A small project to get better with surface tiles and understanding how it works, use that knowledge in other bigger projects and hopefully to be useful to others. Auch/Gers (formerly Auch/Lamothe) is an airfield straight north of the Auch city, west of Toulouse. It features a 1900x30 meters paved runway, which is huge given there's currently no commercial airlines. The airfield is open to private pilots, including buisness jets, and also features a gliding school.
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First the Earth HD textures are Level 13 global coverage. We can go up to Level 19.
So I tried to use Jarmonik Terrain Toolkit, on a separate install with the D3D9 Client version that works with it. It can be be useful, but no magic, it has issues lining up the tiles in a seamless way. What it does very well are the calculations that gives you the long/lat data translated in the Orbiter texture folder system, and even visualize those "squares" in-game. Which is something. The feature I miss is the "auto-blend" with surrounding lower/higher resolution tiles, but that's something we can do "by the hand".
I don't recommend using the import tool. And after all, we don't really need it once we have the correct data. I copy down the long/lat data then add faint markers in Google Earth. Then adjust view, print screen, paste in an image editing software, then crop and resize to 512x512 pixels, DDS (DTX1 seem to work) format. From there if that work has been done properly, the tiles should display in-game as expected. So far I've been rather successful doing it that way, the tiles match nicely. Here the runway is Level 16.


Aéroport Auch-Gers
Aéroport Auch-Gers, Ош (город, Франция). Отметки "Нравится": 1 055 · Обсуждают: 14 · Посетили: 553. Code OACI : LFDH. Code IATA : AUC. Aéroport ouvert à la CAP. Altitude : 411 pieds.

First the Earth HD textures are Level 13 global coverage. We can go up to Level 19.
So I tried to use Jarmonik Terrain Toolkit, on a separate install with the D3D9 Client version that works with it. It can be be useful, but no magic, it has issues lining up the tiles in a seamless way. What it does very well are the calculations that gives you the long/lat data translated in the Orbiter texture folder system, and even visualize those "squares" in-game. Which is something. The feature I miss is the "auto-blend" with surrounding lower/higher resolution tiles, but that's something we can do "by the hand".
I don't recommend using the import tool. And after all, we don't really need it once we have the correct data. I copy down the long/lat data then add faint markers in Google Earth. Then adjust view, print screen, paste in an image editing software, then crop and resize to 512x512 pixels, DDS (DTX1 seem to work) format. From there if that work has been done properly, the tiles should display in-game as expected. So far I've been rather successful doing it that way, the tiles match nicely. Here the runway is Level 16.

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