Discussion Tile making

Good news. I found the reason of the issue, that's the grey edge on the mask alpha channel:

Без імені.png

I don't now why it happens, it may be related with how ImageMagick crops my tiles.

I have to manually open mask tiles of levels 14-15 with Photoshop, go to alpha channel and paint these grey border with white. That's the solution (top right mask tile is fixed):

Без імені2.png

So it's not related to 512 and 1024 sizes. By the way, all these surface and mask four tiles (of level 15) have the same resolution of 512. So, the update is coming.
 
So it was feathering from saving, I even thought of that and checked your images but the edges looked sharp, didn't think of checking the alpha on the mask though🤦‍♂️.
Glad you found it.:)
 
First, you need a source map for the area you want to create surface tiles for.

Then, you may use a BAT script descriped on page 2 of this thread or the algorithm that @Buck Rogers mentioned in the thread you linked above.
 
So where do I find one? The specific area I want to create the tiles for is the Paris region, particularly the Place de la Concorde and the area surrounding it.


Enter 'Place de la Concorde, Paris' in the field

1758032349590.png
 

Enter 'Place de la Concorde, Paris' in the field

View attachment 45114
Okay, so where do I go from there?

Sorry, it's just that I've never made surface tiles before, so I'm really out of my depth here.
 
So where do I find one? The specific area I want to create the tiles for is the Paris region, particularly the Place de la Concorde and the area surrounding it.
Generally, anywhere you want. Satellite maps. I described my approach on page 2 of this thread.
 
So, I went to the link N_Molson provided, and this is the part of the city that I need to get done:

ParisSatellite.jpg
 
At some point you need to find the exact decimal long/lat coordinates of the tile you want to do.

A set of 2 coordinates should be enough to define a square (2 corners from a diagonal).
 
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At some point you need to find the exact decimal long/lat coordinates of the tile you want to do.

A set of 2 coordinates should be enough to define a square (2 corners from a diagonal).
The co-ordinates, at least for the base itself, are 2.32113 (long.), 48.8655 (lat.).

For the time being, I'm seeing if the tiles included in this add-on are still workable. (Keep in mind, I'm still using Orbiter 2010.)
 
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OK, but you need to figure out the coordinates defining the tiles covering the place you want to make.

For that you have to know which 'level' you want to use, and plan things ahead. You'll need to get a bit familiar with the 'QuadTree' system Orbiter uses.
 
OK, but you need to figure out the coordinates defining the tiles covering the place you want to make.

For that you have to know which 'level' you want to use, and plan things ahead. You'll need to get a bit familiar with the 'QuadTree' system Orbiter uses.
Here are the parameters given in the base's configuration file, using the tiles from aforementioned add-on:

BEGIN_SURFTILELIST
4 51 1111 1
4 51 1112 1
4 52 1111 1
4 52 1112 1
4 53 1111 1
4 53 1112 1
END_SURFTILELIST

Essentially, what I need are new, higher resolution versions of the tiles for the areas in question.
 
Oh but this is from the 'old' tile system. Things changed from Orbiter 2016, you no longer need to declare the tiles in the .cfg files. The idea is that you turn the satellite images into .dds textures and these must have very specific names which tells Orbiter their 'level' and where to draw them on the planet. Tiles are no longer related to surface bases, they are rendered at the planet level.

So what is super important for this to work is to 'cut' the texture files correctly from the satellite imagery. And to get familiar with how the system works and the naming conventions.
 
Oh but this is from the 'old' tile system. Things changed from Orbiter 2016, you no longer need to declare the tiles in the .cfg files. The idea is that you turn the satellite images into .dds textures and these must have very specific names which tells Orbiter their 'level' and where to draw them on the planet. Tiles are no longer related to surface bases, they are rendered at the planet level.

So what is super important for this to work is to 'cut' the texture files correctly from the satellite imagery. And to get familiar with how the system works and the naming conventions.
Okay, I kind of got distracted by some other project. Anyway, I'm personally thinking the tiles for the Paris region should be of a similar resolution as those included in LadyCrousette's Toronto add-on. The problem is, not only do I have zero idea how to extract the images from the aforementioned link or even create my own tiles, but I'm also personally convinced that if I tried to, I'd just botch it up horribly.
 
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