====== DEM2Terrain ====== **DEM2Terrain** Convert Digital Elevation Mesh to Falcon 4 terrain. Takes into account spherical mapping of the world and allows certain resolutions and sizes to be tinkered with. Will generate:\\ * Produces L2/O2 data format from DEM's (spherically corrected) * Process E00 data files for airport, road, drainage, coast lines, railways and towns, with preview picture. * Will produce .TDF files from this data * Will produce .MEA file from the data * Will produce .MAP file from the data * Will produce .TXT file with description of theater in * Large/small terrain format (2byte/4byte) * Supports different theater sizes and resolutions * User configurable colour and output display * Preview window * Can load several theaters at the same time. Dem2Terrain utility is very useful when creating the initial terrain files (L2). The first perl script only used non-spherical conversion but now we can do spherically converted terrains with this util. It is also very fast and nice to use. {{ https://www.pmctactical.org/f4/screenshots/dem2terrain-web.jpg }} ====== Rules.OBR File ====== **Rules.OBR File** This file defines how DEM2Terrain is to read the [[falcon4:terrain:dcw|DCW]] data to create the //objectives.csv// file generating some additional objects. It can create by user specification new factories, sam sites, radar sites, army depots and so on. When you want to use this configuration, you need to specificly load it up from **Data -> Load Objective Rules** menu option, then its activated and the objective are created accordingly. The "Ids" are the objective IDs that TacEdit will show. These are the //Objectives// in the 3D database such as airfields, bridges, cities, towns, etc. Using [[falcon4:tools:lodeditor|LODEditor]] you can view the CT numbers (which are **100 LESS** than the number in [[falcon4:tools:tacedit|TacEdit]]). So don't forget to do the math when comparing objects between TacEdit and LODEditor. In our forum Sherlock posted a nice rules.obr file for Iran theater creation. Its here: # Iranian Theater rules IgnoreNoNames 1 # AEPTTYPE (taken from maddogmcewan post at: # http://forums.frugalsworld.com/vbb/showthread.php?p=1312166#post1312166 ) # Aeronautical point type. Airport feature in Codes 1 through 4 were derived from the # DMA Digital Aeronautical Flight Information File (DAFIF). Where this file was # incomplete, data were added from the ONCs (primarily in Eastern Europe and the former Soviet Union). # # Code Definition for -AIRPORT.TDF file parsing by DEM2Terrain # # 1 = Active civil # 2 = Active civil and military # 3 = Active military # 4 = Other # 5 = Airport location added from ONC source when not available in the DAFIF # Don't forget to add 100 to the CT numbers you got from LODEditor to get # the objectives correct OCDID number for placing into this file as the "Ids"! Type Airport-1 # Double runways Ids 216, 219, 225, 978, 979, 980, 1497, 1499, 1516, 1779, 1805, Priority 50 Generates SAM_Site 0-1 Generates Factory 0-1 Generates Radar_Station 0-1 Type Airport-2 # Double runways Ids 216, 219, 225, 978, 979, 980, 1497, 1499, 1516, 1779, 1805, Priority 50 Generates SAM_Site 0-1 Generates Army_Base 0-1 Generates Factory 0-1 Type Airport-3 # Single runways Ids 216, 1509, 1772, 1773, 1774, 1775, 1776, 1777, 1778, 1780, 1781, 1782, 1783, 2065, Priority 30 Generates Headquarters 0-1 Generates Factory 0-1 Type Airport-4 # Single runways Ids 216, 1509, 1772, 1773, 1774, 1775, 1776, 1777, 1778, 1780, 1781, 1782, 1783, 2065, Priority 30 Generates Depot 0-1 Type Airport-5 # Single runways Ids 216, 1509, 1772, 1773, 1774, 1775, 1776, 1777, 1778, 1780, 1781, 1782, 1783, 2065, Priority 20 Generates Power_Plant 0-1 # Villages and Towns Type LABEL-1 # New Towns Ids 1932, 952, 953, 1554, 1555, 1558, 1569, 1570, 1572, 1573, 1574,#Village Ids Ids 1923, 1159, 1160, 1161, 1162, 1163, 1174, 1175, 1176, 1177, 1178,#Town Ids Ids 1179, 1180, 1334, 1335, 1336, 1337, 1480, 1486, 1540, 1542, 1543,#Town Ids Ids 1576, 1577, 1578, 1580, 1584, 1585, 1586, 1587, 1588, 1590, 1591,#Village Ids Ids 1544, 1545, 1546, 1547, 1548, 1549, 1551, 1583, 1596, 1599, 1601,#Town Ids Ids 1603, 1605, 1628, 1640, 1641, 1907, 1916, 1919, 1920, 1921, 1922,#Town Ids Ids 1592, 1593, 1594, 1595, 1917, 1926, 1927, 1928, 1929, 1930, 1931,#Village Ids Ids 1924, 1925,#Town Ids Priority 11 Generates Army_Base 0-1 Generates Factory 0-1 Generates Refinery 0-1 # Junctions and Cities Type LABEL-2 Ids 215, 231, 859, 1049, 1070, 1103, 1187, 1338, 1339, 1534, 1535,#City Ids Ids 1536, 1537, 1538, 1539, 1550, 1566, 1567, 1568, 1571, 1575, 1579,#City Ids Ids 1340, 1341, 1342, 1343, 1556, 1557, 1559, 1560, 1561, 1562, 1563,#Junction Ids Ids 1581, 1582, 1589, 1597, 1598, 1600, 1602, 1604, 1606, 1623, 1624,#City Ids Ids 1625, 1626, 1627, 1629, 1630, 1631, 1632, 1633, 1634, 1635, 1636,#City Ids Ids 1564, 1565, 1609, 1610, 1611, 1612, 1613, 1614, 1615, 1616, 1617,#Junction Ids Ids 1637, 1638, 1639, 1906, 1911, 1912, 1913, 1914, 1915, 2170, 2171,#City Ids Ids 2172, 2173, 2174, 2175, 2176, 2177, 2178, 2179, 2180, 2181, 2182,#City Ids Ids 2183, 2184, 2185, 2186, 2187, 2188, 2189, 2190, 2191, 2192, 2193,#City Ids Ids 2194, 2195, 2196, 2197, 2198, 2199, 2200, 2201, 2202, 2203, 2204,#City Ids Ids 1618, 1619, 1620, 1621, 1622, 1897, 1918, 1933, 1934, 1935, 1936,#Junction Ids Ids 2205, 2206, 2207, 2208, 2209, 2210, 2211, 2212, 2213, 2214, 2215,#City Ids Ids 2216, 2217, 2218, 2219, 2220, 2221, 2222, 2223, 2224, 2225, 2226,#City Ids Ids 2227, 2228, 2229,#City Ids Ids 1937, 1938, 1939,#Junction Ids Priority 49 Generates Depot 0-1 Generates Army_Base 0-1 Generates Headquarters 0-1 Generates Power_Plant 0-1 Generates Factory 1-3 Generates Radar_Station 0-1 Generates Nuclear_Plant 0-1 Generates Refinery 0-1 Generates Chemical_Plant 0-1 Generates SAM_Site 0-1 Type Depot Priority 30 Ids 233, 871, 1903, 1905, 2092, 2093, 2094, 2095, 2096, 2097, 2098, Ids 2099, 2100, 2101, 2102, 2103, 2104, 2105, 2106, 2107, 2108, 2109, Type Army_Base Priority 25 Ids 227, 1680, 1681, 1684, 1685, 1686, 1688, 1902, 1904, 1908, Ids 2087, 2088, 2089, 2090, 2091, Type Headquarters Priority 35 Ids 232, 2110, 2111, 2112, Type Power_Plant Priority 30 Ids 241, 1459, 1463, 1465, 1868, 1869, 1870, 1871, 1872, 1873, 1874, Ids 1875, 2286, Type Factory Priority 30 Ids 218, 230, 234, 872, 1344, 1347, 1348, 1349, 1350, 1351, 1352, Ids 1353, 1354, 1355, 1356, 1357, 1358, 1413, 1471, 1723, 1810, 1811, Ids 1812, 1813, 1815, 1816, 1817, 1819, 1820, 1821, 1822, 1823, 1824, Ids 1825, 1826, 1827, 1828, 1829, 1830, 1831, 1832, 1833, 1834, 1835, Ids 1836, 1837, 1838, 1839, 1840, 1841, 1842, 1843, 1844, 1846, 1847, Ids 1848, 1849, 1850, 1851, 1852, 1853, 1854, 1855, 1856, 1857, Type Radar_Station Priority 30 Ids 2113, 2114, 2115, 2116, 2117, 2119, 2122, 2123, 2124, 2125, 2126, Ids 2127, 2128, 2129, 2130, 2131, Type Nuclear_Plant Priority 30 Ids 238, 873, 1420, 1427, 1428, 1433, 1730, 1731, 1732, 1733, 1734, Ids 1735, 1736, 1737, 1738, 1739, 1740, 1909, 2134, Type Refinery Priority 35 Ids 1363, 1412, 1479, 1722, 1728, 1729, Type Chemical_Plant Priority 30 Ids 245, 1451, 1725, 1726, 1727, 1814, 1818, 1845, 1910, 1441, 1451, Ids 1720, 1721, 1724, Type SAM_Site Priority 30 Ids 1689, 1690, 1694, 1695, 1696, 1697, This creates the villages, towns, and cities properly (based on the DCW data). It's the refineries, factories, Army Bases, etc., that there is too many of them and having to go back through and selectively delete many of them. The only drawback in this whole process is that there are so many //NoNames// in the DCW data for towns and villages. It's a two-edged "sword" using the **IgnoreNoNames 1** command. If you use it you don't have to deal with the //NoNames// but it can cut out some important towns or villages that you will need to add back in manually later. If you don't use it then you have to deal with the multitude of //NoNames// in the town and village data. Official release topic [[https://www.pmctactical.org/forum/viewtopic.php?t=20756|here]] and reference topic [[https://www.pmctactical.org/forum/viewtopic.php?t=18989|here]].