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Working .agn files

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Need some help figuring this out. New to the FSX annotator, read thru Luis's tutorial, scoured the SDK, searched forums, still no luck. I have a photoreal scenery, the BMP is around 160 MB. I start the annotator, load the custom PR BMP, pick a grouping, set GUID, place my objects and buildings, select save and I now have an .agn file. I place it in the texture folder of my scenery, but with autogen to max, I see no 3d autogen. Any suggestions on what might be wrong or what I am missing?

Best, Michael

KDFW

Definitely a frustrating experience, Michael. No idea of the cause of the problem, but the partially transparent areas of a Blend Mask can eliminate the autogen over parts of the custom ground, I seem to remember. Something to investigate if you are using one..Best regards.Luis

do.png Hot, humid Caribbean paradise!
  • Author

Thanks for the reply and the suggestion Luis, unfortunately, not the cause.One thing that might be the issue and something I am not clear on. Following your tutorial, I use the photoreal image I have, which is eliminated from the actual scenery folder since you run it thru resample to compile your BGL, yet I do see other sceneries that have the texture tiles that the .agn files are associated with in the texture folders, which is correct and if the latter, how do I get the single tiles to annotate?

Best, Michael

KDFW

I don't know that the Annotator will work with the BMP. The BMP won't have any placement info. It's just an image. Try opening the BGL file and working on it instead.

I guess there is FS9 mode and FSX mode. I have just opened FSX photo .bgl files in the annotator, and saved off the .agn files into the companion texture folder.scott s..

Yes, Michael, as mentioned you should load the bgl, not the source image, in the Annotator.In FS X, the source image is no longer converted into multiple small textures. Instead, the entire image is incorporated in the bgl, and that is what you should annotate.Obviously, I did not make this sufficiently clear in the Annotator tutorial, but the tutorial on making custom ground does mention it:Because the FS X custom ground is now in the bgl, there are no separate textures to load in the Autogen Annotator. Please remember to load the bgl instead when annotating the ground.Best regards.Luis

do.png Hot, humid Caribbean paradise!
  • Author

Thanks guys, that was it. When reading the autogen annotator tutorial, this quote stood out "Of course, you must load the custom (photo-real) textures in the Annotator through the File menu:" and I kinda went with that, should have thought differently..Thanks again for all the help, now I can stop banging my head against the wall, LOL.

Best, Michael

KDFW

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