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arma3:terrain:real-world-data-tutorial [2020/06/30 21:44] – updated. snakemanarma3:terrain:real-world-data-tutorial [2026/03/15 11:06] (current) – github links removed. snakeman
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 ====== ArmA 3 Real World Data Terrain Tutorial ====== ====== ArmA 3 Real World Data Terrain Tutorial ======
  
-**2020-07-01 Update**+[[https://www.pmctactical.org/forum/viewforum.php?f=68|ArmA 3 Forum]], [[:arma3|ArmA 3]], [[arma3:config|ArmA 3 Config]], [[arma3:missions|ArmA 3 Missions]], [[arma3:modeling|ArmA 3 3D Modeling]], [[arma3:scripting|ArmA 3 Scripting]], [[arma3:terrain|ArmA 3 Terrain]], [[arma3:texturing|ArmA 3 Texturing]], [[arma3:tools|ArmA 3 Tools]] 
 + 
 +**2026-03-01T00:04:06Z Update**
  
 **How to create ArmA 3 terrain using real world data tutorial.** **How to create ArmA 3 terrain using real world data tutorial.**
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 ===== Place Names ===== ===== Place Names =====
  
-Next is a bit tricky part... if you do not have Qt installed. We need to use [[https://github.com/SnakeManPMC/arma-3-OSM_Places_CSV2HPP|PMC OSM Places CSV to HPP converter tool]] <del>which we at the moment of writing this tutorial dont have binary EXE available for download, so you would have to compile that yourself in Qt. Sorry for that.</del> download [[https://pmc.editing.wiki/downloads/OSM_Places_CSV2HPP_v0.1.2.7z|OSM_Places_CSV2HPP_v0.1.2.7z]].+Next is a bit tricky part... if you do not have Qt installed. We need to use PMC OSM Places CSV to HPP converter tool <del>which we at the moment of writing this tutorial dont have binary EXE available for download, so you would have to compile that yourself in Qt. Sorry for that.</del> download [[https://pmc.editing.wiki/downloads/OSM_Places_CSV2HPP_v0.1.2.7z|OSM_Places_CSV2HPP_v0.1.2.7z]].
  
 Start the tool and click QGIS button, browse to transformed_places.csv file and click open. In few seconds the arma3 config class names{} compatible text appears in the text box. Start the tool and click QGIS button, browse to transformed_places.csv file and click open. In few seconds the arma3 config class names{} compatible text appears in the text box.
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 ===== L3DT Background Image ===== ===== L3DT Background Image =====
  
-_run_imagemagick_l3dt_8192_texture_map.bat is used to create L3DT texture map, a basically small image of satellite texture which is used as background when editing heightmap in L3DT.+_run_imagemagick_l3dt_8192_texture_map.bat is used to create [[tools:l3dt|L3DT]] texture map, a basically small image of satellite texture which is used as background when editing heightmap in L3DT.
  
 **_run_imagemagick_l3dt_8192_texture_map.bat** **_run_imagemagick_l3dt_8192_texture_map.bat**
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 Then we generate some objects according to OSM shapefiles. Then we generate some objects according to OSM shapefiles.
  
-Previously we already moved the TerrainProcessor directory into \tut\tut_austria_40km\source\ directory, so now we download and copy [[https://github.com/SnakeManPMC/arma-3-terrain-processor-templates|PMC terrain processor TPP files from github]].+Previously we already moved the TerrainProcessor directory into \tut\tut_austria_40km\source\ directory, so now we download and copy PMC terrain processor TPP files (PMCTODO files are offline now, sorry).
  
 Now you need to edit the TPP's a bit, they include mask linear task which only lists "roads.shp" without a path, if you run the project it will crash terrain processor as it cannot find the shapefile. So we have to manually edit the path there. Now you need to edit the TPP's a bit, they include mask linear task which only lists "roads.shp" without a path, if you run the project it will crash terrain processor as it cannot find the shapefile. So we have to manually edit the path there.
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 Run it once with the options it came with, see how many objects terrain processor created. In my case it was 107,000 objects which is nice round number 100k. Run it once with the options it came with, see how many objects terrain processor created. In my case it was 107,000 objects which is nice round number 100k.
  
-Arma3 terrains have limit of roughly 6-6.million objects give or takeso lets calculate 6 / 0.107 == 56. This means we can add hectare density to 56 before running much over 6 million generated objects.+With the release of arma3 64bit version terrains have object count limit so high that we have not been able to import so many objects to terrain builder that it would have crashed binarize or arma3_x64.exe itself. in [[https://www.pmctactical.org/arma3/terrain.php|PMC Balkans Kosovo]] we tested roughly 20 million objects which worked finePMC Suwalki Gap which is available for download right now has 18.1 million (18,134,807) objects. This tutorial was written prior to 64bit binary release. 
 + 
 +Before 64bit binary release I used this formula: So lets calculate 6 / 0.107 == 56. This means we can add hectare density to 56 before running much over 6 million generated objects.
  
 50 hectare density for forests is okay-ish I guess. Lets try that first. 50 hectare density for forests is okay-ish I guess. Lets try that first.
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 ===== Template Libraries ===== ===== Template Libraries =====
  
-First we need to download the [[https://github.com/SnakeManPMC/arma-3-terrain-builder-TemplateLibs|PMC terrain builder templatelibs from github]].+First we need to download the PMC terrain builder templatelibs (PMCTODO files are offline, sorry).
  
 Create \tut\tut_austria_40km\source\terrainbuilder\TemplateLibs\ directory, then copy the TML files there. Create \tut\tut_austria_40km\source\terrainbuilder\TemplateLibs\ directory, then copy the TML files there.
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   * Richie   * Richie
 And everyone I forgot who helped in arma discord, your help made these pages possible, you should be proud of yourselves! And everyone I forgot who helped in arma discord, your help made these pages possible, you should be proud of yourselves!
 +
arma3/terrain/real-world-data-tutorial.1593553466.txt.gz · Last modified: 2020/06/30 21:44 by snakeman