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arma3:terrain:real-world-data-global-mapper [2017-08-28 01:19]
snakeman added export split fclass header.
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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 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. 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]] ​part.+See also [[arma3:​terrain:​satellite-texture-terra-incognita|Terra Incognita satellite texture]] ​how to download satellite textures.
  
  
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 Example BMP color palette comparison, left global mapper exported BMP and right terra incognita saved original JPG image: Example BMP color palette comparison, left global mapper exported BMP and right terra incognita saved original JPG image:
-{{ http://i.imgur.com/a8IR83e.jpg }}+{{ 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. Notice the 256 color palette (indexed) as it shows limited colors on the farm fields.
  
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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. This might be different for PNG 24bit files, needs to be tested, however for now you should export as tiles. 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.
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 ====== Darken and Merge Satellite Tiles ====== ====== Darken and Merge Satellite Tiles ======
  
-You need to darken most maps.google ​downloaded satellite images as arma3 v1.60 introduced visual upgrade requires very dark satellite texture.+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. Also you might want to merge the exported satellite images to something bit larger before importing to terrain builder.
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 File -> Export -> vector/​lidar format -> shapefile -> split export based on: FCLASS. Select file and OK. 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.1503883195.txt.gz ยท Last modified: 2017-08-28 01:19 by snakeman