Hi Jean.
To further clarify my thinking about organizing terrain addons..,
For FS9, Ultimate Terrain subdivided their HP ( watermasks ) into 1/4 LOD5 areas... basically LOD6-sized. And subdivided their roads and rails into 1/64 LOD5... LOD8-sized areas.
The naming for HP files was like HP950150A.bgl, HP950150B.bgl, HP950150C.bgl, HP950150D.bgl
A | B
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C | D
This seems like a good idea to me. I did a similar thing for my LOD2 sized wartermasks.
This changed for lines. They used LOD8 cells to define their lines. Cells are numbered 0-63.
For the roads it was like RD950150-0000.bgl ( start position 0, end position 0 covering 1 LOD8 cell )... RL950150-2123.bgl ( start position 21, end position 23 covering 3 LOD8 cells ) .
I'm not actually recommending that naming convention, but as you can see, Ultimate Terrain had a LOT of separate files for a single LOD5 area... each sliced neatly by LOD8 cells for lines. While ground2k cannot slice neatlly, you can make file slightly larger than LOD8, then decompile them through LWMViewer, alter the ASM files to compile only the exact cell, and recompile. So LOD8-only compilation is very possible, and probably desired.
An Ultimate terrain folder contains over 1000 bgls! And the sim sorts them out nicely. So that method works. The only caution is that the more lines we have, the more framerate taxing, because of the texture calls. Watermasking doesn't do this so much, as there are no textures in those files.
The problem would be to get your image sources, or BLN files to be arranged as LOD8-sized or slightly larger.
This is all just a suggestion. But if we confine our terrain packages to LOD5 naming, with 'subnames' as fractions of the LOD5, or even better as exact LOD8s, then we'd all know what areas the package covers. It's just a matter of slicing the files neatly and naming them with some organization. In this case, a package could be just a few LOD8 cells, but still could go into a "universal" LOD5 folder, that other developers could still use.
We could just as easily use FSX naming conventions and organization.
They are ordered by our LOD2-sized folders ( "CST" in CFS2 ), and LOD5-sized files... which could be further sliced to logical fractions of LOD5-sizes or LOD8s like Ultimate Terrain.
And I like this idea of having folders of the LOD2 size to hold the BGLs. It's just a lot more organised.
If everyone kept to LOD8-sized files ( or neat multiples of LOD8s ), with LOD5 naming ( and LOD8 subnames ) we could combine different developers work into the same "CST" folders without stepping on each others toes too much.
The watermasks I made are meant to be overwritten by better files... I 'm just hoping for an organised way of doing this.
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In the next few weeks I'd like to have a web utility to grab Google map images of a convienient LOD8 size for Ground2K... the images would most likely have to be a bit larger than LOD8... but Ground2K has red border lines to show us the exact extents of the display. That would solve one problem.
Luis Sa has a similar solution:
http://www.ptsim.com/sbuilder/gmaps.htm
But I'm going to try to figure the math to get the display about LOD8 in size.
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Sander grabbed his water masking from FS9 as an image of the LOD5-sized 'HP' BGL, then converted it to a vector, then built a Ground2K LWM file, then compiled it.
He could easily have decompiled the FS9 watermasks with LWMViewer, converted the ASM files to CFS2 waterpolys with ConvCFS2, and had his files. There may be some problem with the direct conversion of Microsoft's polys, but if they are freeware, for another non-competing Microsoft program, I'm not seeing much of a difference from what Sander did.
Sander also used SBuilder to decompile road and rail lines as BLN files, and then build LWM files for Ground2K to recompile as CFS2 lines. I think he could have done this with shores as well. Again, was this all legal and ethical? Microsoft has not commented on it. As long as it's freeware and for a non-competing Microsoft product, I would assume they don't mind, but I'm not a lawyer.
Taking Ultimate Terrain polys or lines in this manner most probably would raise a problem! I don't think this would be ethical. Alan had to buy his data, and I don't think he'd like it copied. A developer could ask him... but I did ask if he would consider releasing a CFS2 version of just his water, and I never recieved a reply... and that means NO to me. It may be Alan was licensed for only FS9 usage, and a CFS2 version would violate his agreements. You could make conversions for your use, using LWMViewer, or SBuilder/CFS2AutoCoast/Ground2K... but I wouldn't distribute them!
The idea of Google images or Windows Live images as a background image has never been challenged by them. With a little manipulation, map images could be auto-processed by slartibartfast into waterpolys. ( Using photoshop you could fill everything but water with white, and make the water black, and fill in skips in the water where text or lines crossed... ).
Shorelines can be made from Slartibartfast, but I think it would be a lot of work to convert them to usable BLN files for processing with Ground2K... better to just draw them on a background image. Roads are also just better drawn.
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Christian Fumey lost the old VB6 code that dealt with CFS2 lines and water.

That's why it was stopped in his program. And bluntly, there are only a very few developers that work in CFS2 ( certainly less than 10 worldwide ). So there was never a big demand for including it.
SBuilder for FS9 uses SCASM... and SCASM code was never made to handle CFS2 masking, lines and polys. This is because ther was never an SDK released for it, and I'm sure SCASM's author never got more than one request to include it ( my request ).
SBuilderX is just for FSX. We could bug Luis for a SBuilderCFS2, but I don't think this would interest him. I don't think he owns CFS2, and may not approve blowing things up as we do.
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So that's the future as I see it. We can try to keep some organization, maybe develop some simple means of grabbing background images of a logical size. We can keep our eyes open for sources of decent line data.
We can draw lines in SBuilder, and export them to Ground2k using Sander's techniques, and make watermasks using either slartibartfast , SBuilder, or Ground2K,
Currently, Sander's line techniques are the best available.
Dick