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Tiberius K.

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  1. In Photoshop you have to choose "Save As", not "Export"! And then you can choose BMP if your file is less than 2GB (or doesn't exceed 30,000 pixel in any dimension) or TIFF if it is bigger.
  2. Maybe it's just a folder name / file name issue.
  3. I'm in \0004, 0737 - pretty empty there! :cool:
  4. Haha, I know what you mean, and NEVER EVER accidentally press the right mouse button! :D My record so far was 4500 points, so good to see someone even crazier than that. :cool:
  5. Hi Zoandar, you've got the right attitude. Never give up. There's always a way to work around a problem. I'm still working on a solution for that moving out cvx files nonsense. I'll try experimenting a bit more with exclusion polygons. So far moving out the entire cvx file was the best solution since I'm usually planning to cover the entire area so I'll have to do the entire grid anyway. However, if you want to use your scenery on another computer then there might be some problems. That's why I usually move out the entire cvx and apx files. Creating a blendmask can be an art. I've experimented a lot lately. I had to do thousands of square miles of reefs. You can also consider changing the water tile category for your scenery area. The default water tile color isn't always the best.
  6. Color is not a problem. The real problem is clouds. Yeah, I often have to do a little patch work, too. Since I'm mostly doing tropical islands only, they all look much alike, so it's easy to copy and paste few parts here and there. If it's done well, no one will ever notice. It's done easily with rather flat terrain where you don't have much shadows created by the landscape itself. I usually choose one island that looks naturally very nice as a standard model and recolor the other images until they match this one. When I did Western Fiji I took Naviti from bing maps as the standard and recolored all other islands in the area according to that one.
  7. No worries. You are doing a great job. Thanks. Both thumbs up! The idea was to just teach the basics, the bare minimum so that anyone can at least bring a satellite picture into FSX and knows how to use the tools. To teach all the fine details will take hundreds of pages and pictures for a tutorial. Everyone has his own style and ideas of how photoreal scenery should look like, too. I'm also experimenting a lot with my own sceneries I'm working on at the moment. So if you have specific questions then post them. I'll be reading. Thanks again Zoandar that you were hanging in there. Learning by doing can be fun. :p
  8. Wow! This thread is alive. Didn't expect that. I guess I have a lot to read now. :cool:
  9. I think I know what you mean. Try this: 1) Add your folder 2) now you will see "scenery" and "texture" subfolder 3) left-click somewhere into the white space below these subfolders 4) now left-click ok Now your scenery should be added to the scenery library.
  10. PART X - Adding Object to your scenery with ADE (continued) 9) Now we will add a terminal building. Right-click again on your airport and select "Add Generic Building" and click "Add". [ATTACH=CONFIG]129687[/ATTACH] 10) Save your project (CTRL+S), compile your airport bgl (CTRL+C) and have a look at our objects in FSX. [ATTACH=CONFIG]129689[/ATTACH] [ATTACH=CONFIG]129691[/ATTACH] [ATTACH=CONFIG]129692[/ATTACH] [ATTACH=CONFIG]129693[/ATTACH] 11) Ok, looks good. Even tower view is ok. Now you know how to litter your island with objects. You can also add vehicles, taxi signs, and all kinds of stuff, even boats. You have to play around with it a bit. You will notice that for some objects you won't see an image in ADE (maybe scruffyduck can fix that!). Fortunately there is a catalog of all FSX objects, you can find it here 12) One last thing we have to do is to re-do our flatten polygon. So do your flatten polygon again, delete the "ANYN_ADEX_ADE_CVX1.bgl" file, save your project, compile your aiport and then: [ATTACH=CONFIG]129694[/ATTACH] [ATTACH=CONFIG]129695[/ATTACH] Happy Flying!
  11. PART X - Adding Object to your scenery with ADE There are different methods of filling your scenery with objects. If your scenery is rather small like our Nauru project, then a free, fast and easy way to add objects is using ADE. 1) Start ADE and open your Nauru airport file: [ATTACH=CONFIG]129669[/ATTACH] 2) Zoom in and you will see that our yellow flatten polygon is blocking our sight. So we will delete it and add a new one later when we are finished adding objects. The only problem is that we will have a floating runway again after our flatten poly has been deleted. So go to your Nauru/Scenery folder and rename your flatten polygon (ANYN_ADEX_ADE_CVX.bgl) to "ANYN_ADEX_ADE_CVX1.bgl". That way we can still preserve our original flatten polygon even if we deleted it in ADE, so we don't have the floating runway problem when testing our objects. After renaming, double-click one of the flatten polygon lines, then right-click and select "delete object" and our background image will be visible again. [ATTACH=CONFIG]129670[/ATTACH] 3) Now we will add a tower. But first we will adjust the height of our tower camera, it's usually too low so that you see antennas and lights and such when you choose tower view in FSX later. Double-click on the tower spot, a properties window will open, set altitude to 100 ft and then click "OK" [ATTACH=CONFIG]129671[/ATTACH] [ATTACH=CONFIG]129672[/ATTACH] 4) Right-click on your airport spot and select "Add Library Object" [ATTACH=CONFIG]129673[/ATTACH] 5) In the Add Library Object window select "Airport objects" under category. [ATTACH=CONFIG]129674[/ATTACH] 6) Select "small tower2", you will see an image of your selected object on the right. [ATTACH=CONFIG]129675[/ATTACH] 7) Now you can adjust the quality of your objects under "Image Complexity". Keep in mind that if you should set your complexity level to "extremely dense" you will have to set your autogen settings in FSX display settings to "extremely dense" as well or your objects won't show up. [ATTACH=CONFIG]129676[/ATTACH] 8) Now click "add" and you will see a little orange square with a little dot above. If you click on that you can rotate your object. So bring your tower into position and then we will add a few more objects. [ATTACH=CONFIG]129677[/ATTACH] [ATTACH=CONFIG]129678[/ATTACH]
  12. PART IX - Working with Autogen Annotator Tool (continued) 8) Now zoom in where you want to plant your trees, select the type of tree you want to put there in the vegetation groupings window, click "set Guid" in the control panel. [ATTACH=CONFIG]129635[/ATTACH] [ATTACH=CONFIG]129636[/ATTACH] 9) There are two different ways to bring your trees onto your island. If you have to cover a large area, you can just draw a polygon (select "Polygon Region" in your control panel, then left-click your polygon onto your island and close it with right click). That's fast but unfortunately not very accurate along the edges. [ATTACH=CONFIG]129637[/ATTACH] [ATTACH=CONFIG]129638[/ATTACH] 10) I suggest you do it "by hand", it's more accurate and you can correct it more easily later. So choose the type of tree you want to put there in the Vegetation Groupings window, select "set Guid" in the control panel and start drawing little squares by holding your left mouse button. [ATTACH=CONFIG]129635[/ATTACH] [ATTACH=CONFIG]129636[/ATTACH] [ATTACH=CONFIG]129639[/ATTACH] [ATTACH=CONFIG]129640[/ATTACH] 11) To move around use the "pan" tool in the control panel. You can choose as many tree types as you want. If you want to add other types of trees, just select them and draw some new squares above the other ones. When you are done, it should look like this: [ATTACH=CONFIG]129641[/ATTACH] [ATTACH=CONFIG]129642[/ATTACH] 12) Now save your newly added autogen (CTRL+S), it will be automatically saved in your "Nauru/Texture" folder. Start FSX and have a look: [ATTACH=CONFIG]129643[/ATTACH] [ATTACH=CONFIG]129644[/ATTACH] Looks okay.
  13. PART IX - Working with Autogen Annotator Tool Now we want to place some trees on our island. We do that with the Autogen Annotator Tool. 1) Go to your "Microsoft Flight Simulator X SDK/SDK/Environment Kit/Autogen SDK/" folder and double-click "Annotator.exe" 2) Now there will be a bunch of windows on your screen. Close the "Properties" window, the "Find Results" window and the "Find" window. 3) Go to your Autogen Configuration Editor and open "autogendescriptions.xml" - it's in your "Microsoft Flight Simulator X SDK/SDK/Environment Kit/Autogen SDK/Autogen source xml" folder.This xml file contains our trees. [ATTACH=CONFIG]129645[/ATTACH] 4) There will be a new window, "Vegetation groupings". [ATTACH=CONFIG]129646[/ATTACH] 5) Here you can choose the trees you want to put on your scenery. There is a catalog of all trees used in FSX. You should study it carefully and then select the trees that fit your region. You can choose via groupings or regionalizations. We choose some small coconut palm trees [ATTACH=CONFIG]129647[/ATTACH] 6) Now open your Nauru.bgl file with Autogen Annotator Tool. Select "All", otherwise you might not see your bgl file. [ATTACH=CONFIG]129648[/ATTACH] [ATTACH=CONFIG]129649[/ATTACH] 7) Now you can see your island. You can zoom in with your mouse wheel and move it around as long as you have selected "pan" in the control panel. [ATTACH=CONFIG]129650[/ATTACH] [ATTACH=CONFIG]129651[/ATTACH]
  14. Anyone who has FSX installed and a internet connection can create photoreal scenery. Just follow the tutorial and if you get stuck somewhere just post your questions in the scenery design forum. I hope so. Now you have it all together at one place. You don't have to browse thru dozens of forums anymore to connect the dots. Creating photoreal scenery isn't difficult at all. When you've done a few sceneries yourself you will see that it's actually a piece of cake. Later your biggest challenge will be to get good satellite images. You're welcome. Yes, it should be sticky'd. But it's not finished yet.
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