arma2:terrain:l3dt
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arma2:terrain:l3dt [2016/12/24 09:51] – added homepage link. snakeman | arma2:terrain:l3dt [2024/08/02 09:06] (current) – links added. snakeman | ||
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- | ====== L3DT ====== | + | ====== |
- | Using [[http://www.bundysoft.com/L3DT/|L3DT]] to create terrain for ArmA 2. This page was written mostly on the v14.xx era. | + | [[https://www.pmctactical.org/forum/viewforum.php? |
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+ | 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... | ||
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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 " | ||
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- | That's how to export the relevant images... is that what you were wanting? | ||
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- | 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 | ||
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- | ====== | + | ====== |
- | **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: |
- | 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 | + | ====== ImageMagick Mosaic Stitching ====== |
+ | |||
+ | 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.1482573064.txt.gz · Last modified: 2016/12/24 09:51 (external edit)