Aircraft that appear on the source ground texture are mostly patched over by Microsoft.
When replacing an airfield I observed:
While project is loaded the patches disappear and the planes are visible
After packaging and installing the patches were there again
This recently changed and now the airplanes are visible on the ground texture with newer versions of my airfield. It might have happened when I discovered the “ToDelete” flags in the airport-Properties and activated them all.
Does anybody know, how these patches are controlled? Can I create patches manually as well?
I don’t know. I’m trying to enhance an airport (LFMA) using Google Earth decoder.
My problem is that on google image there are a lot of planes parked (too many) and when creating the scenery there are present. More than that, a lot are half buried in the ground !
How to get rid of these ? How to hide them ? May be applying a patch over ? But how ?
I tried with polygon+texture… weird ! Texture applies on the ground… but not over planes ! They still are visible ! I should say the wrecks are visible !
If you’re creating your own textures couldn’t you just use any image manipulation program to patch manually over the airplanes? Like GIMP, Photoshop etc.
Here 2 images from Google earth that show aircraft on tarmac. We can see that they are in 3D, that causes problem in SDK ! They look like wrecks in an aircraft cimetery… How to get rid of ??
Well, your problem seems to be a photogrammetry problem, not a texture one.
In your workflow, does the data ever pass an editor? Or is it at some stage saved in a format that could be loaded in an editor?
The patch doesn’t make grass grow, so there is now a plane shaped hole. Also, the grass at the fringe is still influenced by the white color of the plane.
We still don’t know how to influence the 3d grass, right?