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SCASM PhotoScenery Problem

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Hi All:I have been using the FSArquitec program, from pouksim, which now is free.(or donationware)It have an option to create Photo Texture Grid that alows to have a background imagen, as a ground texture, so if you have a satelite photo or an aereal photo you can put ir easily on FS as a pohotreal texture.But even when I have set the proper alpha channel for the file, (where I set full black to the area where I don't want the imagen replicated on the FS, light grey where I want a semitransparent area basically for the taxyways and runways, and full white for the areas where I want the photo to be shown fully.When I compile the scenery using SCASM (or even FreeSC) the photo texture for the airport show perfect, but the PAPI or the runway lights at night seem to be below the photo texture, or not on the same intensity that the one set, or even flicks when on aproach.I have tried to set the Photo Terrain Grid, in all the layers (1,2 4, 8, 24) posible, but I have no change.The Runway and the PAPI Lights are codified trought the AFCAD on a diferent BGL.I Copy now the SCASM Code for the textures, the BMPS are 16 bit whit alpha (no mipsmaps, 4444 format).; Generated by FS Architect; Version 4.1 build 02; Thursday August 30, 2007; Hand editing this file will not change the Architect document ; from which it was assembled. Header( 1 -12:54:30.028880 -14:34:29.971120 -75:21:42.028906 -77:04:27.971094 ) LatRange( -14:34:29.971120 -12:54:30.028880 ); -----------------------------------------------------------------------------; Textured Grid: Photo Texture Grid 1 Area( b -13:44:39.956586 -76:13:16.192384 40 ) LayerCall( :layer 24 ) Jump( : ):layer RefPoint( rel :TagPhotoGrid 0.304800 -13:44:39.956586 -76:13:16.192384 v1= 65535 v2= 2964 ) RotatedCall( :rot 0 0 0.00 ) Jump( : ):rot LoadBitmap( 0 0 0 0 0 0 Pisco0000.bmp ) Points( 0 -3890 0 -4862 -1945 0 -4862 -1945 0 -2917 -3890 0 -2917 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0001.bmp ) Points( 0 -1945 0 -4862 0 0 -4862 0 0 -2917 -1945 0 -2917 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0004.bmp ) Points( 0 -3890 0 -2917 -1945 0 -2917 -1945 0 -972 -3890 0 -972 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0005.bmp ) Points( 0 -1945 0 -2917 0 0 -2917 0 0 -972 -1945 0 -972 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0006.bmp ) Points( 0 0 0 -2917 1945 0 -2917 1945 0 -972 0 0 -972 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0008.bmp ) Points( 0 -3890 0 -972 -1945 0 -972 -1945 0 972 -3890 0 972 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0009.bmp ) Points( 0 -1945 0 -972 0 0 -972 0 0 972 -1945 0 972 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0010.bmp ) Points( 0 0 0 -972 1945 0 -972 1945 0 972 0 0 972 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0011.bmp ) Points( 0 1945 0 -972 3890 0 -972 3890 0 972 1945 0 972 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0013.bmp ) Points( 0 -1945 0 972 0 0 972 0 0 2917 -1945 0 2917 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0014.bmp ) Points( 0 0 0 972 1945 0 972 1945 0 2917 0 0 2917 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0015.bmp ) Points( 0 1945 0 972 3890 0 972 3890 0 2917 1945 0 2917 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0017.bmp ) Points( 0 -1945 0 2917 0 0 2917 0 0 4862 -1945 0 4862 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0018.bmp ) Points( 0 0 0 2917 1945 0 2917 1945 0 4862 0 0 4862 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) LoadBitmap( 0 0 0 0 0 0 Pisco0019.bmp ) Points( 0 1945 0 2917 3890 0 2917 3890 0 4862 1945 0 4862 ) TexPoly( 0 32767 0 0 0 0 0 1 255 0 2 255 255 3 0 255 ) Return Return:TagPhotoGrid EndAI think that the problem may be here, but don't know where to touch.PS The Scenery is based on Pisco (SPSO) where was the earthquake on Peru and is Freeware.Helio Alberto Regalado MoreiraStar Peru Virtual

  • Commercial Member

Hi,It is not possible to get XML based scenery, like the AFCAD runways, on top of a SCASM based ground polygon. The XML stuff will always end up below it.So the only solution might be to make a hole in your textures so that these elements can show through. Or depending on the texture resolution you use, using resample to place the photo might also help.

Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

  • Author

Thanks a lot for the Answer.But How exactly do I create a Hole on the Texture? (for the PAPI I set full black alpha channel, but even so, the PAPI flicks irregulary)I've seen Colaiports SPIM (lima), which is payware, I think they use the same tecnic, but the XML Scenery shows above Photoscenery, so Lights are correctly Shown.Thanks again for the promp reply

  • Commercial Member

Hi,As you already made the alpha channel black, I guess the only option would be to make that black area a little bigger, but that might start to look weird.The only way to get the photo below the XML stuff is to place it with the resample tool from the terrain SDK. But it could very well be that the payware scenery is not using a XML style runway.

Arno

If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done.

FSDeveloper.com | Former Microsoft FS MVP | Blog

  • Author

You mean programing the runway whit SCASM manually?, up or below the code?How is the resample tool tecnic? mi column width and row height (on 512 x 512 pixel BMP) acording to FSArquitect is 1945 x 1945I have all the coordinated necesary (or the chance to get the coordinates easily)

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