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Guest knnygar

Transparent VTP2 and autogen?

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I have tried to make a photoscenery with Ground2k and VTP2 polys.I have used 8-bit tiles to get a smooth transfer to the original scenery.But I'm having trouble adding autogen :(I have used annotation tool and put the .agn files in the same folder as the BMP.

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Did you use the CUSTOM option for the textures (253). I have seen other sceneries where the autogen then only works if you place the textures in the sceneryworldtexture folder. This was in Fs2002, but it could be that it still is the same. If you make the CUSTOM scenery with resample (so no autogen) the autogen does work in your local folder.

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For this project I have used Photoscenery maker, Ground2k, Paintshop and Imagetool.I used Photoscenery maker to make the phototiles, then I used Ground2k to make VTP2 polygons with Custom texture 253 and the tiles.For the alpha transparency I used Paintshop pro 8.I put the .bgl file in a scenery folder without a texture folder, and the .bmp and .agn I put in scenery/world/texture (FS2004).Initially I tried the photoscenery maker with DXT-1 and autogen and that worked.But to get the transition smooth I switched to VTP2 and 8-bit, and then the autogen disappeared.

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That is interesting. I have never heard of the texture format having an influence on this. If this is the case I am afraid that you can only use the DXT format.But why does the transition not look smooth with DXT images? I would have expected no big difference there. Most default textures are also DXT.

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When I convert to DXT-1 the alpha channel becomes black and white(loses gradient) and the transparencies doesnt work in FS.Whith 8-bit it looks great except for the autogen :(I noticed that in Ground2k the "253 custom texture" is not marked as "active autogen".I will try later on today from the start, and see if I can get some result.

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Knnygar, I've just been doing my first project in the same way. As Arno assumed, I also imagined the texture format would be best at dxt1, but alas...as you know...the transparency of the alpha channel is defeated. Using 8 bit imagry mipped, with an alpha channel is working great now. Autogen is next for me, but several threads exist discussing it. I'm putting my scenery calling my vtp2 polygons and textures in my local dir....the autogen file will be made from an unflipped version of the texture, and then the "main" image will be substituted for a completely transparent one...then the agn file and the transparent texture will together be put in a main texture folder, like you've used...Bob Bernstein

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Hi all.The autogen needs to go into:C:Program FilesMicrosoft GamesFlight Simulator 9SceneryWorldtexture...offhand I don't know if the CUSTOM named textures must go there, but it would do no harm to place them there.Dick

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Now I have tried from the beginning to end with no luck :(The .bmp and .agn is placed in ..sceneryworldtexture.Anybody had any luck placing autogen on VTP2 polygons with 8-bit textures?

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Hi knnygar.First, autogen is not flipped, so it must be made for an unflipped texture ( or a reflipped )... that texture is just a guide and may be deleted after the autogen is made. The autogen MUST go into:C:Program FilesMicrosoft GamesFlight Simulator 9SceneryWorldtexture... or wherever your Worldtexture folder is. ALL VTP2 placed CUSTOM groundtiles' autogen must go into this folder.The poly must be VTP2, with texture #253 or #252 ( seasonal ).The poly's layer must be on top of all the other layers, or it will not show the autogen... autogen is always shown on the higher layer. You can have a road over the poly, but the autogen will be excluded in the proximity of the road.It makes no difference what format the CUSTOM texture is, either DXT1 or 8-bit with alpha for transparency.Here's a VTP2 poly that places CUSTOM that is a street map:http://forums.avsim.net/user_files/41443.jpghttp://forums.avsim.net/user_files/41444.jpghttp://forums.avsim.net/user_files/41448.jpgDick

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Hi knnygar,Yes I confirm. Here is one 8-bit bitmap with alpha:http://forums.avsim.net/user_files/41467.jpgand here is a shot where the bitmap (was vertically flipped) appears on the right side. Note the blending at the center and the small red roofs of litle autogened houses on top of the bitmap (right side):http://forums.avsim.net/user_files/41468.jpgThe bitmaps (with "custom" names) and the agns go the main texture folder of the sim. The VTP method 2 polys are in layer 5. I get the same results in FS8 and FS9.Kind Regards, Luis

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I have now tried everything I can think of but no luck :(I'm beginning to wonder if there is something else that blocks the autogen.But when I removed this scenery the autogen reappeared so I dont think it is the problem.Here are the .asm code from G2k;--------------------------------------------------; Ground2K Polys VTP2 : Generated on 08.10.2003 00:05:40;--------------------------------------------------include TDFMacros.incinclude TDFHeaders.incBGLHeader 63, 60, 7, 4, TerrainHeaderStart, VTPHeaderVTPHeader label word VTPFileHeader 256, VTPIndexStart, TextureStart, VTPEndVTPStart label word datamark_v0 label word VTPDataArea 1, 1, 0, 0 VTPLayer 7, 0 VTPNumTexturesInLayer 2, 0 VTPTextureId 0, 0 VTPPolyCount 1, 0;;; VTPPolyMethod2 4, 0, 0 VTPPointXY2 11985, 4845 VTPPointXY2 12240, 4845 VTPPointXY2 12240, 5100 VTPPointXY2 11985, 5100 VTPTextureId 1, 0 VTPPolyCount 2, 0;;; VTPPolyMethod2 4, 0, 0 VTPPointXY2 11986, 5100 VTPPointXY2 12240, 5100 VTPPointXY2 12240, 5355 VTPPointXY2 11985, 5355;;; VTPPolyMethod2 3, 0, 0 VTPPointXY2 11986, 5100 VTPPointXY2 11985, 5355 VTPPointXY2 11985, 5100 datamark_v1 label word VTPDataArea 1, 1, 0, 0 VTPLayer 7, 0 VTPNumTexturesInLayer 2, 0 VTPTextureId 2, 0 VTPPolyCount 1, 0;;; VTPPolyMethod2 4, 0, 0 VTPPointXY2 4080, 4845 VTPPointXY2 4335, 4845 VTPPointXY2 4335, 5100 VTPPointXY2 4080, 5100 VTPTextureId 3, 0 VTPPolyCount 1, 0;;; VTPPolyMethod2 4, 0, 0 VTPPointXY2 4335, 4845 VTPPointXY2 4590, 4845 VTPPointXY2 4590, 5100 VTPPointXY2 4335, 5100 datamark_v2 label word;----------------------------------------------Cellv_396_79 EQU VTPCellID 0, 396, 79Cellv_397_79 EQU VTPCellID 0, 397, 79;---------------------------------------------- VTPIndexStart label word VTPIndexHeader 2, VTPIndexData, VTPStart VTPIndexData label word VTPIndexEntry Cellv_396_79, VTPStart, datamark_v0, datamark_v1 VTPIndexEntry Cellv_397_79, VTPStart, datamark_v1, datamark_v2;-----------------------------TextureStart label word VTPTextureListHeader 4, TextureIndexStart, TextureDataStart, TextureDataEndTextureIndexStart label word VTPTextureListEntry TextureDataStart, texturemark_0, texturemark_1 VTPTextureListEntry TextureDataStart, texturemark_1, texturemark_2 VTPTextureListEntry TextureDataStart, texturemark_2, texturemark_3 VTPTextureListEntry TextureDataStart, texturemark_3, texturemark_4TextureDataStart label word texturemark_0 label word VTPTextureName "011200332211133su.bmp" VTPTextureType 0, 0, 0, 4 texturemark_1 label word VTPTextureName "011200332211311su.bmp" VTPTextureType 0, 0, 0, 4 texturemark_2 label word VTPTextureName "011200332300022su.bmp" VTPTextureType 0, 0, 0, 4 texturemark_3 label word VTPTextureName "011200332300023su.bmp" VTPTextureType 0, 0, 0, 4 texturemark_4 label wordTextureDataEnd label word; ------------------------------VTPEnd label word

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Hi,If you want to compare here is the code to generate 9 Areas in 3 different Cells using vtp method 2.Kind Regards, Luisinclude TDFMacros.incinclude TDFheaders.incVTPm2CUSTOM Macro AreaX, AreaY, Layer, bReplace, TextureID WORD ( AreaY * 800h ) + ( AreaX * 40h ) + ( 1 * 20h ) + 1 BYTE ( bReplace * 80h ) + Layer BYTE ( 0 * 80h ) + 1 BYTE ( 0 * 80h ) + TextureID BYTE ( 0 * 80h ) + 1 BYTE ( 0 * 40h ) + ( 0 * 20h ) + 4 WORD AreaX * 255 + 4080 WORD AreaY * 255 + 4080 WORD AreaX * 255 + 4335 WORD AreaY * 255 + 4080 WORD AreaX * 255 + 4335 WORD AreaY * 255 + 4335 WORD AreaX * 255 + 4080 WORD AreaY * 255 + 4335EndMBGLHeader 34, 32, -15, -18, TerrainHeaderStart, VTPHeaderVTPHeader label wordVTPFileHeader 256, VTPIndexStart, TextureStart, VTPEndVTPStart label word;Cell_348_162 Area Datadata_start_0 label wordVTPm2CUSTOM 2, 26, 5, 1, 0VTPm2CUSTOM 3, 26, 5, 1, 0VTPm2CUSTOM 4, 26, 5, 1, 0 data_end_0 label word; Cell_347_163 Area Datadata_start_1 label wordVTPm2CUSTOM 26, 0, 5, 1, 0VTPm2CUSTOM 27, 0, 5, 1, 0VTPm2CUSTOM 28, 0, 5, 1, 0data_end_1 label word; Cell_348_163 Area Datadata_start_2 label wordVTPm2CUSTOM 0, 0, 5, 1, 0VTPm2CUSTOM 1, 0, 5, 1, 0VTPm2CUSTOM 2, 0, 5, 1, 0data_end_2 label wordCell_348_162 EQU VTPCellID 0, 348, 162Cell_347_163 EQU VTPCellID 0, 347, 163Cell_348_163 EQU VTPCellID 0, 348, 163VTPIndexStart label wordVTPIndexHeader 3, VTPIndexData, VTPStartVTPIndexData label wordVTPIndexEntry Cell_348_162, VTPStart, data_start_0, data_end_0VTPIndexEntry Cell_347_163, VTPStart, data_start_1, data_end_1VTPIndexEntry Cell_348_163, VTPStart, data_start_2, data_end_2TextureStart label wordVTPTextureListHeader 1, TextureIndexStart, TextureDataStart, TextureDataEndTextureIndexStart label wordVTPTextureListEntry TextureDataStart, texturemark_1, texturemark_2TextureDataStart label wordtexturemark_1 label wordVTPTextureName "252"VTPTextureType 1, 0, 0, 4texturemark_2 label wordTextureDataEnd label wordVTPEnd label word

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Hi knnygar.The only way you will get CUSTOM autogen is to use the texture name '252' or '253'. Those numbers will place the CUSTOM textures as well, providing they have the right name... the name locates the texture.As Luis' code indicates, the CUSTOM can be placed byusing a macro and BGLC code to place them covering a whole LOD13 Area... or you can use a program like Ground2K to place them as any shaped poly... and the sim will tile the textures, and mask them to the shape you draw.I noticed the version of Ground2K you are using is a bit dated. Christian has uploaded a new version ( Ground2K4_v5 ) to the library here at AVSIM.Dick

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