Hi!
I´m fortunate enough to have my photographs that are to be used as textures, in 1m/pixel resolution. I´d love to be able to make such textures as those used in the FranceVFR-sceneries! However, both Resample, and the method used by SceneryBuilder lessens the resolution to 4.75 (?) m/pixel, and this results in a quite big loss of quality.
I´ve tried leaving the picture "hi-res", and also lessen the resolution myself, before exporting with SBuilder, but both methods give me rather "chunky" textures. Are there any shortcuts that I don´t know of, or should I try to cut-and-drag my hi-res photo to fit on the tiles/bmps made by SBuilder?
/hans
Quality of phototextures
Hi again!
Well, two answers; read a review (written by myself, hehe) here:
http://www.fsnordic.net/article/review/ ... ce_VFR.php
...and, maybe no, the technique have been discussed here (found it after I posted, sorry...)
http://www.visualflight.co.uk/forums/to ... IC_ID=1812
/hans [B)]
Well, two answers; read a review (written by myself, hehe) here:
http://www.fsnordic.net/article/review/ ... ce_VFR.php
...and, maybe no, the technique have been discussed here (found it after I posted, sorry...)
http://www.visualflight.co.uk/forums/to ... IC_ID=1812
/hans [B)]
Hello Hans,
Thank you for the topics! As I said before VTP scenery is limited to 4,8 meters per pixel. VTP scenery is very fast and frame rate friendly. The reason is because FS builds the textures when it starts. The textures are the "skin of the mesh". You can have much higher resolution with 3D objects. Look to the second picture in this topic:
http://www.ptsim.com/forum/topic.asp?TOPIC_ID=159
there is the mesh only! Now the same part with 3D objects over becomes like this:
http://www.ptsim.com/madeira/mad835.jpg
Because the skin is a 3D object which does not coincide with the mesh, the aircraft can sink in the false terrain as referred to in the other forum! This has been a terrible problem in ours Madeira scenery.
If you have flat areas I can send you a SCASM macro that places a rectangular photo on the scenery. If the photo has transparency on the borders (PSP is the way!) the photo nicely matches the default.
The macro has 3 parameters that define the rectangle: width, lenght and heading and another that defines the name of the texture. The 4 corners of the texture become the 4 corners of the rectangle. If you define say a square of 500 x 500 meters and a texture of 1024 x 1024 you will have 0,5 meters per pixel. Examples in the old PT2000 are:
http://www.ptsim.com/images/pti.jpg
http://www.ptsim.com/images/ptd.jpg
Now I will have resist to what I will write next or I will never finish Portugal and Azores [;)]!
SBuilder can load a mesh on the mesh bitmap. SBuilder can read the altitude of the corners of the mesh. So it can generate a list of triangles and it can create an artificial skin to the mesh! I may be wrong but the skin can be as precise as the mesh and the aircraft would not be seen to skin! You gave me an idea, but I have not the time to explore it right now!
One question: how do you rate the VFR scenery of France regarding frame rates? FS is painting twice the ground!
Regards, Luis
Thank you for the topics! As I said before VTP scenery is limited to 4,8 meters per pixel. VTP scenery is very fast and frame rate friendly. The reason is because FS builds the textures when it starts. The textures are the "skin of the mesh". You can have much higher resolution with 3D objects. Look to the second picture in this topic:
http://www.ptsim.com/forum/topic.asp?TOPIC_ID=159
there is the mesh only! Now the same part with 3D objects over becomes like this:
http://www.ptsim.com/madeira/mad835.jpg
Because the skin is a 3D object which does not coincide with the mesh, the aircraft can sink in the false terrain as referred to in the other forum! This has been a terrible problem in ours Madeira scenery.
If you have flat areas I can send you a SCASM macro that places a rectangular photo on the scenery. If the photo has transparency on the borders (PSP is the way!) the photo nicely matches the default.
The macro has 3 parameters that define the rectangle: width, lenght and heading and another that defines the name of the texture. The 4 corners of the texture become the 4 corners of the rectangle. If you define say a square of 500 x 500 meters and a texture of 1024 x 1024 you will have 0,5 meters per pixel. Examples in the old PT2000 are:
http://www.ptsim.com/images/pti.jpg
http://www.ptsim.com/images/ptd.jpg
Now I will have resist to what I will write next or I will never finish Portugal and Azores [;)]!
SBuilder can load a mesh on the mesh bitmap. SBuilder can read the altitude of the corners of the mesh. So it can generate a list of triangles and it can create an artificial skin to the mesh! I may be wrong but the skin can be as precise as the mesh and the aircraft would not be seen to skin! You gave me an idea, but I have not the time to explore it right now!
One question: how do you rate the VFR scenery of France regarding frame rates? FS is painting twice the ground!
Regards, Luis
Hi!
Thanks for the input. The idea using the MESH sounds quite interesting, I suggest that you look into it! [:D]
<blockquote id="quote"><font size="1" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Luis Sá</i>
If you have flat areas I can send you a SCASM macro that places a rectangular photo on the scenery. If the photo has transparency on the borders (PSP is the way!) the photo nicely matches the default.<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
Yes, indeed these are flat areas. So, please do, I belive you have my adress by now...
<blockquote id="quote"><font size="1" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote">
One question: how do you rate the VFR scenery of France regarding frame rates? FS is painting twice the ground!
<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
The framerate is not a problem, even if my, by todays standards quite out-dated, machine does not produce the highest possible FPS. However there is a noticable delay in loading the textures, a similar problem to the one I had with the Digital Aviation/Aerosoft Katana. But once the textures are loaded, everything runs fine!
/hans
Thanks for the input. The idea using the MESH sounds quite interesting, I suggest that you look into it! [:D]
<blockquote id="quote"><font size="1" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Luis Sá</i>
If you have flat areas I can send you a SCASM macro that places a rectangular photo on the scenery. If the photo has transparency on the borders (PSP is the way!) the photo nicely matches the default.<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
Yes, indeed these are flat areas. So, please do, I belive you have my adress by now...
<blockquote id="quote"><font size="1" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote">
One question: how do you rate the VFR scenery of France regarding frame rates? FS is painting twice the ground!
<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
The framerate is not a problem, even if my, by todays standards quite out-dated, machine does not produce the highest possible FPS. However there is a noticable delay in loading the textures, a similar problem to the one I had with the Digital Aviation/Aerosoft Katana. But once the textures are loaded, everything runs fine!
/hans
Hello,
Here is the requested macro
Regards, Luis
;ASDesign Compatible Macro
;Name=Mapa_Flat, Type=Mapas, Bitmap=mapageral.bmp, \
;FixedLength=25, FixedWidth=25, \
;Latitude, Longitude, Elevation=0, Scale=1, Rotation=0, \
;Density=2, Visibility= 30000, Len=800, Texture1=arganil.bmp, \
;Range=25, Priority=8, Rectangle=0, Seasons=1
; Macro Parameters:
; 1 = latitude
; 2 = longitude
; 3 = elevation
; 4 = scale
; 5 = rotation
; 6 = scenery complexity ( 0 ... 5 )
; 7 = visibility (in meters)
; 8 = length
; 9 = texture
; 10 = range
; 11 = priority
; 12 = 1 is square or <>1 rectangle
; 13 = seasons off (0) or on (1)
UVar( $WP [%12 * %8 / 2.0] )
UVar( $LP [%8 / 2.0] )
UVar( $LN [-1 * $LP] )
UVar( $WN [-1 * $WP] )
UVar( $C cos[ %5 ] )
UVar( $S sin[ %5 ] )
UVar( $P0X [[$C * $WN] + [$S * $LN]] )
UVar( $P0Y [[$C * $LN] - [$S * $WN]] )
UVar( $P1X [[$C * $WP] + [$S * $LN]] )
UVar( $P1Y [[$C * $LN] - [$S * $WP]] )
UVar( $P2X [[$C * $WP] + [$S * $LP]] )
UVar( $P2Y [[$C * $LP] - [$S * $WP]] )
;UVar( $P2X -$P0X )
;UVar( $P2Y -$P0Y )
UVar( $P3X [[$C * $WN] + [$S * $LP]] )
UVar( $P3Y [[$C * $LP] - [$S * $WN]] )
;UVar( $P3X -$P1X )
;UVar( $P3Y -$P1Y )
UVar( $C1 111120 )
UVar( $C2 [111120 * [cos(%1)]] )
UVar( $Lat0 [%1 + ($P0Y / $C1)] )
UVar( $Lon0 [%2 + ($P0X / $C2)] )
UVar( $Lat1 [%1 + ($P1Y / $C1)] )
UVar( $Lon1 [%2 + ($P1X / $C2)] )
UVar( $Lat2 [%1 + ($P2Y / $C1)] )
UVar( $Lon2 [%2 + ($P2X / $C2)] )
UVar( $Lat3 [%1 + ($P3Y / $C1)] )
UVar( $Lon3 [%2 + ($P3X / $C2)] )
Area16N
;GRP( %1 %2 )
Flatten( %3 $Lat0 $Lon0 $Lat1 $Lon1 $Lat2 $Lon2 $Lat3 $Lon3 )
Flatten( %3 d -2000 -2000 d -2000 2000 d 2000 2000 d 2000 -2000 )
End16
Area( 5 %1 %2 %10 )
mif( %6 )
IfVarRange( : 0346 %6 4 )
mifend
LayerCall( :D0 %11 )
Jump( : )
:D0
mif( %3 )
RefPoint( 2 :D3 %4 %1 %2 v1= %7 E= %3 v2= 0 )
melse
RefPoint( 7 :D3 %4 %1 %2 v1= %7 v2= 0 )
mifend
Points( 0
[$P0X] 0 [$P0Y]
[$P1X] 0 [$P1Y]
[$P2X] 0 [$P2Y]
[$P3X] 0 [$P3Y]
)
mif( %13 )
LoadBitmap( 0 WFS5 EF 30 70 10 %9 )
melse
LoadBitmap( 0 5 EF 30 70 10 %9 )
mifend
Smoothing( 1 )
TexPoly( m 0 32767 0 0
0 0 0
1 256 0
2 256 256
3 0 256
)
Smoothing( 0 )
SenseBorder( :D3
[$P3X] [$P3Y]
[$P2X] [$P2Y]
[$P1X] [$P1Y]
[$P0X] [$P0Y]
)
SurfaceType( 0 5000 5000 0 )
:D3
Return
EndA
Here is the requested macro
Regards, Luis
;ASDesign Compatible Macro
;Name=Mapa_Flat, Type=Mapas, Bitmap=mapageral.bmp, \
;FixedLength=25, FixedWidth=25, \
;Latitude, Longitude, Elevation=0, Scale=1, Rotation=0, \
;Density=2, Visibility= 30000, Len=800, Texture1=arganil.bmp, \
;Range=25, Priority=8, Rectangle=0, Seasons=1
; Macro Parameters:
; 1 = latitude
; 2 = longitude
; 3 = elevation
; 4 = scale
; 5 = rotation
; 6 = scenery complexity ( 0 ... 5 )
; 7 = visibility (in meters)
; 8 = length
; 9 = texture
; 10 = range
; 11 = priority
; 12 = 1 is square or <>1 rectangle
; 13 = seasons off (0) or on (1)
UVar( $WP [%12 * %8 / 2.0] )
UVar( $LP [%8 / 2.0] )
UVar( $LN [-1 * $LP] )
UVar( $WN [-1 * $WP] )
UVar( $C cos[ %5 ] )
UVar( $S sin[ %5 ] )
UVar( $P0X [[$C * $WN] + [$S * $LN]] )
UVar( $P0Y [[$C * $LN] - [$S * $WN]] )
UVar( $P1X [[$C * $WP] + [$S * $LN]] )
UVar( $P1Y [[$C * $LN] - [$S * $WP]] )
UVar( $P2X [[$C * $WP] + [$S * $LP]] )
UVar( $P2Y [[$C * $LP] - [$S * $WP]] )
;UVar( $P2X -$P0X )
;UVar( $P2Y -$P0Y )
UVar( $P3X [[$C * $WN] + [$S * $LP]] )
UVar( $P3Y [[$C * $LP] - [$S * $WN]] )
;UVar( $P3X -$P1X )
;UVar( $P3Y -$P1Y )
UVar( $C1 111120 )
UVar( $C2 [111120 * [cos(%1)]] )
UVar( $Lat0 [%1 + ($P0Y / $C1)] )
UVar( $Lon0 [%2 + ($P0X / $C2)] )
UVar( $Lat1 [%1 + ($P1Y / $C1)] )
UVar( $Lon1 [%2 + ($P1X / $C2)] )
UVar( $Lat2 [%1 + ($P2Y / $C1)] )
UVar( $Lon2 [%2 + ($P2X / $C2)] )
UVar( $Lat3 [%1 + ($P3Y / $C1)] )
UVar( $Lon3 [%2 + ($P3X / $C2)] )
Area16N
;GRP( %1 %2 )
Flatten( %3 $Lat0 $Lon0 $Lat1 $Lon1 $Lat2 $Lon2 $Lat3 $Lon3 )
Flatten( %3 d -2000 -2000 d -2000 2000 d 2000 2000 d 2000 -2000 )
End16
Area( 5 %1 %2 %10 )
mif( %6 )
IfVarRange( : 0346 %6 4 )
mifend
LayerCall( :D0 %11 )
Jump( : )
:D0
mif( %3 )
RefPoint( 2 :D3 %4 %1 %2 v1= %7 E= %3 v2= 0 )
melse
RefPoint( 7 :D3 %4 %1 %2 v1= %7 v2= 0 )
mifend
Points( 0
[$P0X] 0 [$P0Y]
[$P1X] 0 [$P1Y]
[$P2X] 0 [$P2Y]
[$P3X] 0 [$P3Y]
)
mif( %13 )
LoadBitmap( 0 WFS5 EF 30 70 10 %9 )
melse
LoadBitmap( 0 5 EF 30 70 10 %9 )
mifend
Smoothing( 1 )
TexPoly( m 0 32767 0 0
0 0 0
1 256 0
2 256 256
3 0 256
)
Smoothing( 0 )
SenseBorder( :D3
[$P3X] [$P3Y]
[$P2X] [$P2Y]
[$P1X] [$P1Y]
[$P0X] [$P0Y]
)
SurfaceType( 0 5000 5000 0 )
:D3
Return
EndA