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arma2:terrain:l3dt [2016-12-24 09:51]
snakeman added homepage link.
arma2:terrain:l3dt [2020-05-14 06:07]
snakeman updated to imagemagick v7.0.10-11
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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 "​ColourMapped (bool) to "​true"​)... 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 "​ColourMapped (bool) to "​true"​)...
- 
-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
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 If this scares you off you can just open it with paint (or any other simple tool that does not support alpha channels) and save it. As poor paint does not get the alpha channels it saves it as a normal color as you know it and for that voila you can see it. If this scares you off you can just open it with paint (or any other simple tool that does not support alpha channels) and save it. As poor paint does not get the alpha channels it saves it as a normal color as you know it and for that voila you can see it.
 +
 +
 +====== L3DT With Visitor 3 ======
 +
 +Use a .png greyscale export from L3DT as your "​first"​ import of the terrain into Visitor - along with a .pbl file - exactly like in the tutorial. At this stage things will import fast - you can use the .pbl file to microtune the sea level and generally get things the way you want them.
 +
 +Later on, once you've been laying roads, etc - you might decide to use L3DT to tweak some areas - maybe for settlements,​ or flatten an area for an airstrip... However - at this stage, you may already have manually fine-tweaked heights in Visitor, or smoothed roads, etc - this makes the version of your heightmap currently in use in Visitor the most up-to-date one - so in order to preserve that work, you'll need to Export your heightmap from Visitor - tweak in L3DT, then Import back into Visitor - hopefully without disturbing anything! - this is especially important once you start placing objects at "​absolute heights"​ - like bridge sections, etc... this is where XYZ format comes in handy.
 +
 +Once your terrain is advanced a little - you'll find that that 2minute "​terrain import via greyscale"​ can take 2 hours!! - it still works - just takes forever to reimport! However - for some reason XYZ format will still import ultra-fast.
 +
 +Initial .png export from L3DT - note your minimum and maximum heights exactly. Import into Visitor with same max and min in associated .pbl file.
 +
 +For any subsequent terrain editing once work has progressed a bit.
 +
 +  * Export terrain as image from Visitor (you'​ll get a popup with two sets of max/min figures - write down the TOP ones) - this will result in a .pbl and a .png... throw the .pbl away and...
 +  * 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.....
 +
 +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.
 +
 +
 +====== Climate Colors ======
 +
 +Redo your climate so the different surfaces in the AM map have the bright primary colors you want to use in your Layers.cfg/​mask_lco. when exporting this as a .png, *look at "​options"​ - change it to "​color"​.
 +
 +When creating/​exporting the TX map (Sat tex layer). *maybe skip "use lightmap"​ - it makes odd shadows on the texture that can look weird in-game, and maybe skip "​antialias"​ as well.
  
  
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 ====== ImageMagick Mosaic Stitching ====== ====== ImageMagick Mosaic Stitching ======
  
-How to create one satellite image out of L3DT saved mosaic tiles using ImageMagick.+How to create one satellite image out of L3DT saved mosaic tiles using [[arma2:​texturing:​imagemagick|Imagemagick]].
  
 Save the attributes and texture layers in L3DT using 5 x 5 mosaic'​s. This mosaic size is nice because lets say you make common 20480 x 20480 resolution satellite, it will mosaic into 4096 x 4096 tiles (5 x 5). Save the attributes and texture layers in L3DT using 5 x 5 mosaic'​s. This mosaic size is nice because lets say you make common 20480 x 20480 resolution satellite, it will mosaic into 4096 x 4096 tiles (5 x 5).
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 Then create DOS .bat file like this: Then create DOS .bat file like this:
 <code dos> <code dos>
-montage -mode concatenate -size 20480x20480 @mosaic_mask.txt Satellite_mask_lco.png +magick ​montage -mode concatenate -size 20480x20480 @mosaic_mask.txt Satellite_mask_lco.png 
-montage -mode concatenate -size 20480x20480 @mosaic_texture.txt Satellite_texture_lco.png+magick ​montage -mode concatenate -size 20480x20480 @mosaic_texture.txt Satellite_texture_lco.png
 pause pause
 </​code>​ </​code>​
arma2/terrain/l3dt.txt · Last modified: 2022-06-25 16:03 by snakeman