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Problems with coordinates and bitmap size...

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Hi all,I have an image which is 6144 wide x 4608 tall, which is the airport tarmac and surroundings...I had displayed and aligned the bitmap on FS2002 by using the old LoadBitmap method. I went into FS2002 and slewed to the edges (extents) of the image and the sim displayed the following coordinates:Northern Extent: N18 26.08Southern Extent: N18 25.94Western Extent: W66 0.97Eastern Extent: W65 59.23The above coordinates are the exact ones as displayed bby FS2002 and my image is properly aligend with the runways and all...My questions are:1. How would I enter the above coordinates in a manner where TB will properly read them... No matter how different I type them in, they will never stay exactly as shown...2. I want to create the terrain using the above bitmap but it says that it needs to be exactly at 4.8m/pixels... Since my image is 6144 x 4608, into what size should I resize to make this image a 4.8m/pixels image with the coordinates mentioned above??Thanks for any help people!

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Efrain, if this bitmap is just the airport and immediate area, then it may be too small to even diaply using the core processes that terrabuilder uses....but....to get started we definitely have to get you resized to 4.8m/pixel.Dealing with the degrees I find messy, cuz the m/degree is a variable in the horizontal direction, so I prefer to work with the runway dimensions in your photo. You either know this dimension or can find it, right? Then measure the number of pixels used by the runway in your photo and divide the runway's length in M by that number of pixels. If you can only determine the number of pixels vertical and horizontal, then calculate the hypotenuse as Distance= the square root of (vertical^2 +horizontal^2).Now you know where you are...lets say you get 2.5 m/pixel. to get to 4.8 m/pixel we realize that the number of meters isn't going to change, so the pixel count in your image is directly proportional to the ratio between the now resolution and the new resoltuion, so that ratio here would be 2.5/4.8. You multiply that fraction with your current photo size and you know what you wish to see it resized to...so...if your photo is 6144 wide x 4608 and your current resolution is X m/pixel, then your 4.8 m/pixel image would be sized to:6144 * (X/4.8) by 4608 * (X/4.8)hope this helps.Bob Bernstein

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Hi Bob!Your post was awesome! I had done that formula before when I was using Airport 2.6 and wanted to use a background map... Ok, after doing this, I have come to the conclusion that this is NOT the way to go.. I had to reduce my bitmap from 6144x4608 down to 2573x1930 and the quality was very bad for what I wante to accomplish...This means that I will have to continue with the square ground polygon methods...Bob, I created a grid of ground polygons that make up the airport's tarmac... I made it for FS2000 using the good old LoadBitmap and TexPoly method and it worked wonderfully.. But now I want to make my new airport FS2002/FS2004 compatible but I am having problems where now my bitmap shows a SEAM where the square bitmaps meet side by side...Here is the CODE I am using, maybe you could help me.. Thanks my friend...******************************************************************Set( BUF 1024 )Set( LINBUF 1024 )set( areamx 1024 )set( fsvers 0x800 )Area( C 18:26.08104 -066:0.82802 11 )LayerCall( :R1 12 )Jump( : ) :R1RefPoint( 7 :A3 1 18:26.08104 -066:0.82802 v1= 11112 V2= 4224 )BglVersion( 800 )TextureList( 0 6 ff 255 255 255 0 50 1.bmp 256 ff 255 255 255 0 50 1_lm.bmp 6 ff 255 255 255 0 50 2.bmp 256 ff 255 255 255 0 50 2_lm.bmp 6 ff 255 255 255 0 50 3.bmp 256 ff 255 255 255 0 50 3_lm.bmp 6 ff 255 255 255 0 50 4.bmp 256 ff 255 255 255 0 50 4_lm.bmp 6 ff 255 255 255 0 50 5.bmp 256 ff 255 255 255 0 50 5_lm.bmp 6 ff 255 255 255 0 50 6.bmp 256 ff 255 255 255 0 50 6_lm.bmp 6 ff 255 255 255 0 50 7.bmp 256 ff 255 255 255 0 50 7_lm.bmp 6 ff 255 255 255 0 50 8.bmp 256 ff 255 255 255 0 50 8_lm.bmp 6 ff 255 255 255 0 50 9.bmp 256 ff 255 255 255 0 50 9_lm.bmp 6 ff 255 255 255 0 50 10.bmp 256 ff 255 255 255 0 50 10_lm.bmp 6 ff 255 255 255 0 50 11.bmp 256 ff 255 255 255 0 50 11_lm.bmp 6 ff 255 255 255 0 50 12.bmp 256 ff 255 255 255 0 50 12_lm.bmp 6 ff 255 255 255 0 50 13.bmp 256 ff 255 255 255 0 50 13_lm.bmp 6 ff 255 255 255 0 50 14.bmp 256 ff 255 255 255 0 50 14_lm.bmp 6 ff 255 255 255 0 50 15.bmp 256 ff 255 255 255 0 50 15_lm.bmp 6 ff 255 255 255 0 50 16.bmp 256 ff 255 255 255 0 50 16_lm.bmp 6 ff 255 255 255 0 50 17.bmp 256 ff 255 255 255 0 50 17_lm.bmp 6 ff 255 255 255 0 50 18.bmp 256 ff 255 255 255 0 50 18_lm.bmp 6 ff 255 255 255 0 50 19.bmp 256 ff 255 255 255 0 50 19_lm.bmp 6 ff 255 255 255 0 50 20.bmp 256 ff 255 255 255 0 50 20_lm.bmp 6 ff 255 255 255 0 50 21.bmp 256 ff 255 255 255 0 50 21_lm.bmp 6 ff 255 255 255 0 50 22.bmp 256 ff 255 255 255 0 50 22_lm.bmp 6 ff 255 255 255 0 50 23.bmp 256 ff 255 255 255 0 50 23_lm.bmp 6 ff 255 255 255 0 50 24.bmp 256 ff 255 255 255 0 50 24_lm.bmp )MaterialList( 0 1.0 1.0 1.0 1.0 0.4 0.4 0.4 1.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 1.0 0.0 )VertexList( 02048 0 1536 0.0 1.0 0.0 0.0 0.0 ; 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#V00073 1280 0 1024 0.0 1.0 0.0 1.0 1.0 ; #V00074 1280 0 768 0.0 1.0 0.0 1.0 0.0 ; #V00075 1280 0 768 0.0 1.0 0.0 0.0 0.0 ; #V00076 1280 0 1024 0.0 1.0 0.0 0.0 1.0 ; #V00077 1536 0 1024 0.0 1.0 0.0 1.0 1.0 ; #V00078 1536 0 768 0.0 1.0 0.0 1.0 0.0 ; #V00079 1536 0 768 0.0 1.0 0.0 0.0 0.0 ; #V00080 1536 0 1024 0.0 1.0 0.0 0.0 1.0 ; #V00081 1792 0 1024 0.0 1.0 0.0 1.0 1.0 ; #V00082 1792 0 768 0.0 1.0 0.0 1.0 0.0 ; #V00083 1792 0 768 0.0 1.0 0.0 0.0 0.0 ; #V00084 1792 0 1024 0.0 1.0 0.0 0.0 1.0 ; #V00085 2048 0 1024 0.0 1.0 0.0 1.0 1.0 ; #V00086 2048 0 768 0.0 1.0 0.0 1.0 0.0 ; #V00087 2048 0 768 0.0 1.0 0.0 0.0 0.0 ; #V00088 2048 0 1024 0.0 1.0 0.0 0.0 1.0 ; #V00089 2304 0 1024 0.0 1.0 0.0 1.0 1.0 ; #V00090 2304 0 768 0.0 1.0 0.0 1.0 0.0 ; #V00091 2304 0 768 0.0 1.0 0.0 0.0 0.0 ; #V00092 2304 0 1024 0.0 1.0 0.0 0.0 1.0 ; #V00093 2560 0 1024 0.0 1.0 0.0 1.0 1.0 ; #V00094 2560 0 768 0.0 1.0 0.0 1.0 0.0 ; #V00095 )SetMaterial( 0 00 )Dwx( ac 1 )DrawTrilist( 0 2 1 0 ; 3 2 0 ; )Dwx( ac 0 )SetMaterial( 0 02 )Dwx( ac 1 )DrawTrilist( 0 6 5 4 ; 7 6 4 ; )Dwx( ac 0 )SetMaterial( 0 04 )Dwx( ac 1 )DrawTrilist( 0 10 9 8 ; 11 10 8 ; )Dwx( ac 0 )SetMaterial( 0 06 )Dwx( ac 1 )DrawTrilist( 0 14 13 12 ; 15 14 12 ; )Dwx( ac 0 )SetMaterial( 0 08 )Dwx( ac 1 )DrawTrilist( 0 18 17 16 ; 19 18 16 ; )Dwx( ac 0 )SetMaterial( 0 10 )Dwx( ac 1 )DrawTrilist( 0 22 21 20 ; 23 22 20 ; )Dwx( ac 0 )SetMaterial( 0 12 )Dwx( ac 1 )DrawTrilist( 0 26 25 24 ; 27 26 24 ; )Dwx( ac 0 )SetMaterial( 0 14 )Dwx( ac 1 )DrawTrilist( 0 30 29 28 ; 31 30 28 ; )Dwx( ac 0 )SetMaterial( 0 16 )Dwx( ac 1 )DrawTrilist( 0 34 33 32 ; 35 34 32 ; )Dwx( ac 0 )SetMaterial( 0 18 )Dwx( ac 1 )DrawTrilist( 0 38 37 36 ; 39 38 36 ; )Dwx( ac 0 )SetMaterial( 0 20 )Dwx( ac 1 )DrawTrilist( 0 42 41 40 ; 43 42 40 ; )Dwx( ac 0 )SetMaterial( 0 22 )Dwx( ac 1 )DrawTrilist( 0 46 45 44 ; 47 46 44 ; )Dwx( ac 0 )SetMaterial( 0 24 )Dwx( ac 1 )DrawTrilist( 0 50 49 48 ; 51 50 48 ; )Dwx( ac 0 )SetMaterial( 0 26 )Dwx( ac 1 )DrawTrilist( 0 54 53 52 ; 55 54 52 ; )Dwx( ac 0 )SetMaterial( 0 28 )Dwx( ac 1 )DrawTrilist( 0 58 57 56 ; 59 58 56 ; )Dwx( ac 0 )SetMaterial( 0 30 )Dwx( ac 1 )DrawTrilist( 0 62 61 60 ; 63 62 60 ; )Dwx( ac 0 )SetMaterial( 0 32 )Dwx( ac 1 )DrawTrilist( 0 66 65 64 ; 67 66 64 ; )Dwx( ac 0 )SetMaterial( 0 34 )Dwx( ac 1 )DrawTrilist( 0 70 69 68 ; 71 70 68 ; )Dwx( ac 0 )SetMaterial( 0 36 )Dwx( ac 1 )DrawTrilist( 0 74 73 72 ; 75 74 72 ; )Dwx( ac 0 )SetMaterial( 0 38 )Dwx( ac 1 )DrawTrilist( 0 78 77 76 ; 79 78 76 ; )Dwx( ac 0 )SetMaterial( 0 40 )Dwx( ac 1 )DrawTrilist( 0 82 81 80 ; 83 82 80 ; )Dwx( ac 0 )SetMaterial( 0 42 )Dwx( ac 1 )DrawTrilist( 0 86 85 84 ; 87 86 84 ; )Dwx( ac 0 )SetMaterial( 0 44 )Dwx( ac 1 )DrawTrilist( 0 90 89 88 ; 91 90 88 ; )Dwx( ac 0 )SetMaterial( 0 46 )Dwx( ac 1 )DrawTrilist( 0 94 93 92 ; 95 94 92 ; )Dwx( ac 0 )EndVersion:A3ReturnEndA********************************************************************

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Efrain:>>My questions are: >>1. How would I enter the above coordinates in a manner where >TB will properly read them... No matter how different I type >them in, they will never stay exactly as shown... >TB's coordinate entry box is one of the most sophisticated, if I may say :D - it is flexible enough to take almost any format, properly annotated.You would enter yours as:18:26.0818:25.94-66:0.97-65:59.23Notice that in DMS format, ":" delimits degrees, minutes and seconds. In the case above: You can still omit seconds and enter minutes in decimal!>2. I want to create the terrain using the above bitmap but >it says that it needs to be exactly at 4.8m/pixels... Since >my image is 6144 x 4608, into what size should I resize to >make this image a 4.8m/pixels image with the coordinates >mentioned above?? When you create your scenery WITH CORRECT EXTENTS, simply activate "Scenery Issues" button in hte upper right corner of TerraBuilder workspace. In it there are precise dimensions on your image if it is to be exactly 4.8 m/pix. Save project, exit, load your bitmap into Paint program, resize to specifications and simply reload the project. You will notice that your scenery is now 4.8 m/pix in both horizontal and vertical dimensions.

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