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Holger

Improving Errored Desert Textures

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Thanks to Holger I was able to quickly color some of the Winter (WI)desert like textures provided by Microsoft to a more realistic coloring for my area near Pittsburgh, PA. Very unexciting task. See Below.Just to make sure that I am not off on a tangent, has Microsoft eliminated the blending of adjacent textures in FSX? On my system trees pop up at odd places within textures, some with very simple straight boundaries which is quite unrealistic. This seems to be a significant step backwards and a compromise for some unknown reason. There is a small example in the lower right corner of snow with one of the unreal straight edges.Dick near 5G8http://forums.avsim.net/user_files/161604.jpg


regards,

Dick near Pittsburgh, USA

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Hi Dick,glad to hear that you're making progress!As far as I know the blending masks are still being used though they may not be optimal in all cases, including the placement of autogen objects.What is different in FSX is that the seasons file now has the same resolution (LOD13) as the land class file. I noticed that the default seasons.bgl appears to be an upsampled version of the FS9 version with feathering showing along the edges of season definitions. That often leads to a checkerboard of two different seasons occupying alternate LOD13 vertices. I haven't tested this yet but maybe the blending of seasons doesn't work as well as blending of textures thus leading to straight edges. In your example you can see that the features (openings and forests) seem to continue on both sides of the line and its the seasonal aspect (snow vs no snow) that causes the hard edge.However, there may be other causes too. One way to check is to load seasons.bgl into TMFViewer and examine the exact spot.Cheers, Holger

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