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FS2004 SBuilder: Use UT Roads on Photo Scenery ?

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unitedstates
Morn'n Folks,

Is there a way to access the Ultimate Terrain road textures to apply to lines so I can rebuild my road system on top of my Resampled photo scenery ? I'm able to draw lines and apply road textures but none of the available road textures listed seem to match my surrounding UT roads... It's especially noticeable at night...

Regards,
Scott
 
Hi Scott:

[EDITED]

FS2004 SDK Resample generated custom "mesh-clinging" photoreal land class textures are limited to 4.8 Meters/pixel resolution, and have a higher display priority than default land class and associated vector content

FS9 typically will not allow display of default land class and associated vector content on top of the LOD-13 custom photo-real land class texture tiles it drapes onto the terrain mesh.

AFAIK, only certain airport objects (ex: default "AFCAD-type" RWYs, and/or SCASM coded scenery objects (ex: custom RWYs, ground polys etc.) made via legacy FS2002 methods etc.) may be able to display on top of such custom photo-real land class scenery textures.


However, SBuilder for FS9 does have a "VTP type" photoreal option which may allow you to display default or add-on vector content along with photoreal aerial imagery for ground textures. :idea:


A Google Search yielded these hits which might be of interest to you:

http://www.google.com/#q=PTSIM+SBui...874,d.aWM&fp=3e58ffd4bb6095f6&biw=939&bih=601


BTW: It is intriguing to note what appears to be early descriptions for the FS9 platform (at LOD-8 sized "land class tile" lower resolution), of methods the FSX Resample SDK now uses (at higher resolutions) with transparency-based blend masks to allow display of both default and custom textures (independent of water masking via multi-source INF files)... as may be alluded to in this thread:

http://www.fsdeveloper.com/forum/showthread.php?t=1063


[END_EDIT]


Hope this helps ! :)

GaryGB
 
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Hi Gary,

Thanks so much for taking he time to respond... At least now I know that the Resampled textures won't work for me...

I've been playing around with a freeware project for months... Every time I think I have a breakthrough - another wall pops up in my face... Welcome to the wonderful world of scenery development - right ?

I started this project with SBuilder and created my SBuilder VTP Photo Tiles - not very hard - I can add lines for roads - VTP Polys - Exclusions - Flattens - Modify waterways - I even built my own set of trees using autogen textures and matching the seasonal transitions to the day - all in an attempt to blend well with the surrounding terrain... The only thing I can't do is get Autogen to work... I'm familiar with Annotator and can get it to work - just so long as it's not on top of an SBuilder VTP Photo Tile...

Is there any way to Autogen Annotate SBuilder Photo Tiles ? I've tried both the 1.2 and 2.4 image qualities - with and without 8 bit enabled...

So after weeks of trying everything I could think of with SBuilder - I switched gears and tried with Resampler... Again - needed a little help getting started - but - I've now got my Resampled Photo Tiles down - and - low and behold - Annotator works just as advertised... In a few minutes - I've got all 9 of my project tiles fully forested and looking really good...

LOL - it's like a Catch 22 - can't have both the Autogen and the SBuilder mods I need to complete my project...
???

Yesterday - I pulled a marathon run on trying to get this to work - spent like 14 hours playing with both my Resampled Photo Tiles and my SBuilder Photo Tiles... Thank god for the speed of SSD's when working on something like this... I've read everything I can find on the topic of autogen and photo scenery... At one point - when juggling everything around - I did have the SBuilder Photo Textures showing with Autogen but when I tried to compile it again I lost it - then spent hours trying to get back to it with no luck... When I had it working - I thought it had something to do with using the "Force 8 Bit" option in SBuilder... I was playing with having my AGN files in both the "scenery/world/texture" directory and my projects texture directory... I'm not sure why but SBuilder puts the textures for the project in both locations...

The FS9 SBuilder "Help" files no longer seem to work... I registered for the PTSim forum weeks ago but my account is still pending approval...

I'm at a loss - I can't think of anything I haven't tried...

[Update] Just noticed the update - let me take a look - Thanks !!!

Regards,
Scott
 
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Hi Scott:

A few more links on this topic:

http://www.google.com/#hl=en&sugexp...874,d.aWM&fp=94e32a4cea89f529&biw=939&bih=601



Of particular note, these threads address the issue of '8 bit' as it pertains to the "blend" process:

http://forum.avsim.net/topic/79185-sbuilder-photo-scenery-help-please/

http://www.fsdeveloper.com/forum/showthread.php?t=130515



AFAIK, two factors may apply here:

1.) Correctly setting up a multi-source INF with a "8 bit" blend mask and/or via a alpha channel in the terrain texture tile

2.) Being sure one's blend mask alpha channel has the proper hex byte attributes to work with SBuilder.


[END_EDIT]

IIUC, for Photo-real Texture Blend Masks:

* Use a 8-bit (256 shades of gray) BMP with SBuilder for FS9

* Use a 8-bit (256 shades of gray) TIF with SBuilderX for FSX (and/or FSX SDK "Resample" utility)


NOTE:

SBuilder for FS9, 8-bit gray-scale BMP alpha maps must have a specific HEX 01 value in offset 47 at 48 bytes from start of file

SBuilder for FS9, 8-bit gray-scale BMP must be mipped with alpha to allow transparency in VTP2 textures (textures must be 'flipped' vertically as DDS / DXT5 are in FSX)



PS: As a intriguing side note, if a 32-bit TIF is used for aerial imagery texture, it displays with a semi-transparent 'water' attribute (fixed if only 24-bit texture used) ... as discussed here in relation to FSX and SBuilderX / Resample photoreal terrain textures:

http://www.ptsim.com/forum/viewtopic.php?f=22&t=2251


Maybe this is just a coincidence, but could 24-bit source + 8-bit source = "32-bit transparency attribute" ...when processed by SDK and/or FS rendering engine ? :scratchch

[END_EDIT]


Hope this helps a 'bit' more ! :)

GaryGB
 
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Hi Gary,

Thanks again - I read much of what you posted and I'm still searching for answers... As far as a blend mask - from what I read - I don't think you can use it with the Resampled photo tiles in FS9... I played with it some more and everything "alpha'd out" just turns to water... Since I was playing with it anyway - I cut my rivers and lakes into my Resampled photo tiles... I don't know - maybe I'll try and hand paint my images to match the UT roads texture - both day and night... The resolution won't be as sharp but it might blend better... I was thinking of hand painting the image borders as well to better blend with and have less of a straight edge...

For the night map - I can just do one - right ? I can't get seasonal variations at night using Resampler ?

On the SBuilder front - you can mask out what you don't want to show up... Can anyone confirm or deny whether autogen will work on SBuilder photo tiles ? Has anyone got it to work - ever ? I've seen posts where they mention putting the AGN files in the "scenery/world/texture" folder - but - I've tried that a thousand times and I can't get it to show up...

LOL - I guess if this was easy - everyone would be doing it...
:)

Regards,
Scott
 
Hi Gary,

Thanks again - I read much of what you posted and I'm still searching for answers... As far as a blend mask - from what I read - I don't think you can use it with the Resampled photo tiles in FS9... I played with it some more and everything "alpha'd out" just turns to water... Since I was playing with it anyway - I cut my rivers and lakes into my Resample photo tiles... I don't know - maybe I'll try and hand paint my images to match the UT roads texture - both day and night... The resolution won't be as sharp but it might blend better... I was thinking of hand painting the image borders as well to better blend with and have less of a straight edge...

I hope that more research over time might still find a way to do custom photo-real land class mesh-clinging textures with transparency using FS9 SDK Resample in a multi-source INF scenario using blend masks.

In the mean time, the VTP2 texture route (referenced in the links posted above) ...may be more immediately usable as a way to implement custom photo-real land class mesh-clinging textures with transparency using SBuilder for FS9.

Since you would not be able to redistribute the commercial UT road textures, you'd need to create your own of course. ;)

The (non-gradient) 8-bit 'all-or-none' transparency attribute enabled by use of a specific gray-scale value in your bitmap mask should allow your road textures to be displayed "through" the top photo-real aerial imagery layer.

For the night map - I can just do one - right ? I can't get seasonal variations at night using Resampler ?

With Resample a 'night' texture is possible... see Page 6 of [FS2004 SDK install path]\TERRAIN_SDK\Custom Terrain Textures.doc

'Lm – Lightmap' is like one of your seasons, but not a season:

"Note: Lightmap is not really a season. It is a custom texture for nighttime and is seasonally invariant (i.e., works for all seasons). As dusk approaches night, the lightmap is modulated with the active seasonal texture."

On the SBuilder front - you can mask out what you don't want to show up... Can anyone confirm or deny whether autogen will work on SBuilder photo tiles ? Has anyone got it to work - ever ? I've seen posts where they mention putting the AGN files in the "scenery/world/texture" folder - but - I've tried that a thousand times and I can't get it to show up...

LOL - I guess if this was easy - everyone would be doing it...
:)

Regards,
Scott

IIRC, legacy VTP-type land class BGLs mapped to FS' own default land class textures located in the FS8 or FS9 'system' [FS install path]\Scenery\World\Texture folder require that there be NO local \Texture folder paired with the \Scenery folder containing such VTP land class placement BGLs ...or FS will reportedly go into an extended search (looking for the mapped texture), cause an OOM condition or otherwise disrupt the main scenery rendering loop, and then crash.

IIUC, this has been fixed in FSX partly via the SWAP_WAIT_TIMEOUT parameter setting in FSX.Cfg

I don't recall if the above caveat is always true, however, with a custom VTP land class placement BGL mapped to a custom texture ...provided that one's custom texture is located in a local \Texture folder paired with the local \Scenery folder containing one's custom VTP land class placement BGL.


Assuming you were referring to the above VTP2-type photo-real output by SBuilder for FS9, that does not map to *.AGN autogen annotation files normally placed in the local paired \Texture folder.

However, one might wonder if it is possible to use a transparent "invisible" layer of Resample-generated custom photo-real land class in FS9, which could be annotated with displayable autogen. :idea:

Assuming this might work in FS9, one might wonder whether it would also allow ones underlying default and/or custom texture layer(s) to show through. :confused:

One might wonder also whether it would allow the existing associated autogen on underlying default land class textures to display, or if instead such underlying autogen had to be "replaced" via the top "invisible" layer of custom photo-real land class in FS9, which could be annotated with any needed autogen. :scratchch


[EDITED]

For those interested in learning more about the possibility of using various index types 252, 253, and 254 VTP custom photo-real land class textures in FS2004, see:

http://www.google.com/#hl=en&tbo=d&q=+site:forum.avsim.net+FS2002+land+class+253+or+252&sa=X&ei=K9YjUb_DCsjhyQH27oC4BA&ved=0CDcQrQIwAA&bav=on.2,or.r_gc.r_pw.r_qf.&bvm=bv.42553238,d.aWc&fp=650e83a55f34ea61&biw=1067&bih=686

FYI: A post by Rhumbaflappy in 2002 raised questions about the maximum resolution of 4.8 Meters per pixel displayable for all custom terrain texture content in FS2Kx:

http://forum.avsim.net/topic/76183-displaying-photoreal-with-landclass/#entry530325



Later posts by Luis Sa' at AVSIM and PTSIM forums and in SBuilder for FS9's Help file suggest there are VTP methods which can achieve up to 1.2 Meters per pixel with custom terrain textures in FS2Kx.

Because most such discussions on "Hi-Res Photo-real Textures" by Luis took place after release of his FS2004 "PTTerrain11" scenery package, it is unclear whether such methods were actually used in that Portugal "PTTerrain11" scenery package.



BTW: Some of those VTP methods may have been implemented by earlier versions of the TerraBuilder for FS2Kx utility program for making photo-real scenery:

http://forum.avsim.net/topic/82963-created-a-terrasceneterrabuilder-large-scenery/

http://www.google.com/#hl=en&sugexp=les%3B&gs_rn=3&gs_ri=psy-ab&gs_mss=TerraBuilde&cp=16&gs_id=pl&xhr=t&q=TerraBuilder+VTP&es_nrs=true&pf=p&sclient=psy-ab&oq=TerraBuilder+VTP&gs_l=&pbx=1&bav=on.2,or.r_gc.r_pw.r_qf.&bvm=bv.42553238,bs.1,d.aWM&fp=3a605adca96b34b&biw=1067&bih=686


[END_EDIT]


Hope this info helps ! :)

GaryGB
 
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Hi Gary,

I'm starting to feel guilty about all the time you are taking to help me... Thanks...

I'll read over that night lighting map... So the light map is just blended with the underlying terrain... Cool...

So - I'll spend some time going over this in great detail but you seem to think this invisible layer -theory (hasn't been tried ?) - might be the solution to all my Resampled problems ??? I think I need to read this post a few dozen more times - LOL... Let me digest this and poke around - it's certainly worth a try... Ideally – this would be the “perfect” solution if it works…

LOL - I realize I can't use the UT textures - but - they are not exactly hard to imitate… I’m pretty handy with PSP… The resolution will be off anyway – as I’m pretty sure the VTP lines support a better resolution than my Resampled terrain…
;)

I've also been thinking about making my project larger - instead of 9 LOD13 - making it 25 to move the edge of the photoreal that much further from the approach to the airport... Thats a big jump though...

Image isn't great - but - this is the Resampler photo tiles with Autogen...



Regards,
Scott
 

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Hi Gary,

I'm starting to feel guilty about all the time you are taking to help me... Thanks...

No problem... as others do here and on other FS web forums, I enjoy replying to threads which are topically interesting, and which might be of incidental benefit to my own learning or review process, while hopefully also benefiting another individual ...and perhaps numerous others who may read such threads later on while searching for solutions to their scenery development challenges. :cool:

I'll read over that night lighting map... So the light map is just blended with the underlying terrain... Cool...

So - I'll spend some time going over this in great detail but you seem to think this invisible layer -theory (hasn't been tried ?) - might be the solution to all my Resampled problems ??? I think I need to read this post a few dozen more times - LOL... Let me digest this and poke around - it's certainly worth a try... Ideally – this would be the “perfect” solution if it works…

Interesting that the *_LM.BMP "Light Map" is a custom photo-real land class texture which is "modulated" (as to its brightness ?) by FS at run time, isn't it ? ;)

And FS Ground Shadows, if enabled, are super-imposed on top of all terrain textures... including one's custom photo-real land class texture(s) when displayed by FS at run time ! :eek:

So, AFAIK, it's possible to utilize transparency in pre-FSX default land class textures and custom photo-real land class textures if one can discern what the rules are for their use.

Stop and think about it: the default land class textures are originally derived from aerial imagery that have been edited to create textures which would tile seamlessly when rotated in more than one orientation, and when placed in various locations and combinations of position ...at run time.

In FS9, default land class textures are 256 x 256 pixels (and in FSX they are 1024 x 1024 pixels).

IIUC, those textures can be even larger "powers of 2" in size ...if we set "TEXTURE_MAX_LOAD" (not to be confused with "TEXTUREMAXLOAD") in either version of FS to allow the larger texture sizes to be used on terrain texture tiles (...and other FS objects).

http://www.simforums.com/forums/nicktexture-max-load-post_topic28692.html



One might wonder if other custom land class textures can be "modulated" (as to ...transparency ?) by FS at run time depending on how the BGL which maps that texture is coded.


Bear in mind that we are discussing both the default terrain textures and any add-on "custom" terrain textures as being types of land class tiles.

That means when we make a VTP (aka 'Vector Textured Polygon') area to drape onto the terrain mesh, it is a "tile" of a certain size, with the visible or "opaque" portion of the land class texture polygon drawn by the developer ...surrounded by a invisible or "transparent" border outside that textured vector polygon.

The invisible or "transparent" border outside that land class textured vector poly-line or polygon extends out to the perimeter of the LOD-8 land class "tile" corners, where it is 'placed' onto the vector coordinates of the FS Quad Matrix Grid vertices at run time.


FYI: In FSX, the equivalents of VTP polygons are the Compressed Volume X (aka "CVX") 'vector' objects compiled to BGLs via SHP2VEC, which has been proven to allow one to annotate the invisible or "transparent" border outside the 'visible' land class textured vector polygon that extends out to the perimeter of the land class "tile" corners.


AFAIK, FS default land class texture tiles are LOD-8 land class "tiles" with 256 x 256 pixel BMP textures, each mapped to a quad-tree array of LOD-13 sized "cells".

Those FS default LOD-8 land class texture tiles are mapped to *an*.AGN autogen annotation files located in [FS install path]\Scenery\World\Texture folder.

We might ask ourselves what is different between default and custom land class texture tiles by examining the BGLs that place them, and how those ex: default land class tiles are mapped to *an*.AGN autogen annotation files located in [FS install path]\Scenery\World\Texture folder.


One might wonder how "custom" photo-real land class (which has essentially the same structure as default land class "tiles") is also mapped to *an*.AGN autogen annotation files located in a local \Texture folder paired with a local \Scenery folder.


Perhaps we might find a way to implement a completely transparent land class texture tile layer that either allows display of underlying autogen through to the "top" layer, or which when properly integrated into the "active" [FS install path]\Terrain.Cfg file, allows one to create a surface we can annotate with autogen while allowing at least the underlying layers of blended textures to show through it.


Hmmm... we still have a couple of months of the "Hard Winter" season to get this all figured out and implemented ...in time for Spring, right ? :D



LOL - I realize I can't use the UT textures - but - they are not exactly hard to imitate… I’m pretty handy with PSP… The resolution will be off anyway – as I’m pretty sure the VTP lines support a better resolution than my Resampled terrain…;)

IIRC, resolutions for mapped textures which can be displayed for vector polygons (including VTP2 ?) may be different than for mesh-clinging photo-real land class tiles made via Resample.

BTW: It is interesting by comparison, that in FSX, when one sets the resolution slider for textures to 7 cm, FSX automatically also sets the Terrain Mesh Resolution slider to 10 Meters.

When one increases FSX's texture resolution slider, textures displayed on "vector" content such as roads, streams, railroads etc. become increasingly sharper and detailed at run time.


One might further wonder (and test) whether "some" of the FSX.Cfg parameters we are now aware of as having an impact on FS rendering engine behavior, may also actually work in FS9.Cfg... such as:

// [TERRAIN]
// IMAGE_PIXELS_FOR_AUTOGEN_POLYGONS=256 :stirthepo

Applicability of the example shown above is of course only speculative at this point, but one would likely need to enable more terrain vertices for display of maximum 'precision' vector content in FS9 via setting TERRAIN_MAX_VERTEX_LEVEL (aka "TMVL") to 21 or higher in FS9.Cfg, in combination with having loaded a LOD-11 resolution terrain mesh BGL in the area of one's scenery.


BTW: Like other "precision" vector content, legacy scenery flatten polygons (LWM flat or LWM3 sloped/tilted) are also aliased by FS to the vertices of nearby LOD13 Area Points (1/256th of an LOD13 quad's 1,223 Meters per side is 4.8 Meters, which is the closest achievable inter-point distance for vertices), assuming one has TMVL set to 21 or higher in FS9.Cfg.


I've also been thinking about making my project larger - instead of 9 LOD13 - making it 25 to move the edge of the photoreal that much further from the approach to the airport... Thats a big jump though...

Image isn't great - but - this is the Resampler photo tiles with Autogen

Your project appears to be off to a great start... looks good ! :)

GaryGB
 
Last edited:
Hi Gary,

The other thing that bothers me about this whole situation - is I am 100% certain - that while I was messing with this during my marathon - there was a point - where I did have the SBuilder mods - with the default water effects (Rivers/Lakes) - showing through photoreal scenery (hadn't alpha'd the Resampled textures yet)- WITH autogen... I can't put my finger on how or why - but it was there... As I mentioned earlier - the last thing that I recall doing when this happened was playing with 8 Bit - also around that time - I think I had both the SBuilder Photo and the Resampler Photo BGL's inadvertanly in the active scenery directory... LOL - I just can't seem to recreate it...
:)

I'll read over all this again tonight - thanks...

Regards,
Scott
 
Hi Scott:

You certainly have shown admirable endurance and focus in working through this particular challenge. ;)


As to "I think I had this working, but I can't seem to recall how I did it...", most of us here have been there and done that more times than we care to "remember" ! :laughing:


Sometimes I take a break to let my subconscious work with all the data I input, while the frayed nerves of my conscious mind indulge in a bit of mischief until the background tasks are done processing ! :o



I know actually using FS to fly in is considered sacrilege around here at FSDeveloper, but have you considered doing some flying for recreation and inspiration in addition to flying solely for inspection of an ongoing scenery project (...like most of my own flying has been recently) ? :p


Hope you make some more breakthroughs after a bit of R+R ! :cool:

GaryGB
 
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Hi Scott:

Hope the "R+R" is going well ! :cool:

< Hah... I'll bet you're still busy working intensely anyway ! ;) >


I thought I'd offer a link to another excellent resource, in case you might not yet have seen the original "Portugal Terrain" scenery made with SBuilder for FS9 by Luis Sa'.

For those who don't recognize the name, Luis Sa' is the author of SBuilder and SBuilderX:

http://www.ptsim.com/index.php?option=com_content&view=article&id=51&Itemid=28



You may find his downloadable scenery files, and the many details on his development techniques explained and illustrated in the manual to be of particular interest to your project:

http://www.ptsim.com/index.php?option=com_content&view=category&id=40&layout=blog&Itemid=18


Hope this helps with your further endeavors ! :)

GaryGB
 
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Hi Gary,

Thanks for the update - I'll check it too - I really hate when I can't figure out something like this... I'm traveling this week and I don't have access to my home PC... Hopefully I'll get some time this weekend... As cold as it is in the Northeast US - outside activities may be limited...
:)

Regards,
Scott
 
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