by toprob » Fri Feb 20, 2009 5:05 pm
This really depends on how Maps2BGL builds the photoscenery -- there are two different ways, 'normal' photoreal compiled by resample.exe (with a fixed resolution of 4.8m/px for FS2004), or as VTP polys, which Sbuilder uses, and can have higher resolutions. I've always been under the impression that Maps2BGL uses the first method, which means that you can't include transparency. Any alpha mask would define the area as water.
FSX is a lot more flexible, in that 'normal' photo scenery can include a blend mask, as can have much higher resolutions. I think that Maps2BGL for FSX is a lot more flexible that the FS2004 version, for this very reason.
Last edited by
toprob on Fri Feb 20, 2009 5:06 pm, edited 1 time in total.