arma2:terrain:generic-tips
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arma2:terrain:generic-tips [2013/05/20 05:36] – created generic-tips initial page. snakeman | arma2:terrain:generic-tips [2024/08/02 08:57] (current) – links added. snakeman | ||
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====== ArmA 2 Terrain Generic Tips ====== | ====== ArmA 2 Terrain Generic Tips ====== | ||
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+ | [[https:// | ||
**ArmA 2 Terrain Generic Tips** for developing terrains, couldn' | **ArmA 2 Terrain Generic Tips** for developing terrains, couldn' | ||
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And its solved, now they all file-sort perfectly in ordered fashion :) | And its solved, now they all file-sort perfectly in ordered fashion :) | ||
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+ | ====== Clutter ====== | ||
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+ | It's generally a good idea to use a noDetailDistance value around the same or just a little higher than your "Base Texture Layer" | ||
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+ | So your ground textures will fade out along with their "local ground level mco", just roughly at the same point as the satellite layer is taking over and themiddle_mco is kicking in. | ||
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+ | And you can further disguise the transition point by having the clutter distance go out beyond that a fair bit say 100 > 125 meters is a decent visual compromise that isn't too FPS heavy. | ||
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+ | ====== Large Satellite Images ====== | ||
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+ | Miro said that: when I was working on Seattle map for TKOH 60x60km I had to split to 4x4 set(15360x15360 each) | ||
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+ | I used Global Mapper back then, but I'm almost certain that GDAL utility called gdal_translate.exe can do it as well | ||
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+ | http:// | ||
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+ | you need to use | ||
+ | < | ||
+ | -srcwin xoff yoff xsize ysize | ||
+ | -of format | ||
+ | -outsize xsize[%] ysize[%] | ||
+ | </ | ||
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arma2/terrain/generic-tips.1369028208.txt.gz · Last modified: 2013/05/20 05:36 by snakeman