Hi Res Photo problem

General discussion about Scenery Design. Questions about SBuilder for Flight Simulator FS2004.
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scott967
Posts: 67
Joined: Wed Oct 06, 2004 5:08 am
Location: O'ahu Hawai'i

Hi Res Photo problem

Post by scott967 » Thu May 12, 2005 10:41 am

Thought I would try the Hi-Res photo options in SB 2.05. I ran into trouble. The BMPs and BGL were created, but the BGL has problems. I looked at the SCASM:

VertexList( 0
-758.7807 0255.1170000 -611.5540 0.0 1.0 0.0 0.000 0.000 ; vertex #000
-569.0855 0255.1170000 -611.5540 0.0 1.0 0.0 0.125 0.000 ; vertex #001
-379.3903 0255.1170000 -611.5540 0.0 1.0 0.0 0.250 0.000 ; vertex #002
-189.6952 0255.1170000 -611.5540 0.0 1.0 0.0 0.375 0.000 ; vertex #003
000.0000 0255.1170000 -611.5540 0.0 1.0 0.0 0.500 0.000 ; vertex #004
189.6952 0255.1170000 -611.5540 0.0 1.0 0.0 0.625 0.000 ; vertex #005
379.3903 0255.1170000 -611.5540 0.0 1.0 0.0 0.750 0.000 ; vertex #006
569.0855 0255.1170000 -611.5540 0.0 1.0 0.0 0.875 0.000 ; vertex #007
758.7807 27214.0000000 -611.5540 0.0 1.0 0.0 1.000 0.000 ; vertex #008

In some of the area, I have a flatten VTP poly defined at 0255.117. In the remaining area, the normal mesh is to be used. But, somehow some really strange altitudes are being used such as vertex #8 at 27214.

Where/how does sb 2.05 compute these elevations? I've been using the default photo section in the ini file:

/Photo/
HWinterEnd=-1
HWinterStart=-1
WinterEnd=76
WinterStart=356
FallEnd=355
FallStart=263
SpringEnd=169
SpringStart=77
MeshBias=0
FlattenBias=0
Zbias=0
PhotoCall=LayerCall( :lcall 4 )
PhotoRange=5000

scott s.
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Luis Sa
Posts: 1736
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Location: Portugal
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Post by Luis Sa » Thu May 12, 2005 11:21 am

Hi Scott,

I just repplied to your post in avsim and I am closing the PC as it is too late here in Portugal.

A fast answer to your problem - you need to make the mesh with SBuilder or it does not how to get the altitudes. Or you have a decompiler of BGL mesh which creates a BSQ file for you. If you have that decompiler you can create a bitmap from the BSQ and use this bitmap as a mesh bitmap in SBuilder. Even if you are not creating mesh at all, SB, will use that bitmap to read the altitudes from it.

I know it sounds complicate but I was not able to decompile the mesh BGLs. Tomorrow I can discuss this further if you want ...

Regards, Luis

scott967
Posts: 67
Joined: Wed Oct 06, 2004 5:08 am
Location: O'ahu Hawai'i

Post by scott967 » Thu May 12, 2005 6:00 pm

Thanks for getting back Luis,

OK, it makes sense. I have 1/3sec data in BIL already which is probably the same used in the FSGenesis mseh, so I converted it to BSQ and made a bitmap. Do I need to make a mesh first? My area is an island, and the BSQ/bitmap doesn't cover a whole LOD 8. I will have to add a bunch of sea level data to reach a full LOD 8 extent. The island actually covers part of 4 neighbor LOD8 cells.

I actually built what looks like a bigger BSQ file, but tomorrow I will try to BSQ > bitmap it and see if it loads. If I don't need to actually create the mesh, I would like to use my existing bitmap, it is smaller and makes the program work more quickly. The new BSQ file is 7761x9343 which is getting big.

scott s.
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Luis Sa
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Post by Luis Sa » Thu May 12, 2005 8:38 pm

Hello,

Please note that SB does not support 1/3 ArcSec dem files. I suggest that you downsample it with Microdem to 1 ArcSec.

Since you are not making the mesh (this answers the other question) you could even downsample to 3ArcSec as the altitudes used to construct the textured polygons are in this resolution.

I think you could make this downsampling totally inside SB but I admit there is few support (help) about it.

Regarding the coverage of 4 LOD8 - yes you need to extend the BSQ (use the crop tool - it will add zeros).

Final note - if you have a "normal use" bitamp you can add the mesh bitmap to it by exporting the project and manual editing the SBX. Otherwise you will have 2 maps covering the same region and that could be confusing.

Luis

Horst
Posts: 137
Joined: Sun Sep 19, 2004 5:08 am
Location: Austria

Post by Horst » Fri May 13, 2005 4:18 am

Hello,
Scott from the seamless USGS site you can download exact via Lat/Long boundaries.
http://seamless.usgs.gov/website/Seamless/
So you can make a bitmap (for the mesh data), the size you want

Regards
Horst

PS:
Only want to remember, when someone is reading this later
The Sim needs WGS84!

When you use SRTM (HGT):
ftp://e0mss21u.ecs.nasa.gov/srtm/
you will have WGS84.
When you use Canadian data:
http://www.geobase.ca/geobase/en/data/cded1.html
you will have NAD83 !
When you use the best source for US:
http://ned.usgs.gov/
You will have NAD83, except for Alaska, which is NAD27.

For example:
When you do not reproject NAD27, you will have a different from ca. 150m to WGS84.

Use the freeware Microdem:
http://www.usna.edu/Users/oceano/pguth/ ... crodem.htm
The tool should do this.

And when you have done all this, you can make a small mesh for your scenery as well ;)

And of course you have to take care also about the same for your source photos and projection and datum.

scott967
Posts: 67
Joined: Wed Oct 06, 2004 5:08 am
Location: O'ahu Hawai'i

Post by scott967 » Fri May 13, 2005 8:24 am

I went back to usgs NED and got a larger area 1 sec BIL. Then converted that in Microdem (for some reason the bsq created by Global Mapper doesn't work well in convert BSQ -> BMP, but Microdem does). Then I loaded the resulting BMP as a new map, calibrated it, went to mesh and created a LOD8mesh, then used the "flatten" button on the mesh properties dialog. That created some triangles as expected. But looking at the flatten polys, the altitudes are wrong. For example :
/Poly.6/
Name=
Type=LWM//Flatten//34908//26439//3//1//
Color=8421504
NoOfPoints=3
Lat1= 21.4782715274586
Lon1=-158.041934685202
Alt1= 26439
Lat2= 21.4782715274586
Lon2=-158.040161075368
Alt2= 27722
Lat3= 21.4796017348346
Lon3=-158.040161075368
Alt3= 34908

I will keep playing around with it.

scott s.
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Luis Sa
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Post by Luis Sa » Fri May 13, 2005 9:35 am

Hello,

With GM you reproject the DEM to WGS84 (if it is not in this format) export as 2 byte elevation and set the sampling to 1 arc sec. Change the file saved by GM to BSQ ao that you can convert it with SB. You need to know the number of rows and columns as this BSQ is not in the "SB format". You can get these values from the projection file.

When you place the mesh bitmap, you do not need to generate any mesh at all. The presence of the bitmap is what you need. Also you do not need to generate the flattens that appear on the mesh properties. You only use these if the mesh is very "angular" or is very "detailed" (I miss the words). These TILTED flattens will have an effect like to convert an existing LOD9 mesh (or 10) to an equivalent smoother LOD8 arrangement of polygons. Because they are tilted they can mimic a mesh (at LOD8 res).

Strange altitudes - before placing the mesh bitmap, just examine it with "BSQ Viewer". As you pass the mouse along the altitude is shown. You should not prooced if something is strange!

If this bitmap is not fine, then the altitudes will be wrong. Both the altitudes of the "tilted polygons" on the mesh window (if you decide to use them) or the altitudes of the textured polygons (the ones you showed us in the first post).

Regards, Luis

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