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FSX No bgl compilation of map?

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unitedstates
Try to make my first photomesh bgls with SBuilderX but don't think they are compiling or I just can't find where the bgls went to.

The background maps have the required 'Photo' at the front of the map name. Also tried name each individual filename with 'photo' in the front of it.
When I compile to make scenery I get INF files created but no .bgl files in the Work folder. I am using .bmp files. At this point I am not applying any thing like a mask. Just a simple photomesh file to see if I can do it correctly.

Checked my paths and seem correct to find the compiler:
'C:\Flightsim Design Programs\SBuilderX\Tools' is where I have bglcomp.exe, and resample.exe

Check the path location I have in the 'project' and no bgl files there either.
Get no error messages.

Sounds like it's just not compiling. What am I missing here?

thx,

Clutch
 
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When you click the compile button in SBX are you seeing a DOS window display and disappear after a while? Or maybe a quick flash of one?

SBX directs things to the Resample compiler and it should show some activity in a DOS window and then close the window.
 
thx LCSims,

for taking a stab at this. Yes, I am seeing a small DOS window pop up. Since I an trying to compile 5 small maps I am seeing 5 DOS windows pop up. It is more of a quick flash.
 
Five DOS windows? How the heck did you do that? :D

Let me guess... You have a project, add a map from disk, add another map from disk and so on? I've never worked with more than one map at a time, so I'm trying to imagine what your scenario is and it's not working too well.

Can you start a New Project, naming it Photo_test or some other name starting with Photo and then load one of your maps from disk. Hit Select All Maps and then the Green Compile button. One DOS window should appear, possible quickly and then there will be a BGL file in your \Tools\Work folder. Or there should be??
 
So people only process one map at a time in FSX into photoscenery? Back in the days of FS2004 and SBuilder I would sometimes process up to 50 map base files into photo scenery all the time (that would be up to 750MB in one compilation but my system worked fine with that). Is SBuilderX different?

I'm basically using the same bmp's I had for FS2004 and Sbuilder. In SBuilderX I added a map using a .bmp from back then, calibrate it and it looks good. Then I added a 2nd map, then a 3rd and so on. They overlap a little bit but that caused no issues in SBuilder and from I have read should be of no issue in SBuilder X. Each bmp is 15MB and covers a small area as these are 1.1m photos.

So I just select them all and compile. Seems to work... at least 5 new ini files are created. Just for kicks, like you suggested, I deleted four maps leaving just one. But same result, a single .ini file and that's it. Maybe the projects corrupt but I am not thinking so. But I could start a new sample project and add one map and try to compile.... I will try that just to confirm the project is good.

I guess I should did into the FSX SDK and try to compile based on these ini's and see what happens.


UPDATE - Ok, created a new project, added one bmp file as a map. Called the map Photo map1

here's the .ini file created:

[Source]
Type = BMP
Layer = Imagery
SourceDir = "."
SourceFile = "Kowloon 015.bmp"
Variation = All
NullValue = 255,255,255
SamplingMethod = Gaussian
ulyMap = 22.339676259
ulxMap = 114.169449806
xDim = 1.07288360714262E-05
yDim = 9.92423722222253E-06

[Destination]
DestDir = "."
DestBaseFileName = "Photo Map1"
DestFileType = BGL
LOD = Auto
UseSourceDimensions = 1
CompressionQuality = 85

Thinking... does the map have to cover a certain amount of ground area like it did in SBuilder? This map covers two QMID 15 quadrants if that matters?
 
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Ok, I got her to work. Apparently, you must have your bmps in the same folder as the .ini file. Common sense would dictate this but the only mention I read of this is when you start masking some scenery, which I wasn't at this point.

Which gets me wondering why do we have a path choice as to our location of maps if the .ini files are always created in a different folder? Maybe I'm not understanding this as I am still relatively new to SBuilderX. Only that you could compile from any folder you desired with SBuilder.

Thx for the suggestions LCSims. Seems once I I post for some help it seems to trigger in me an answer, :D
 
Clutch I would guess that everything to be worked on would be in Sbuilderx\tools\work folder. When ready to compile the map into a bgl - for ease- I make a bgl folder on my desktop. To initiate this in SbuilderX I go to file-properties- in the long box I navigate to my bgl desktop folder. Then I save the project. When I compile to a bgl I choose save into bgl folder.

This makes it easier to find the darned thing and transfer it to my scenery. Works great.

However- and maybe you or someone can help me on this. ---> I can get my bmp down small now- I can choose the bmp and "add map", but I need help in changing or modifying the color of the bmp to more closely match the default scenery adjeacent to the airport. Also- help in making my blend mesh.

If I change the bmp in any way shape or form Sbuilder no longer sees it. No name change- still does not see it. If I change it to a tif which instructions say to do I get "wrong file format". If I copy and make a blend mask - varying shades of white, grey, etc as an alpha channel I don't know if I am supposed to make it a tif with _B in it or not. i.e. instructions I have found take me just so far then assume I know so much else and it just drops me.

I'm getting there but still no cigar! :) A good teacher will not assume a student knows this or knows that. Step by step instructs are best. If you or someone might take the time to do this it would be helpful. Two pizzas and a case of your favorite and a pay raise at work for someone who can do this! Bob (retired teacher- and confused and insane designer!!!!)
 
Bob,

It's not a difficult task (making photo work in SBX), but over-thinking it can make it become one.

SBX makes a BMP file and a name matching TXT file. Lose the TXT file and SBX doesn't know where to place the BMP file, as the TXT file holds the coordinates. I just took a BMP file, made an edit, saved it and SBX loaded it right up.

You refer to a blend mesh, but I believe you're thinking of a blendmask? Again, those are not difficult to figure out, unless you over-think the process. I know, I kept thinking it was some long, drawn out process. Then I got the first couple right and realized I applied too many brain cells to the process and wasted more time than necessary.

What are you using for an image editor? And do you have or will you get IrfanView? I love IrfanView and it comes in handy when doing some things. Google is your friend.

See if you can reload the BMP file correctly before getting into blendmasks.


BTW, when you're working on the BMP file from SBX you aren't resizing it are you???
 
Thanx for the reply. I use Corel X (paint shop Pro 10 I guess) I tried making a grey scale with the edges transparent and various grey bands more towards the center for a short ways. Didn't work but I might be on the right track.

Yes- the bmp LXxxxxxx <-----many numbers, a txt file with this, an inf file. Whencompiled I do get a photo01.bgl or the like but with no blendmask (sorry- used the wrong term - mesh)

Yes have Irfan view. love it.

Recently have tried to get in as close as possible before saving the bmp from the sattalite download. Other than that I don't remember resizing.

If I am to modify things do I do it to the bmp (trying to match colors to default and maybe the blend)? Then save with _B.tif, then add map and compile?

Step by step just does not exist as far as I know. I do not know which file to modify, how to save it under what file name.

It's like making a peanutbutter sandwich for the first time... instructions- put the peanutbutter on the bread. OK... so I take the jar and put it right on top of the whole loaf of bread!!! HAHAHAHA! A whole lot of steps were left out right? hahaha!

Not bashing anyone here. It's just that some people learn differently than others. I have seen examples of a very small photoreal scenery of just 50 yards square to take care of one item. I was totally amazed how someone got right down to that small of an area! Anyway- read to learn. Bob
 
Bob, did you think I forgot about you? College football and a sick secondary computer have been my focus. But now it's your turn!

Download this file, as it shows the files that are the end result of a process that is pretty fairly simple.
http://www.fileden.com/files/2011/10/16/3210113//BOB_Work.zip

First step is to make a MAP in SBX. I prefer to rename them to something useful, so in this case I call it BOB.BMP. Notice I renamed the .txt file to BOB.TXT. This allows SBX to place the image in the FSX world.

Most all image editing software works the same, at least for what needs to be done here. I use Paint.Net (free!), but most any other works the same way. Quick terms to remember and hoping the trolls who follow me around don't parse every word and/or term I use, as they are wont to do. Pure BLACK is RGB 255,255,255. Pure WHITE is RGB 0,0,0. The Resample compiler excludes anything that is covered in pure black and includes what is in pure white. I'll cover grays later.

You see the file BOB.bmp covers your little corner of the world. When compiled the whole square shows in FSX. But I wanted something different, so...I loaded BOB.BMP into the image editor and made a NEW LAYER. Selected the new layer with the magic wand and then used the paint bucket to fill it with pure BLACK. Then I changed to the paintbrush, selected pure WHITE as my color and marked it for Bob. I delete the original layer (BOB.BMP) as it was only there to size the layer for the Blend mask. After deleting the layer with BOB.BMP on it, I am left with the layer with pure BLACK and Bob written on it in pure WHITE. My process is to save this new layer with a name BOB_b.BMP. Notice, it's being saved as a BMP file. I then take BOB_b.BMP and use IrfanView to open it. Use menu Image | Convert to Grayscale, then File | Save As and give it a .TIF extension. Now it's ready to use in SBX or with the Resample compiler.

Why save the black / white layer as a BMP and convert with IrfanView? Some editors come real close to converting to 8-bit grayscale and TIFF format. Changing it in IrfanView works all the time.

If you have your Map (BOB.BMP + BOB.TXT) in the SBX folder and then copy the blend mask (BOB_b.tif) to that same folder SBuilderX will automatically recognize the blend mask file and include it during compile. The same would apply to a Water mask file (BOB_w.tif), if you so desired. You can see this if you compare the BOB1.INF and BOB2_bm.INF files, where SBX has recognized a file with naming of <original name>_b.tif.

If you open BOB1.bgl with TmfViewer (SDK tool) you will see the entire square displayed. If you open BOB2_bm.bgl with TmfViewer you will see "Bob" displayed. Using the menu View | Show Missing Data Mask with BOB2_bm.bgl will show you how Resample excludes the area in pure BLACK and retains the portion in pure WHITE.

Is a blend mask WHITE painted on BLACK or BLACK painted on WHITE? Whatever floats your boat, as it all comes out the same. If I want most of the area shown in an image, I paint bucket white and paint brush black. Most not showing, I reverse the process.

Life isn't always about black and white, so neither should a blend mask be considered as such. First, having a pure BLACK and pure WHITE blend mask will cause some "dithering" (my term!), which can be described as what happens when you fold a piece of paper and then tear it apart. The edge can be irregular, not like if the sheet had been cut with scissors. To alleviate the dithering, a nice gradient blend can smooth things out between BLACK and WHITE. Since the blend mask is 8-bit we will be working in shades of gray. Where I made "Bob" in the BOB_b.tif file I could hit each of the letters and apply a small-ish Gaussian blur, maybe 3 pixels wide. I might make that Gaussian blur even wider, depends upon what I'm trying to achieve. The darker the gray is to the pure BLACK, the less of it will show through. The lighter the gray is to pure WHITE, then more of the image will show through.

There is no hard and fast rule with regards to how large a gray gradient should be between the pure BLACK and pure WHITE. Tinker with it. There is no hard and fast rule about how big the paint brush should be when drawing on the blend mask layer in the image editor. It can require going down to a real small paintbrush when doing things like coastal rocks.

For the most part, making a blend mask is simple, so long as it's not over-thought. Making a "perfect" blend mask can be complicated, just as any artistic endeavor can become.

Black is excluded, white is retained. Most problems occur with file format errors. What I like with my method is I can compare file sizes and know if the conversion to 8-bit grayscale worked or not. See BOB_b.tif is 1/3 the size of BOB-b.bmp. 8-bits resized down from 24-bits.
 
Ah! yes priorities! I have mine like... hunnie do this hunnie do that. called the hunnie do list. I'll work on the above instructions asap and diligently. Bob
 
Well, I guess I'm getting closer. Look at the screenshot- this is a hoot! hahahaha!
 
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