DAY image source file for the DAY (Summer Season) image is a 24-Bit Windows Bitmap (*.BMP) texture image file format, one must manually edit the multi-source INF file that is to be manually submitted to SDK Resample.
After the above "Photo01.BGL" compilation is completed:
1.) Make ZIP backups of the "
Photo01.INF" and "
Photo01.BGL" files output by SBuilderX for that compilation
a.) Delete the original "
Photo01.BGL" file output by SBuilderX for that compilation
2.) Edit the original "
Photo01.INF" file output by SBuilderX in
Windows NotePad as shown:
[Source]
Type = MultiSource
NumberOfSources = 4
[Source1]
Type = BMP
Layer = Imagery
SourceDir = "."
SourceFile = "L18X97732X97769Y207068Y207093_O.BMP"
Variation = Day
Channel_BlendMask = 2.0
Channel_LandWaterMask = 3.0
ulyMap = 35.3375338
ulxMap = -112.8927612
xDim = 2.68220600328845E-06
yDim = 2.18823617788513E-06
[Source2]
Type = BMP
Layer = None
SourceDir = "."
SourceFile = "L18X97732X97769Y207068Y207093_B.BMP"
SamplingMethod = Gaussian
ulyMap = 35.3375338
ulxMap = -112.8927612
xDim = 2.68220600328845E-06
yDim = 2.18823617788513E-06
[Source3]
Type = BMP
Layer = None
SourceDir = "."
SourceFile = "L18X97732X97769Y207068Y207093_W.BMP"
SamplingMethod = Gaussian
ulyMap = 35.3375338
ulxMap = -112.8927612
xDim = 2.68220600328845E-06
yDim = 2.18823617788513E-06
[Source4]
Type = BMP
Layer = Imagery
SourceDir = "."
SourceFile = "L18X97732X97769Y207068Y207093_N.BMP"
Variation = Night
SamplingMethod = Gaussian
ulyMap = 35.3375338
ulxMap = -112.8927612
xDim = 2.68220600328845E-06
yDim = 2.18823617788513E-06
[Destination]
DestDir = "."
DestBaseFileName = "Photo01"
DestFileType = BGL
LOD = Auto
UseSourceDimensions = 1
CompressionQuality = 85
3.) Save those changes to that same original "
Photo01.INF" file
a.) When editing of your "
Photo01.INF" file in
Windows NotePad is finished:
(1) In Windows NotePad Menu > File >
Save As... >
"Save as type" field, set to "
All Files (*.*)" <
do not click [OK] yet >
(2) In NotePad Menu > File >
Save As... > "
Save In" field, browse to:
[SBuilderX install path]\Tools\Work sub-folder; double-click to select it
(3) Back in NotePad Menu > File >
Save As... browse dialog, click [
OK] button
(a) When prompted to over-write "
Photo01.INF", click
"YES" to save your edits to that file.
4.) Drag-and-Drop that
edited "
Photo01.INF" file onto
SDK Resample
SDK Resample should then compile a custom photo-real aerial imagery land class BGL into:
[SBuilderX install path]\Tools\Work sub-folder
Add your new BGL to the \Scenery sub-folder of a 'active' Area layer in FS Scenery Library GUI.
Please attach a screenshot from FSX in top-down view for any further troubleshooting here.
You may wish to review at least these (2) of our prior discussion threads:
http://www.fsdeveloper.com/forum/threads/setting-up-sbuilderx-on-fsx-steam.439636/page-4#post-770164
http://www.fsdeveloper.com/forum/threads/night-texture-help.441091/
PS:
Our other prior discussion threads:
https://www.google.com/search?ei=_zkPWrqOJYnPjwTl_Iy4Bg&q=site:http://www.fsdeveloper.com/forum/+GaryGB+Aspireman&oq=site:http://www.fsdeveloper.com/forum/+GaryGB+Aspireman&gs_l=psy-ab.12...15708.15708.0.21998.1.1.0.0.0.0.84.84.1.1.0....0...1.1.64.psy-ab..0.0.0....0.VucspsJjtg8
Hope this helps !
GaryGB