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arma3:terrain:real-world-data-global-mapper [2017-02-09 21:27]
snakeman added important note about dividing image resolution.
arma3:terrain:real-world-data-global-mapper [2020-05-14 06:05] (current)
snakeman added link.
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 Global Mapper v18 Digitizer Tool RMB menu: Global Mapper v18 Digitizer Tool RMB menu:
-{{ http://​pmc.editing.wiki/​images/​Global-Mapper-v18-Digitizer-Tool-RMB.png }}+{{ https://​pmc.editing.wiki/​images/​Global-Mapper-v18-Digitizer-Tool-RMB.png }}
  
 Global Mapper v18 Export Menu menu: Global Mapper v18 Export Menu menu:
-{{ http://​pmc.editing.wiki/​images/​Global-Mapper-v18-Export-Menu.png }}+{{ https://​pmc.editing.wiki/​images/​Global-Mapper-v18-Export-Menu.png }}
  
 Global Mapper v18 Digitizer Tool RMB Advanced Feature Creation: Global Mapper v18 Digitizer Tool RMB Advanced Feature Creation:
-{{ http://​pmc.editing.wiki/​images/​Global-Mapper-v18-Digitizer-Tool-RMB-Advanced-Feature-Creation.png }}+{{ https://​pmc.editing.wiki/​images/​Global-Mapper-v18-Digitizer-Tool-RMB-Advanced-Feature-Creation.png }}
  
 Global Mapper v18 Digitizer Tool RMB Create Area/​Polygon Features: Global Mapper v18 Digitizer Tool RMB Create Area/​Polygon Features:
-{{ http://​pmc.editing.wiki/​images/​Global-Mapper-v18-Digitizer-Tool-RMB-Create-Area-Polygon-Features.png }}+{{ https://​pmc.editing.wiki/​images/​Global-Mapper-v18-Digitizer-Tool-RMB-Create-Area-Polygon-Features.png }}
  
  
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   - tick crop to selected area feature(s) box and click ok   - tick crop to selected area feature(s) box and click ok
   - give file name to your exported asc, click save   - give file name to your exported asc, click save
 +
 +Remember that you should use SRTM heightmaps from opentopo which are higher quality than ASTER GDEM.
  
  
 ====== Satellite Texture World Imagery ====== ====== Satellite Texture World Imagery ======
  
-We use online map sources, world imagery, to download satellite texture.+We use online map sources, world imagery ​which is [[http://​www.arcgis.com/​home/​webmap/​viewer.html?​useExisting=1|ArcGIS]], to download satellite texture.
  
 **Satellite texture:** **Satellite texture:**
   - click globe button (connect to online data)   - click globe button (connect to online data)
   - choose world imagery, click connect   - choose world imagery, click connect
-  - file -> export -> export raster/​image format, choose ​bmp, click ok +  - file -> export -> export raster/​image format, choose ​24bit PNG, click ok 
-  - sample spacing put both x/y axis to 1 meters+  - sample spacing ​is your meters per pixel ratio, so put both x/y axis to 1 meters ​(or whatever quality you need)
   - select export bounds tab   - select export bounds tab
   - tick crop to selected area feature(s) box and click ok   - tick crop to selected area feature(s) box and click ok
-  - choose file name like satellite_texture_lco.bmp and click save +  - choose file name like satellite_texture_lco.png and click save 
-all done+All done
 + 
 +Our attempts to export 40960 x 40960 resolution world imagery satellite texture ended up Global Mapper freezing with 0% CPU usage. Do not attempt to export larger than 20480 x 20480 images, in fact we got a crash once with 20480 tile resolution too. Try to import as small tiles as possible, small being about 10240 resolution or so. 
 + 
 +See also [[arma3:​terrain:​satellite-texture-terra-incognita|Terra Incognita satellite texture]] how to download satellite textures. 
 + 
 + 
 +====== Export Satellite BMP Color Palette ====== 
 + 
 +**Global Mapper v11, v13 and v15 exports RGB, v18 exports only indexed color BMP images.** 
 + 
 +Example BMP color palette comparison, left global mapper exported BMP and right terra incognita saved original JPG image: 
 +{{ https://​pmc.editing.wiki/​images/​Global-Mapper-Satellite-Export-BMP-Format-RGB-Colors.jpg }} 
 +Notice the 256 color palette (indexed) as it shows limited colors on the farm fields. 
 + 
 +We did comparison export from global mapper, one normal BMP and another as PNG 24bit, and there was a difference, you should always export as PNG 24bit. 
 + 
 +JPG with quality slider 95% and PNG 24bit has no visible differences. On file sizes (in my example) PNG is 1.25mb where JPG is 418kb. 
 + 
 +Quality slider has no effect on BMP export image quality.
  
-Our attempts to export ​40960 x 40960 resolution world imagery satellite texture ended up Global Mapper freezing with 0% CPU usage. We don't know if there is some specific ​image size which start to cause these freezes, 20480 x 20480 images seem to export fine though and most terrains out there are ok with this size. See also Terra Ingocnita satellite texture part.+Summary: always ​export ​24bit PNG files instead for maximum ​image quality.
  
  
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 This assumes you have read world imagery satellite texture part so you know how to export satellite image. This assumes you have read world imagery satellite texture part so you know how to export satellite image.
  
-  - on bmp export options dialog, select tiling tab+  - on PNG export options dialog, select tiling tab
   - tick "​specify number of rows and columns"​   - tick "​specify number of rows and columns"​
   - put both rows and columns to value 2   - put both rows and columns to value 2
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 If you have a very large, huge, satellite texture like above 40960 x 40960 resolution, it basically needs to be exported as tiles. Not only tiles but **enough tiles** so the tile size remains small, do not exceed 20480 resolution! If you have a very large, huge, satellite texture like above 40960 x 40960 resolution, it basically needs to be exported as tiles. Not only tiles but **enough tiles** so the tile size remains small, do not exceed 20480 resolution!
  
-We would recommend tile size more close to rough 10,000 to keep them nice and small. Yes the more tiles you have the more cumbersome they are to import into terrain builder, but once you have exported the tiles you can use imagemagick to stitch them together for more import friendly sizes if that's what you want.+We would recommend tile size more close to rough 10,000 to keep them nice and small. Yes the more tiles you have the more cumbersome they are to import into terrain builder, but once you have exported the tiles you can use [[arma2:​texturing:​imagemagick|Imagemagick]] ​to merge / stitch them together for more import friendly sizes if that's what you want.
  
-If you try to export too large tiles, then global mapper writes the BMP files somehow incorrectly and they are not readable with photoshop (or imagemagick). For example we tried to export 35,500 resolution images and it failed.+If you try to export too large tiles, then global mapper writes the BMP files somehow incorrectly and they are not readable with photoshop (or imagemagick). For example we tried to export 35,500 resolution images and it failed. This might be different for PNG 24bit files, needs to be tested, however for now you should export as tiles.
  
-When importing these tiles into terrain builder you can use even larger resolutions so you can stitch these tiles together and import only 2 x 2 tiles instead of 25 hehe. Use good numbers for tiles, like 2 x 2, 4 x 4 and 5 x 5. There are bad tile grid setups, here is example ​40960 resolution ​divided by values:+When importing these tiles into terrain builder you can use even larger resolutions so you can stitch these tiles together and import only 2 x 2 tiles instead of 25 hehe. Use good numbers for tiles, like 2 x 2, 4 x 4 and 5 x 5. There are bad tile grid setups, here is example ​table of different resolutions ​divided by values:
 <​code>​ <​code>​
 +20480
 +2 == 10240
 +3 == 6826.666666666667
 +4 == 5120
 +5 == 4096
 +6 == 3413.333333333333
 +7 == 2925.714285714286
 +8 == 2560
 +
 40960 40960
 2 == 20480 2 == 20480
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 7 == 5851.428571428571 7 == 5851.428571428571
 8 == 5120 8 == 5120
 +
 +81920
 +2 == 40960
 +3 == 27306.66666666667
 +4 == 20480
 +5 == 16384
 +6 == 13653.33333333333
 +7 == 11702.85714285714
 +8 == 10240
 +
 +102400
 +2 == 51200
 +3 == 34133.33333333333
 +4 == 25600
 +5 == 20480
 +6 == 17066.66666666667
 +7 == 14628.57142857143
 +8 == 12800
 </​code>​ </​code>​
-As you can see **you should not export tiles 3 x 3 and 6 x 6 because they wont be even numbers**, global mapper rounds UP the resolution and then you end up with 2 pixel too large tiles. I doubt nobody want to export much more tiles as even the 40960 resolution drops to 10240 with four tiles.+As you can see **you should not export tiles 3 x 36 x 6 and 7 x 7 because they wont be even numbers**, global mapper rounds UP the resolution and then you end up with 2 pixel too large tiles. I doubt nobody want to export much more tiles as even the 81920 resolution drops to 20480 with four tiles.
  
 This is not very important, its just your own convenience when importing few or many tiles into terrain builder, if you get global mapper to successfully export 40960 then that's great :-) This is not very important, its just your own convenience when importing few or many tiles into terrain builder, if you get global mapper to successfully export 40960 then that's great :-)
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   * Global mapper export **many small tiles**   * Global mapper export **many small tiles**
   * Terrain builder import **few large tiles**   * Terrain builder import **few large tiles**
 +
 +
 +====== Darken and Merge Satellite Tiles ======
 +
 +You need to darken most downloaded satellite images as arma3 v1.60 introduced visual upgrade requires very dark satellite texture.
 +
 +Also you might want to merge the exported satellite images to something bit larger before importing to terrain builder.
 +
 +See [[arma3:​terrain:​darken-merge-picturemap-satellite-texture-tiles|Darken merge picturemap satellite texture tiles]] page for details.
  
  
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 See [[arma3:​terrain:​road-shapefiles-real-world-data|Road Shapefiles Real World Data]]. See [[arma3:​terrain:​road-shapefiles-real-world-data|Road Shapefiles Real World Data]].
 +
 +
 +====== Export Split FCLASS ======
 +
 +Global Mapper can split your exported shapefiles into different files. In this example our OSM data has FCLASS attribute and we want to export currently seen data into individual shapefiles named according to FCLASS.
 +
 +File -> Export -> vector/​lidar format -> shapefile -> split export based on: FCLASS. Select file and OK.
 +
 +
 +====== Latitude Longitude ======
 +
 +CTRL-L copy pastes coordinates from mouse position into clipboard.
 +
 +
 +====== Terrain Center Position ======
 +
 +**Howto get absolute center position of your terrain** from the user created feature grid.
 +
 +Digitizer tool, CTRL-LMB drag box around left bottom corner and then right upper corner vertices. Then RMB in the grid and choose Crop/​Combine/​Split functions -> Subdivide quadliteral area, then left default rows colums as 2, click OK and OK. Now your grid has been splitted into 4 parts.
 +
 +Now you can select the middle vertice, this is absolute center position of your terrain.
 +
 +Select the vertice -> RMB -> Vertex editing -> set position of selected vertices. In this dialog click geographic coordinates (lat/lon), now you can see and copy paste latitude / longitude values.
 +
 +
 +====== Center on Coordinates ======
 +
 +RMB google/maps location -> whats here? -> small box appears center bottom of the screen, click the coordinate link, now copy paste the coordinates from the changed browser link, or from the "​directions box" that appeared on top left corner of the google/maps view.
 +
 +In global mapper zoom quite close to any position (doesn'​t matter where), hit CTRL-HOME (or select view -> center on coordinates),​ then click geographic coordinates (latitude/​longitude) and paste in the coords grabbed from google/​maps. You have to put the first number to latitude and second number on longitude, then just click OK and global mapper centers into the location.
 +
 +
 +====== Tips ======
 +
 +If you want to export user created features, just RMB the layer and choose layer -> export, then save it as shapefile.
arma3/terrain/real-world-data-global-mapper.1486675667.txt.gz · Last modified: 2017-02-09 21:27 by snakeman