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I've just tried to open some files to start adding trees and all I get is a black square when I try to load the bmp into annotator.The scenery works in FS, so what would I have done to my bmp's to make them so that annotator doesn't see them?

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Hi,I am not sure (and I don't think anyone else is) what exactly are you using to add trees. And what exactly is "annotator"? Are you using TB to add trees? That will not work. TerraBuilder does not support SDK-type macros or Autogen editing.

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Misho - Annotater is a tool from the Autogen SDK which is a standalone program. It allows you to view a tile of scenery - be it custom class or other, and overlay autogen on top... The scenery edit "AutoGenious" was created using this to edit and re-align the default scenery's autogen. This program creates the .AGN file which is the source of all things autogen....Using it, I have sucessfully overlaid Autogen on Terrascene/TerraBuilder scenery - the PROBLEM is that you have to manually annotate EACH and every scenery tile... 1024 for a LOD8 section... a squatload of work for autogen. I am personally annotating a few squares around the airports within my TerraBuilder scenery, giving them less of a "desert plain" look and more of the depth we saw using default scenery. You forget how much it adds until you put autogen back in your terrabuilder scenery!Laurence - Is the scenery you are trying to annotate in the compressed format (appx 43k each tile), or is it the larger (appx 192k each tile) uncompressed BMP's... If you can view it in Paint, it is uncompressed. I have 100% successful results using the DXT3 compressed formatted BMP's that TerraBuilder automatically creates for me - they load up in Annotater just fine. You may want to check the type of BMP you're using. Second, I've noticed that if you are using alpha layers for water, it blacks out the water area - are you opening a completely watered tile? I'd check the format of the BMP first... I believe annotater requires it to be in the DXT3 compressed format.Sadly, TerraBuilder does this automatically for me, so I don't really know how to convert them if they are not...Best of luck! You CAN get it to work! (and the results are great!) -GregAutogen SDK found here...http://zone.msn.com/flightsim/FS02DevDeskSDK07.asp

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Yes a friendly gentleman had also pointed out about water :)I've now found it, and wondering why I chose a densely forested area :)

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I was back having a wander through this forum after a long absence. This trhread caught my eye. My old post from a year ago is still relevant I think. The method certainly saved me many hours of toil.>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>I thought some of you may be looking for easier ways of populating custom/photorealistic textures with Autogen scenery than doing them all one by one using the MS tool. I have used the following method to quickly populate tiles ( isn't as complicated as it looks when you write it down ).............A. Generate textures as per usual.B. create a list of the bmp files. I used to have a cool 'send to list' tool but now had to resort to printing an archive of a zip file to a txt document.C. Decide on 5 to 10 texture types that will do your scenery justice. In my case grass, suburb, pine, 18scrub, 38scrub...etc. Put them in a working directory and name them correctly eg grasssu.bmp ( note the ???su.agn format )D. Use the ms tool to generate the agn files for the above types. to give you for eg. grassan.agn, suburban.agn, pinean.agn, 18scruban.agn, 38scruban.agn...etc.E. CLean up the text list from B. to give you a column of the bmp file names stripped to remove the su.bmp part. You can do this a number of ways but I just import the txt file into XL and use the delimited option with S as a delimiting character.F. Import the cleaned up list into a spreadsheet in the first column. See ex speadsheet below.G. Using convim ( or similer veiwer ) veiw the bmp files of your base textures one by one ( or in groups depending on your memory ) and assign a shortcut type for each. In my case g, s, p, 1, 3, etc. Record these 'on the fly' in the next column of your spreadsheet. The attached screenshot shows this. The PSP window is of the original base image in case I had to check where I was. If you have 2 computers or a mate to call them out it is even quicker. The advantage of using Convim is that you just arrow down and make a call, you don't have the open file saga you do with the MS agn tool.H Use a lookup table ( or logical function ) in the XL sheet to generate the appropriate agn type for each bmp file.( you only do this once when setting up the spreadsheet)I. Use XL functions ( you only do this once when setting up the spreadsheet) to generate a series of 'copy XXX.agn YYY.agn' rowsJ. Copy the rows above ( from D on in my sheet )and dump in a txt file and save with a bat extension.K. Run the bat file from the working directory from E.L. You will generate a series of .agn files. Copy these to the texture directory of your original scenery.M. open up MSFS and check for any that give you real grief ( highrise in the lake ! ) and go back using the MS tool on this texture only to modify.If you are unhappy with the autogen for a type in general you only have to modify the base agn in your working directory and go from step K. above.Hope this helps someone.With the programming brains in this group I'm sure a cute little utility do do the above ie. assign agn types from a library to textures using one keystroke will not be far away. In the meantime my spreadsheet is available at http://members.ozemail.com.au/~paeet/texlist.zip for anyone who wants it.regards Patrick F

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