arma2:terrain:l3dt
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
arma2:terrain:l3dt [2012/09/12 00:01] – added attribute / mask rgb color header. snakeman | arma2:terrain:l3dt [2024/08/02 09:06] (current) – links added. snakeman | ||
---|---|---|---|
Line 1: | Line 1: | ||
- | ====== L3DT ====== | + | ====== |
- | Using L3DT to create terrain for ArmA 2. | + | [[https:// |
+ | |||
+ | Please visit PMC Editing Wiki main [[tools: | ||
+ | |||
+ | Using L3DT to create terrain for ArmA 2. This page was written mostly on L3DT v14.xx era. (I recall most of this text was written by Bushlurker). | ||
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 14: | ||
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 20: | ||
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 58: | Line 56: | ||
- | ====== | + | ====== |
- | **Satellite Mask & Texture** | + | Use a .png greyscale export from L3DT as your " |
- | Save attributes map. Paint/paste your roads and airfields | + | Later on, once you've been laying |
- | **Resizing Heightfield** | + | Once your terrain is advanced a little - you'll find that that 2minute " |
- | Open your XYZ terrain in L3DT and select Operations -> Heightfield -> Resize heightfield. Then choose new size. If you wish to change the cell size, select Operations -> Heightfield -> Change horizontal scale. | + | Initial .png export from L3DT - note your minimum |
- | Calculating 4096 heightfield with 10m cell size attributes / texture layer will be very very slow. More than 1 hour of processing. | + | 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..... | ||
- | ====== ImageMagick Mosaic Stitching ====== | + | 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. |
- | How to create one satellite image out of L3DT saved mosaic tiles using ImageMagick. | ||
- | Save the attributes and texture layers in L3DT using 5 x 5 mosaic' | + | ====== Climate Colors ====== |
- | BTW Creating 20480 resolution attributes and texture with L3DT takes about 2 - 4hours depending on your computer speed. | + | Redo your climate so the different surfaces in the AM map have the bright primary colors you want to use in your Layers.cfg/ |
- | Use (in this example) for mask: Satellite_mask_mosaic | + | When creating/ |
- | 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 " | + | ====== Tips ====== |
- | < | + | |
- | 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. | + | **Satellite Mask & Texture** |
- | Then create DOS .bat file like this: | + | Save attributes map. Paint/paste your roads and airfields etc there. Import back to L3DT and choose proper color and attributes for the ne areas. Now you can export this into texture map too. |
- | <code dos> | + | |
- | montage -mode concatenate -size 20480x20480 @mosaic_mask.txt Satellite_mask_lco.png | + | |
- | 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. | + | Resizing Heightfield moved to [[tools: |
+ | |||
+ | |||
+ | ====== ImageMagick Mosaic Stitching ====== | ||
- | Tip; if your montage run fails or gets stuck just running endlessly, reboot your computer | + | Header moved to [[tools: |
====== L3DT Mosaic Coordinates ====== | ====== L3DT Mosaic Coordinates ====== | ||
- | L3DT Mosaic Coordinates | + | Header moved to [[tools: |
- | + | ||
- | *_x0y0.png is lower left corner\\ | + | |
- | *_x0y1.png is one up left side\\ | + | |
- | ...\\ | + | |
- | *_x0y4.png is top left corner | + | |
====== Satellite Resolution ====== | ====== Satellite Resolution ====== | ||
- | When you are trying | + | Header moved to [[tools: |
- | + | ||
- | When generating large mask/ | + | |
====== Large PNG Save ====== | ====== Large PNG Save ====== | ||
- | You cannot save for example 20480 resolution image out of L3DT, you have to save it in tiled mosaic first. | + | Header moved to [[tools: |
- | + | ||
- | You can choose to save tiled output | + | |
- | + | ||
- | See above how to stitch together the mosaic files. | + | |
====== CPU Usage ====== | ====== CPU Usage ====== | ||
- | On default settings L3DT uses all the CPU power it can get. This makes your windows sluggish and almost impossible | + | Header moved to [[tools: |
- | + | ||
- | 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. | + | ====== Attributes Map / Mask RGB Colors ====== |
- | Resources | + | Header moved to [[tools: |
- | 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.1347408114.txt.gz · Last modified: 2012/09/12 00:01 by snakeman