arma2:terrain:l3dt
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revisionNext revisionBoth sides next revision | ||
arma2:terrain:l3dt [2012/07/31 10:47] – added tips header. snakeman | arma2:terrain:l3dt [2020/05/14 06:07] – updated to imagemagick v7.0.10-11 snakeman | ||
---|---|---|---|
Line 1: | Line 1: | ||
====== L3DT ====== | ====== L3DT ====== | ||
- | Using L3DT to create terrain for ArmA 2. | + | Using [[http:// |
You can export the final Texture Map directly and use as a Sat_lco... | You can export the final Texture Map directly and use as a Sat_lco... | ||
Line 10: | Line 10: | ||
One point to watch when exporting the AM layer is to switch it to color output - otherwise you'll be deeply disappointed... (options button in the save as dialog - change " | One point to watch when exporting the AM layer is to switch it to color output - otherwise you'll be deeply disappointed... (options button in the save as dialog - change " | ||
- | |||
- | That's how to export the relevant images... is that what you were wanting? | ||
- | |||
- | I wrote a PM a little while back where I woefully under summarized basic L3DT usage... I'll paste the relevant chunk of it here as an easy way out of having to type any more (bedtime )... | ||
Once you have made a height-field in there you can just save that - export height-field as .png - you make your own .pbl - its just a text file - adapt the tutorial one | Once you have made a height-field in there you can just save that - export height-field as .png - you make your own .pbl - its just a text file - adapt the tutorial one | ||
Line 20: | Line 16: | ||
Then you get to " | Then you get to " | ||
- | |||
- | As a demo of L3DT 3 color output you could check out the [[http:// | ||
...basically what it does is analyze your height map - decide where sand, rock, grass, etc needs to go - and it draws a map with colors where each of them go... sounds awful like a Mask_lco.... you can use it as one... | ...basically what it does is analyze your height map - decide where sand, rock, grass, etc needs to go - and it draws a map with colors where each of them go... sounds awful like a Mask_lco.... you can use it as one... | ||
Line 56: | Line 50: | ||
If this scares you off you can just open it with paint (or any other simple tool that does not support alpha channels) and save it. As poor paint does not get the alpha channels it saves it as a normal color as you know it and for that voila you can see it. | If this scares you off you can just open it with paint (or any other simple tool that does not support alpha channels) and save it. As poor paint does not get the alpha channels it saves it as a normal color as you know it and for that voila you can see it. | ||
+ | |||
+ | |||
+ | ====== L3DT With Visitor 3 ====== | ||
+ | |||
+ | Use a .png greyscale export from L3DT as your " | ||
+ | |||
+ | Later on, once you've been laying roads, etc - you might decide to use L3DT to tweak some areas - maybe for settlements, | ||
+ | |||
+ | Once your terrain is advanced a little - you'll find that that 2minute " | ||
+ | |||
+ | Initial .png export from L3DT - note your minimum and maximum heights exactly. Import into Visitor with same max and min in associated .pbl file. | ||
+ | |||
+ | For any subsequent terrain editing once work has progressed a bit. | ||
+ | |||
+ | * Export terrain as image from Visitor (you' | ||
+ | * Import .png into L3DT (use the exact max/min you wrote down). | ||
+ | * Edit terrain to little hearts content... | ||
+ | * Export as XYZ... | ||
+ | * Re-Import into Visitor..... | ||
+ | |||
+ | Subsequent imports of XYZ seem to work OK - but I've found the initial import should be a .png and .pbl setup - at least until you're happy with the overall heights, sea level, etc. | ||
+ | |||
+ | |||
+ | ====== Climate Colors ====== | ||
+ | |||
+ | Redo your climate so the different surfaces in the AM map have the bright primary colors you want to use in your Layers.cfg/ | ||
+ | |||
+ | When creating/ | ||
Line 69: | Line 91: | ||
Calculating 4096 heightfield with 10m cell size attributes / texture layer will be very very slow. More than 1 hour of processing. | Calculating 4096 heightfield with 10m cell size attributes / texture layer will be very very slow. More than 1 hour of processing. | ||
+ | |||
+ | |||
+ | ====== ImageMagick Mosaic Stitching ====== | ||
+ | |||
+ | How to create one satellite image out of L3DT saved mosaic tiles using [[arma2: | ||
+ | |||
+ | Save the attributes and texture layers in L3DT using 5 x 5 mosaic' | ||
+ | |||
+ | BTW Creating 20480 resolution attributes and texture with L3DT takes about 2 - 4hours depending on your computer speed. | ||
+ | |||
+ | Use (in this example) for mask: Satellite_mask_mosaic and for texture: **Satellite_texture_mosaic** file names. | ||
+ | |||
+ | Write the MASK file names into " | ||
+ | < | ||
+ | Satellite_mask_mosaic_x0y4.png | ||
+ | Satellite_mask_mosaic_x1y4.png | ||
+ | Satellite_mask_mosaic_x2y4.png | ||
+ | Satellite_mask_mosaic_x3y4.png | ||
+ | Satellite_mask_mosaic_x4y4.png | ||
+ | Satellite_mask_mosaic_x0y3.png | ||
+ | Satellite_mask_mosaic_x1y3.png | ||
+ | Satellite_mask_mosaic_x2y3.png | ||
+ | Satellite_mask_mosaic_x3y3.png | ||
+ | Satellite_mask_mosaic_x4y3.png | ||
+ | Satellite_mask_mosaic_x0y2.png | ||
+ | Satellite_mask_mosaic_x1y2.png | ||
+ | Satellite_mask_mosaic_x2y2.png | ||
+ | Satellite_mask_mosaic_x3y2.png | ||
+ | Satellite_mask_mosaic_x4y2.png | ||
+ | Satellite_mask_mosaic_x0y1.png | ||
+ | Satellite_mask_mosaic_x1y1.png | ||
+ | Satellite_mask_mosaic_x2y1.png | ||
+ | Satellite_mask_mosaic_x3y1.png | ||
+ | Satellite_mask_mosaic_x4y1.png | ||
+ | Satellite_mask_mosaic_x0y0.png | ||
+ | Satellite_mask_mosaic_x1y0.png | ||
+ | Satellite_mask_mosaic_x2y0.png | ||
+ | Satellite_mask_mosaic_x3y0.png | ||
+ | Satellite_mask_mosaic_x4y0.png | ||
+ | </ | ||
+ | |||
+ | Write the TEXTURE mosaic file names into " | ||
+ | < | ||
+ | Satellite_texture_mosaic_x0y4.png | ||
+ | Satellite_texture_mosaic_x1y4.png | ||
+ | Satellite_texture_mosaic_x2y4.png | ||
+ | Satellite_texture_mosaic_x3y4.png | ||
+ | Satellite_texture_mosaic_x4y4.png | ||
+ | Satellite_texture_mosaic_x0y3.png | ||
+ | Satellite_texture_mosaic_x1y3.png | ||
+ | Satellite_texture_mosaic_x2y3.png | ||
+ | Satellite_texture_mosaic_x3y3.png | ||
+ | Satellite_texture_mosaic_x4y3.png | ||
+ | Satellite_texture_mosaic_x0y2.png | ||
+ | Satellite_texture_mosaic_x1y2.png | ||
+ | Satellite_texture_mosaic_x2y2.png | ||
+ | Satellite_texture_mosaic_x3y2.png | ||
+ | Satellite_texture_mosaic_x4y2.png | ||
+ | Satellite_texture_mosaic_x0y1.png | ||
+ | Satellite_texture_mosaic_x1y1.png | ||
+ | Satellite_texture_mosaic_x2y1.png | ||
+ | Satellite_texture_mosaic_x3y1.png | ||
+ | Satellite_texture_mosaic_x4y1.png | ||
+ | Satellite_texture_mosaic_x0y0.png | ||
+ | Satellite_texture_mosaic_x1y0.png | ||
+ | Satellite_texture_mosaic_x2y0.png | ||
+ | Satellite_texture_mosaic_x3y0.png | ||
+ | Satellite_texture_mosaic_x4y0.png | ||
+ | </ | ||
+ | |||
+ | Notice how the coordinates go from x0, y4 - top left to x4, y0 - bottom right. If you would use different number of mosaics, this file list would have to be changed accordingly. | ||
+ | |||
+ | Then create DOS .bat file like this: | ||
+ | <code dos> | ||
+ | magick montage -mode concatenate -size 20480x20480 @mosaic_mask.txt Satellite_mask_lco.png | ||
+ | magick montage -mode concatenate -size 20480x20480 @mosaic_texture.txt Satellite_texture_lco.png | ||
+ | pause | ||
+ | </ | ||
+ | |||
+ | Now just execute the .bat file and you have the mask and texture PNG's saved nicely. | ||
+ | |||
+ | Please note that the Satellite_mask_lco.png is saved in Indexed color mode, if you attempt to import it to Visitor 3, it will crash. You must open it in Photoshop, change to RGB color and save. You should also open and save the Satellite_texture_lco.png image too although it comes out from ImageMagic as RGB color image. | ||
+ | |||
+ | Tip; if your montage run fails or gets stuck just running endlessly, reboot your computer to do fresh start, then try again and most likely it will run OK. | ||
+ | |||
+ | |||
+ | ====== L3DT Mosaic Coordinates ====== | ||
+ | |||
+ | L3DT Mosaic Coordinates for the image stitching are following. | ||
+ | |||
+ | *_x0y0.png is lower left corner\\ | ||
+ | *_x0y1.png is one up left side\\ | ||
+ | ...\\ | ||
+ | *_x0y4.png is top left corner | ||
+ | |||
+ | |||
+ | ====== Satellite Resolution ====== | ||
+ | |||
+ | When you are trying to save large attributes (mask) or texture (texture, doh) it only allows you to increase and decrease the values by multiply... to counter this, type your own number in the spinbox. | ||
+ | |||
+ | When generating large mask/ | ||
+ | |||
+ | |||
+ | ====== Large PNG Save ====== | ||
+ | |||
+ | You cannot save for example 20480 resolution image out of L3DT, you have to save it in tiled mosaic first. | ||
+ | |||
+ | You can choose to save tiled output - with each tile as a png, in any size of grid you want. | ||
+ | |||
+ | See above how to stitch together the mosaic files. | ||
+ | |||
+ | |||
+ | ====== CPU Usage ====== | ||
+ | |||
+ | On default settings L3DT uses all the CPU power it can get. This makes your windows sluggish and almost impossible to use. You can tweak L3DT by going Utilities -> Throttle CPU and put that to about %50 and Settings -> Multi-Thread settings, tick Core count manual override and put it at least one lower than the amount of cores you have. Like 4 core system put in 3. | ||
+ | |||
+ | Now your L3DT attributes and textures processing does not cause your windows to get sluggish and other programs work fine. L3DT is much **slower on processing** this way, so lets say in our computer 20480 res textures computed in 2hrs with default/ | ||
+ | |||
+ | |||
+ | ====== Attribute / Mask RGB Colors ====== | ||
+ | |||
+ | How to change the Attribute map / Mask image colors that are used for the land types. | ||
+ | |||
+ | Resources -> Climates -> Climate Manager | ||
+ | |||
+ | Select Climate Type (I recommend copying one first and changing that) then Edit, then choose land type, edit and there you'll find the RGB's under " |
arma2/terrain/l3dt.txt · Last modified: 2024/08/02 09:06 by snakeman