February 12, 201115 yr SBuilderX will have saved the source image, the picture you used to make those custom ground textures, in the Work folder.Find it and load it in any good image editing program. Then, paint all the land in pure white (R,G,B = 255,255,255) and all the ocean water in pure black (R,G,B = 0,0,0).Then, save that image as a TIFF file in the same Work folder and with the same name, but adding "_B" as a suffix to the name. So, if your original image is named "Samos.bmp", the the new file should be named "Samos_B.TIF". This is the Blend Mask and it will be added to the compilation so that the land is visible, but not the water in your source image. That part will be transparent, so the underlying default water will show instead.Now, go back to SBuilderX and compile your image again. SBuilderX will find the Blend Mask and add it to the compilation. The result should be as desired.As you see, there is no programming involved, only some simple image editing.Best regards.Luis Hot, humid Caribbean paradise!
March 3, 201115 yr Author Hell guy's its me again. I want to make one last question before i start to build my project. I know that inside fsx the " TEXTURE_RESOLUTION=25 "is equal to 1meter , " TEXTURE_RESOLUTION=26 " is equla to 60 cm , etc... and the " TEXTURE_RESOLUTION=29 " is equal to 7cm. Which are the corresponding values in the zoom level of sbuilderx? I mean the TEXTURE_RESOLUTION=25 is perhaps equal to zoom level 15 for example? And if so this means that the TEXTURE_RESOLUTION=29 is equal to zoom 19? Also i want to ask " MESH_RESOLUTION " values are correspond to " TEXTURE_RESOLUTION " values? I am asking this because if i made a textures with resolution of 29 i also must put a higher values to mesh resolution ( maybe MESH_RESOLUTION=25 = 1m ) for example to see the difference or it doesn't matter? That's all. Many thanks in advance.
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