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FSEarthTile use.

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Should have the complete post.Hello everyone.After trying to find some Photo real scenery to my liking, and not being very satisfied with what is available, I decided to look into it. These are some of the observations / findings that I think may be of some help to some of you. I created and modified the Coast area in SoCal from Malibu / Zuma beach to Dana point and east to Corona (AJO), and Catalina island, land only, no Airport improvments. See attached .doc file.If anyone has any questions / want some of it let me know.The pics I posted show the difference in a couple of the different methods used (5 and 6). TVI cannot post the.doc?Here is the text version.TVFSEarthTiles Basics (Ver 1.0, FSX SP2) it should work for other versions.Subject:Using "FSEarthTiles" to generate Photo Real Scenery. This Document will be of most benefit if read from the beginning. If you skip, you are most likely to miss something and get confused.Really good information in the file: "UserDocu.rtf" that comes with the "FSEarthTilesV1_0.zip" file.Disclaimer: Back up all your data.If you have any feedback on how to improve this document, Find any Errors, please post here.Equipment needed:Computer, with at least 500MB of storage, "FSEarthTiles" program, you may also need "Inkscape" free, if you want to generate .SVG ScalableVectorGraphics files, used for Drawing Water and Blend Vectors, DXTBMP, Paint Program like PhotoShop. There is a limitation imposed by the memory available when using "Inkscape" limited to blocks areas, around 6x6 NM.Goal:Impart sufficient information to get someone started without having to spend too much time experimenting, and have someone enjoy the utility's results in the shortest amount of time. Information exists, but it's patchy and it can be confusing. This document is intended to clarify some of those issues.Notes / Personal remarks:This is a compilation of information available, but laid out to make it easier to use by a beginner."FSEarthTiles" is very useful utility, easy to use, but not real easy to set up / get started.This reminds me of the old "Hidden hand" techniques used by the Karate Masters. They would never show you the complete technique, it was up to you to discover it, the hard way.If you deal with the Coast, Water select small areas and generate the masks, in case you decide to go back and clean things up, described later. Method 6 will allow fairly large Areas, 600MB and still allow you to edit the water.I initially generate all the Masks, Water, and Night and the default, no Seasons, later you can delete them but if you do it initially it creates some of the ".inf" files that are easier to modify than to recreate.The output generated will require a large data storage, if you decide to get a large area at one time, and you want to save your downloaded images for later processing, you should have at least 500GB free storage space, more if you can get it.If you want to save space you can use different CompressionQuality, and or Download resolution, more information found in the "FSEarthTiles.ini" file. At mega_shok.gif % can be close to a .25-.5% of what it is at 100%.I, personally, like to get it done at 100%, 1m resolution, if 0 is selected you get 0.5m. More on that later.Note: I usually generate ALL the masks and may not use them all. I find it easier to delete them later.InstallationDownload "FSEarthTiles" here: http://www.fspasseng...9&i=6835&t=6835Create a folder "FSEarthTiles" for this application and unzip the package into this folder.Create a working folder. Drive Letter (C:): \Name (FSEarthTiles)\Work (A folder where FSEarthTiles will store intermediate files required for the scenery generation. The folder will be created if non-existent.Create a scenery folder. Drive Letter (C:): \Name (FSEarthTiles)\ Scenery\Name (A folder where FSEarthTiles will store the built scenery. The folder will be created if non-existent including the two sub folder's scenery and texture)."Hidden hand":This can all be avoided, it will be generated for you, if you modify your "FSEarthTiles.ini" file, see below, and Start / Execute the program.Make a Copy of your: "FSEarthTiles.ini"Open FSEarthTiles.ini in NotePad or MSWordThe lines below are the most likely you will have (should) modify:[service1]ServiceCodeing = qrtsServiceUrl = http://kh0.g****e.co...=t%s&n=404&v=24 #you need to replace the * with a service base url#Referer = http://kh0.g****e.com[service2]ServiceCodeing = 0123ServiceUrl = http://a1.ortho.tile.../a%s.jpeg?g=104 #you need to replace the * with a service base url#Referer = http://a1.ortho.tiles.v******e***h.net[service3]ServiceCodeing = xyzServiceUrl = http://us.maps3.y**g...mg?%s&v=1.7&t=a # You need to replace both groups of y**g.com#Referer = http://us.maps3.y**g.com [service4]ServiceCodeing = qrtsServiceUrl = http://kh0.g****e.co...=t%s&n=404&v=24Change / enter / verify (Drive letter (C:) is whatever your drive name / letter used:WorkingFolder= Drive Letter (C:): \Name (FSEarthTiles)\WorkSceneryFolder= Drive Letter (C:): \Name (FSEarthTiles)\Scenery\NameDownloadResolution = 1 (corresponds to 1 meter/pixel, 0 is 0.5m.)AreaSnap= LatLongLatLong snaps the Area on whole minutes in Latitude and Longitude. That makes it simpler for you to keep track of an area coverage if you plan to attach more scenery in an region later.CompileScenery = Yes #Yes = Compile the Scenery, No = Download the Area only.CompressionQuality = 85 #FS default is 100%. Some like mega_shok.gif better to generate smaller bgl's.KeepAreaMaskInfFile = Yes # Important if you want to Recompile later, if Yes then this keeps the AreaMask.inf File (used for FS scenery compilation with resample.exe with Water and/or Season Masks)CreateWaterMaskBitmap = Yes # yes = create Water/Blend Mask. (An Area Vectors file (.Kml or .svg) is required for this!)CreateNightBitmap = Yes # yes = create Night TextureNote: Other masks you may want / need, see the .ini file.I use these settings, you can later delete any of the files you do not need, like the Night, Water etc. If not generated you can get them generated later but it can / will be more difficult.Execute (Run) your "FSEarthTiles.exe"Top 2 rows: Verify your settings / folders etc.Input: OK if coordinates are accepted, correctly entered.Enter your coordinates: Center Mode, if Area Def. Mode (right side) set to 1, or Corner Mode if Area Def. Mode (right side) set to 2, in the form Deg (Hour=60 min) Min =60 seconds, Seconds, i.e. 33 44.9 is equivalent to 33 44Min (.9x60) 54 secondsSelect N, E, S,W whatever area you are in, do not use negative numbers.You can drag any one corner to your upper left and or your lower right to get a larger area, if you want. Make sure your area is not very large, it can take a long time to complete an area of 160x100NM can take around 5 days 120 Hrs., to compile.Display: Will show your screen / pic at the location selected.Area: You can enter the size of your selection, and below the Window will display what you selected, Snap On, Off, coordinates etc. Area Def. Mode: Allows you to select the Center coordinates and or Two points (corners, upper left and lower right).Start: Will download your data and proceed to manipulate it as per your settings chosen in your .ini file and or your settings chosen.Download resolution: 1>1m, 0>0.5m resolution.Area and Tile Count: Will update after you make your selection.Earth Service: Allows you to select your Map / data source from what you have specified in the .ini file.Scen. Compiler: allows you to choose between FSX and FS2004Create Masks: Will generate Masks you have enabled in your .ini file. I suggest you generate Water and Night, alter you can delete them and recompile, if not needed see belowComp. Scenery: Will allow you to compile immediately after you download, or just get the maps, masks and compile later. If you download Coast scenery you may want to set it to NO and edit your maps before you compile. You can also edit them while you compile, but it can take while. See Method 2, below.Zoom: adjusts your viewing and area selected size. Higher number will generate larger areas compiled. If you want to keep your areas small, to be able to easier manipulate later, use 3-5.The rest of the buttons are mostly self explanatory.Operation:Method 1.Not recommended.If you do not need the Water, and or do not want any other area modified.Modify your "FsEarth tile.ini" file as desired, see above.Execute "FsEarth tile"Select your area, if you want a large area set Zoom to 8-9,Select Download Resolution= 1 is what I use (1m / pixel, 0 is 0.5m/pixel) ,Create Masks - YesComp. Scenery - YesClick -Startwhen it finishes look in the Folder you selected to put your finished Scenery (.bgl s), move it to where you want to use in the simulator, Install it and you are ready to enjoy it.Method 2. Describes on how to build Scenery using the modify, water etc., as you compile the Scenery. Not recommended, since editing the water line / coast, can take a while and you are limited to a small 6x6 NM area, dictated by the InkScape's file size. For this you will need to have the InkScape installed in the Folder you described in your "FSEarthTiles.ini" file, i.e.ScalableVectorGraphicsTool = D:\Inkscape\inkscape.exe #Used for Drawing Water and Blend Vectors creating a .SVG FileNote: you need to use / set your own Drive location. There is another program that you can use "Google Earth", but this will Not be described here. There is a document called "WaterUserReadMe" that describes this in more detail.Inkscape will be started from FSEarthTiles after each downloaded area.To do this you need to change the FSEarthTiles.ini config file to:CompileScenery = Yes #Yes = Compile the Scenery, No = Download the Area only.#--- Third Party Tools ---UseAreaKMLFile = NoUseScalableVectorGraphicsTool = Yes ScalableVectorGraphicsTool = D:\Inkscape\inkscape.exe Where of course you have to use your path where you installed Inkscape.You can also leave the UseAreaKMLFile to Yes but when it finds an AreaKML.kml file it will be used then also (mixes both together)Execute FSEarthTiles.Make sure Create Masks, is set to -Yes.And Scen. Compiler is set to -FSX.Then start the Download, Click on -Start.After Downloading the image area, FSEarthTiles will execute InkScape where you draw a line very detailed and as close to your coast line as you need, name it "Coast" (Object properties, ctrl-shift-o), and a line further away, somewhat parallel to the Coast line, but it does not need to be as detailed, from the shore named "DeepWater" line. Give them unique names by adding numbers. (Object properties, ctrl-shift-o). You can add a number like Coast1......2..3... etc or DeepWater 1....2..3...Note: Make sure you extend your lines outside the active shown area otherwise you may not get a good blend, if there is a gap between the lines.Check and see if the name was accepted by reopening the properties again. If it's not assigned make sure you assigned a unique name to each / all.After you edited your area Save the file and make sure you delete the ".bmp" extension and save it as ".svg"After you Close InkScape you will get the rest of the things Compiled and you should have a ".bgl" generated in the folder you selected.SceneryFolder= Drive Letter (C:): \Name (FSEarthTiles)\Scenery\NameMove it to your FSX Scenery location, or use it locally, Install and enjoy.See Recommended settings below for best quality viewing.Resampling, editing water:General steps, most detailed / accurate procedure. See more detailed steps, Edit in PhotoShop 5 detailed steps below.Save your "Area_Lp1_....bmp", "AreaMask_Lp1_...bmp", "AreaNight_Lp1_...bmp" and any other file you may want to modify. I normally add "_ori" to differentiate.Load your "Area_Lp1_....bmp", file in Photo shop.Edit your Water area Black, 0,0,0.Copy / Save your Black area to use in the next step.Load your "AreaMask_Lp1_....bmp", file in Photo shop.Paste your Black area into it, make sure you index it correctly, and clean the edges, inspect it at least 100%.Flatten your image and Save as... "AreaMask_Lp1_....bmp", without the "_ori" it.Save as... your "Area_Lp1_....bmp" without the "_ori" in it.Modify / verify your "AreaFSXMasksInfo_Lp1_...inf" to reflect the location and file names are correct, they should be OK unless you decided to resample/ move some of the files.To Resample / Compile, just Drag the AreaFSInfo_..inf _.. file over the "resampleFSXSP2.exe", or whatever version you want, located in the same Folder as your "FSEarthTiles.exe" if you need / use any Mask or,Use the "AreaFSXMasksInfo_..inf" if you only want Day and Water, and,or "AreaFSXMasksSeasonsInfo_ inf" files if you have Day, Water and Night.Note the extension ".inf" are the files you need to move and if you want al three combinations, used for Terrain, Water, Night, you only need the"AreaFSXMasksSeasonsInfo_ inf" file.You should have the ".bgl" s in your SceneryFolder you selected to put your files in.Method 3.Not recommended.If you need the Water, and or any other area modified, just Download the Images / tiles, Edit your areas, and Compile later.Execute "FsEarth tile"Select your area, if you want to edit a smaller area may be easier to handle, Zoom to 3-5,Select Download Resolution= 1 is what I use (1M / pixel, 0 is 0.5m/pixel) ,Create Masks - YesComp. Scenery - NoClick -StartAfter you downloaded your images you are ready to Edit your "Area_...bmp", "AreaMask_...bmp", "AreaNight_...bmp" files and compile them.You can open your "AreaMask_...bmp" file in PhotoShop or any other paint program, paint the Water area where you want your area shown in black (0,0,0), you can also use a dark Blue color for transition near the coast, you can also do rivers, creeks, lakes etc. and Save.Edit your "Area_...bmp", file any way you want, I use Auto Level and Save it.To Resample / Compile, just Drag the AreaFSInfo_..inf _.. file over the "resampleFSXSP2.exe", or whatever version you want, located in the same Folder as your "FSEarthTiles.exe" if you need / use any Mask or,Use the "AreaFSXMasksInfo_..inf" if you only want Day and Water, and,or "AreaFSXMasksSeasonsInfo_ inf" files if you have Day, Water and Night.Note the extension ".inf" are the files you need to move and if you want al three combinations, used for Terrain, Water, Night, you only need the"AreaFSXMasksSeasonsInfo_ inf" file.If you've done everything right you should have a window (black) open up and see the compiler count the tiles/ areas. If things happen really fast, you can hardly see the window, you probably made a mistake, check the names, extensions, etc.You should have the ".bgl" s in your SceneryFolder you selected to put your files in.Method 4.Not recommended.If you Do not have a Mask generated but you still want to edit your areas.Note: I was not able to find a clean / good procedure to accomplish this task. While the end result is somewhat acceptable is not as good as generating your Water masks during Download.This is the process that I found to works best:Tools: PhotoShop, and or other Paint program that can generate Alpha channels, to edit your "Area_Lp1_SnapOff_YY_YY_XX_XX.bmp", could be SnapOn, and a Notepad editor for "AreaInfo_Lp1_SnapOff_ YY_YY_XX_XX.inf", lots of time and patience.Load your "Area_Lp1_SnapOff_YY_YY_XX_XX.bmp" in PhotoShop.Select the Water area, Magnetic Lasso Tool works well, you may also be able to do it with the Magic Wand. Fill the water area with Dark blue, Red=0, Green=30, blue=35. You can also Dodge an area with lighter blue if you like to smooth out the transition.You may also be able to create a Texture to fill the area in with possible better results.Go into Channels mode and generate an Alpha channel, LClick on the Rectangle within a rectangle, "Create a new Channel"Fill the Water area with Black, it defaults to it, R=G=B=0, this will be a see through area, and the land and or area you want displayed with White R=G=B=255. See "PhotoShop 5 detailed steps" below if you need to.Save your file as "Area_Lp1_SnapOff_YY_YY_XX_XX.TGA", note the ".TGA" extension, 32 bit.Save / Copy your "AreaInfo_Lp1_SnapOff_ YY_YY_XX_XX.inf" file, Note it must have the coordinates "...YY_YY_XX_XX" as your ".bmp" file, and open it in Notepad.Modify your "AreaInfo_Lp1_SnapOff_ YY_YY_XX_XX.inf" file, from ".bmp" to ".tga", see below/. You can save it by adding "_tga" before the ".inf" extension to find it easier, i.e. "AreaInfo_Lp1_SnapOff_ YY_YY_XX_XX_tga.inf"Example (your coordinates and Folders will / may be different):>>[Destination]DestDir = E:\FSEarthTile\LAX\sceneryDestBaseFileName = Area_Lp1_SnapOff_N033190150_N033180161_W118195125_W118183925BuildSeasons = 0UseSourceDimensions = 1CompressionQuality = 100[source]Type = CustomSourceDir = E:\FSET\FSEarthTilesPreV0_8\work#>>>>>>>>>>>>>>>>SourceFile = Area_Lp1_SnapOff_N033190150_N033180161_W118195125_W118183925.bmp#Extension ".bmp" needs to be changed to ".TGA" and save it, you can change the name if you like, but make sure you can identify it later. The new line should look:SourceFile = Area_Lp1_SnapOff_N033190150_N033180161_W118195125_W118183925.tga#<<<<<<<<<<<<<<<<Lon = -118.330907821655 ;for top left and bottom right is: -118.310894966125Lat = 33.3170861005783 ;for top left and bottom right is: 33.3004456758499NumOfCellsPerLine = 2798 ;Pixel is not used in FSXNumOfLines = 3102 ;Pixel is not used in FSXCellXdimensionDeg = 7.15255737304688E-06CellYdimensionDeg = 5.36441802978516E-06PixelIsPoint = 0SamplingMethod = Point<<Save your modified file and you are ready to recompile / resample it.Recompile / resample it by Dragging your just modified ".inf" file on top of "resampleFSXSP2.exe" file found in the same Folder where you have your "FSEarthTiles.exe"If you've done everything right you should have a window (black) open up and see the compiler count the tiles/ areas. If things happen really fast, you can hardly see the window, you probably made a mistake, check the names, extensions, etc.Method 5.There is another way, and the best, at higher altitude, quality wise?, at the expense of storage. Create the area with or without Masks (you will not need the Masks), Compile ( to create some of the .inf files you can edit / use later), Edit your original ".bmp" to fill the water area with pure black (0,0,0).Create an Alpha channel, see Edit in PhotoShop 5 detailed steps. below, with the Water area black and the land pure White (255,255,255) and save it as ".tif".Copy your just modified " Area_Lp1_.....tif" and rename it "AreaMask_tif" i.e.,Example:from:Area_Lp1_SnapOff_N033464853_N033345578_W117580547_W117481839.tifTo: AreaMask_Lp1_SnapOff_N033464853_N033345578_W117580547_W117481839.tifModify your: "AreaFSXMasksInfo_Lp1_SnapOff_XXXX_XXX_YYYY_YYYY.inf " to indicate the change, see the "Type =TIFF" and the extension ".tif". Resample by dragging this modified file over the "resampleFSXSP2.exe". This creates the best result with the water being transparent in areas that you may want to see something submerged, like weeds, rocks, etc, but it does show some of the original MS terrain above the new scenery. Some of the lights may also show up at night from the original MSFS scenery.Not recommended for cities, only for areas like Catalina island or where your small detail is not primary concern.>>>[Destination]DestDir = D:\FSX\avxbgls\sceneryDestBaseFileName = Area_Lp1_SnapOff_N033291890_N033173304_W118272548_W118175570BuildSeasons = 0UseSourceDimensions = 1CompressionQuality = 85[source]Type = MultiSourceNumberOfSources = 2[source1]Type = BMPLayer = ImagerySourceDir = D:\FSEarthTiles\avxdataSourceFile = Area_Lp1_SnapOff_N033291890_N033173304_W118272548_W118175570.bmpLon = -118.457078933716 ;for top left and bottom right is: -118.29879283905Lat = 33.4885919094086 ;for top left and bottom right is: 33.2925009727478NumOfCellsPerLine = 11065 ;Pixel is not used in FSXNumOfLines = 18277 ;Pixel is not used in FSXCellXdimensionDeg = 1.43051147460938E-05CellYdimensionDeg = 1.07288360595703E-05PixelIsPoint = 0SamplingMethod = PointChannel_BlendMask = 2.0 ;red channel, (note:green channel is the grey-info)Channel_LandWaterMask = 2.2 ;blue channel[source2]>>>>> Type = TIFFLayer = NoneSourceDir = D:\FSEarthTiles\avxdataSourceFile = >>AreaMask_Lp1_SnapOff_N033291890_N033173304_W118272548_W118175570.tifLon = -118.457078933716 ;for top left and bottom right is: -118.29879283905Lat = 33.4885919094086 ;for top left and bottom right is: 33.2925009727478NumOfCellsPerLine = 11065 ;Pixel is not used in FSXNumOfLines = 18277 ;Pixel is not used in FSXCellXdimensionDeg = 1.43051147460938E-05CellYdimensionDeg = 1.07288360595703E-05PixelIsPoint = 0SamplingMethod = Point<<Method 6.Recommended.Create All Masks and Compile the scenery, then select the areas that you want to modify. Hint: Look at the Thumbs generated in the Texture folder where you decided to put you ".bgl"s.Resampling, editing water:General steps, most detailed / accurate procedure.Save or Rename your "Area_Lp1_....bmp", "AreaMask_Lp1_...bmp", "AreaNight_Lp1_...bmp" and any other file you may want to modify. I normally add "_ori.bmp" to differentiate.Load your "Area_Lp1_....bmp", file in Photo shop.Edit your Water area Black, 0,0,0. See Edit in PhotoShop 5 detailed steps, step below if needed.Copy / Save your Black area to use in the next step.Load your "AreaMask_Lp1_....bmp", file in Photo shop.Paste your Black area into it, make sure you index it correctly and clean the edges, inspect it at least 100%.Flatten your image and Save as... "AreaMask_Lp1_....bmp", without the "_ori" it, if files are large you can go in the background and rename your just loaded file and use your Save command. This seems to work better with large files if you run out of Memory / space. You must rename your file after that to remove the ".ori".Save as... "Area_Lp1_....bmp" without the "_ori" in it.Modify / verify your "AreaFSXMasksInfo_Lp1_...inf" to make sure the location and file names are correct, they should be OK unless you decided to resample/ move some of the files.To Resample / Compile, just Drag the AreaFSInfo_..inf _.. file over the "resampleFSXSP2.exe", or whatever version you want, located in the same Folder as your "FSEarthTiles.exe" or,Do the same with the "AreaFSXMasksInfo_..inf" if you only want Day and Water, and,or "AreaFSXMasksSeasonsInfo_ inf" files if you have Day, Water and Night.Note the extension ".inf" are the files you need to move and if you want al three combinations, used for Terrain, Water, Night, you only need the"AreaFSXMasksSeasonsInfo_ inf" file.You should have the .bgl s in your Sceneryfolder you selected to put your files in.Edit in PhotoShop 5 detailed steps.Note: This guide / procedure, is what I use. You must keep in mind that I am not an artist, if anything as far one can be from it, I get this done by wearing the electrons down.1-Find your image ".bmp" file to edit, RClick and Open With Photoshop.2-Select your Foreground color, LClick on the square on top of square Lower Left side.3-In the new window, that allows you to select color enter R=0, G=30, B=35, LClick OK.4-Select, LClick, Magnetic Lasso Tool and mark the water area that you want to paint, this is a coarse step you can / will, fine select later with the Pencil Tool. Make sure you go all the way to the corners. Double LClick to close / finish the loop. (Hidden hand: You can go in Channels and select a color like Red that may be easier to differentiate.)4a- Alternate procedure Expand your image to Fit on Screen, then Pixel size, paint all the area at the shore with white, brush 65, or 300 works fairly well, select the area you want to mask black with the magic wand, make sure you only select the area you need, it may take a few tries, Clear it with White then use the Paint Bucket to paint it Black and Save it.You can use your Black selection to mask your "Area_Mask..." file.5-Select Paint Bucket tool and fill the inside of your selected area. Note you cannot make a mistake by painting outside, so you can do it fairly quick and broad.6-Select your Pencil tool and choose a wide brush "300" or so, and fill in the rest of the area that the bucket did not finish, or Clear it with pure Black.7-Deselect your area, upper bar under Select. Note: At this point you must be careful when you use your paint tools since All the area is accessible you can easily paint over an area that you do not want painted. You may want to save your work as a ".psd" file.8-Fine tune your area, Paint it using Pencil with different size brushes and the same color as before, and verify that all the Water area is covered. Expand to Pixel Size-400 and check everywhere specially in the corners and the sides.9-Select Magic Wand Tool and reselect your Water area which should all be dark blue R=0, G=30, B=35, if Method 4 used, or pure Black for the rest. If Alpha channel needed:10-Go into Channels, and LClick, in the lower right area where there is a rectangle within a smaller rectangle in it, Create new channel. A new layer should be generated called Alpha that has all black background and the area you selected in the previous step.Important: At this point you Do not want / need to paint on your original ".bmp" file.11-LClick to the right of the Thumbnail of the Alpha you just created and the area should turn Blue / active and ready to be manipulated.12-Go into Select, top toolbar, and select Inverse. This will now select the Ground / area that you Do Not want to be water and will be rendered as your original .bmp.13-Select, LClick, on your Foreground Color. lower left toolbar, and set R=G=B=255, or pure white.14-Use your Paint Bucket and fill the Ground / selected area with Pure white.15- Save your file as "Area_Lp1_SnapOff_YY_YY_XX_XX.TGA", note the ".TGA" extension, 32 bit, or ".Tif".16-Exit PhotoShop.17-Save / Copy your "AreaInfo_Lp1_SnapOff_ YY_YY_XX_XX.inf" file, Note it must have the coordinates "...YY_YY_XX_XX" as your ".bmp" file, and open it in Notepad.18-Modify your "AreaInfo_Lp1_SnapOff_ YY_YY_XX_XX.inf" file, from ".bmp" to ".tga" or ".Tif" , see below/. You can save it by adding "_tga" or ".Tif" before the ".inf" extension to find it easier, i.e. "AreaInfo_Lp1_SnapOff_ YY_YY_XX_XX_tga.inf". See more details above.19-Recompile it by Dragging your just modified ".inf" file on top of "resampleFSXSP2.exe" file found in the same Folder where you have your "FSEarthTiles.exe"If you've done everything right you should have a window (black) open up and see the compiler count the tiles/ areas. If things happen really fast, you can hardly see the window, you probably made a mistake, check the names, extensions, etc.Recommended settings.Info from HD100.In order to get the best feedback / view of the scenery in the sim you may want to try these mods, (back up your file first)in FSX.cfg:[Display.Device.xxxx.0]MipBias = 6and in the NVIDIA driver: Negative LOD Bias set to ClampThis makes the look sharp.With fast system, in the FSX.cfg:LOD_RADIUS = 7.0LOD_RADIUS = 7.0 setting has to be reentered whenever you modify the settings in FSX. The FSX slider only sets a value of 4.5 maximum.Whenever possible create sceneries with a resolution of 1meter/pixel (level 1) or better. The difference in the look between a resolution of 1meter/pixel compared to a 4meter/pixel in FSX is really significant. FSX texture quality depends on high resolution.

Edited by Avcomware

i have no idea what you are posting about because your text is soooooooooooo small.

Looks ok here Firefox-10Would like Google setup. Just have Yahoo and Bing now.Have not really read everything in the message but I have never messed with masks so this may give me hope.

Edited by nudata

regards,

Dick near Pittsburgh, USA

  • Author

Hi.You can get acceptable results with the Masks. I also use the night, it blends fairly well with the default MS night in area that you do not have / use the photo scenery.I posted a couple of un retouched pics with the KLGB harbor, clean / with mask and dirty, from another source but you get the idea.The thing you do not see, is the sun reflections. This was one of my main reasons for making my own. When I sim VFR I normally do it at Dusk, 19:37 Aug. 12, right whn the lights come on and the Sun sets. TV

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  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.