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arma3:terrain:real-world-data-tutorial [2018-12-06 14:02]
snakeman [Place Names]
arma3:terrain:real-world-data-tutorial [2024-03-01 04:59] (current)
snakeman updated.
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 ====== ArmA 3 Real World Data Terrain Tutorial ====== ====== ArmA 3 Real World Data Terrain Tutorial ======
 +
 +**2024-03-01T04:​59:​00Z 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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 This tutorial assumes you have already experience making arma3 terrains, if you do not then please read [[arma3:​terrain:​ultimate-terrain-tutorial|PMC Ultimate Terrain Tutorial]] first. This tutorial assumes you have already experience making arma3 terrains, if you do not then please read [[arma3:​terrain:​ultimate-terrain-tutorial|PMC Ultimate Terrain Tutorial]] first.
  
-This tutorial uses web browser, global mapper, QGIS, terra incognita and imagemagick to get terrain source files into terrain builder.+This tutorial uses web browser, global mapper, QGIS, terra incognita and [[arma2:​texturing:​imagemagick|Imagemagick]] ​to get terrain source files into terrain builder
 + 
 +Important Note: Global Mapper is commercial software which costs like $500, **you cannot make ArmA 3 terrain of decent size with the TRIAL version.** If you do not have full / commercial version of global mapper I suggest you read Ross's QGIS real world data tutorial instead, QGIS is a free open source software.
  
  
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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_v0.1.1.7z|OSM_Places_CSV2HPP_v0.1.1.7z]].+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]].
  
-Start the tool and click appropriate ​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.
  
 (image from older version of the tool) (image from older version of the tool)
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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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 echo Creating L3DT_texture_map.jpg echo Creating L3DT_texture_map.jpg
 echo resizing A1 ... echo resizing A1 ...
-convert Dsat_A1.bmp -resize 2048x2048 temp_A1.bmp+magick ​convert Dsat_A1.bmp -resize 2048x2048 temp_A1.bmp
 echo resizing A2 ... echo resizing A2 ...
-convert Dsat_A2.bmp -resize 2048x2048 temp_A2.bmp+magick ​convert Dsat_A2.bmp -resize 2048x2048 temp_A2.bmp
 echo resizing A3 ... echo resizing A3 ...
-convert Dsat_A3.bmp -resize 2048x2048 temp_A3.bmp+magick ​convert Dsat_A3.bmp -resize 2048x2048 temp_A3.bmp
 echo resizing A4 ... echo resizing A4 ...
-convert Dsat_A4.bmp -resize 2048x2048 temp_A4.bmp+magick ​convert Dsat_A4.bmp -resize 2048x2048 temp_A4.bmp
  
 echo resizing B1 ... echo resizing B1 ...
-convert Dsat_B1.bmp -resize 2048x2048 temp_B1.bmp+magick ​convert Dsat_B1.bmp -resize 2048x2048 temp_B1.bmp
 echo resizing B2 ... echo resizing B2 ...
-convert Dsat_B2.bmp -resize 2048x2048 temp_B2.bmp+magick ​convert Dsat_B2.bmp -resize 2048x2048 temp_B2.bmp
 echo resizing B3 ... echo resizing B3 ...
-convert Dsat_B3.bmp -resize 2048x2048 temp_B3.bmp+magick ​convert Dsat_B3.bmp -resize 2048x2048 temp_B3.bmp
 echo resizing B4 ... echo resizing B4 ...
-convert Dsat_B4.bmp -resize 2048x2048 temp_B4.bmp+magick ​convert Dsat_B4.bmp -resize 2048x2048 temp_B4.bmp
  
 echo resizing C1 ... echo resizing C1 ...
-convert Dsat_C1.bmp -resize 2048x2048 temp_C1.bmp+magick ​convert Dsat_C1.bmp -resize 2048x2048 temp_C1.bmp
 echo resizing C2 ... echo resizing C2 ...
-convert Dsat_C2.bmp -resize 2048x2048 temp_C2.bmp+magick ​convert Dsat_C2.bmp -resize 2048x2048 temp_C2.bmp
 echo resizing C3 ... echo resizing C3 ...
-convert Dsat_C3.bmp -resize 2048x2048 temp_C3.bmp+magick ​convert Dsat_C3.bmp -resize 2048x2048 temp_C3.bmp
 echo resizing C4 ... echo resizing C4 ...
-convert Dsat_C4.bmp -resize 2048x2048 temp_C4.bmp+magick ​convert Dsat_C4.bmp -resize 2048x2048 temp_C4.bmp
  
 echo resizing D1 ... echo resizing D1 ...
-convert Dsat_D1.bmp -resize 2048x2048 temp_D1.bmp+magick ​convert Dsat_D1.bmp -resize 2048x2048 temp_D1.bmp
 echo resizing D2 ... echo resizing D2 ...
-convert Dsat_D2.bmp -resize 2048x2048 temp_D2.bmp+magick ​convert Dsat_D2.bmp -resize 2048x2048 temp_D2.bmp
 echo resizing D3 ... echo resizing D3 ...
-convert Dsat_D3.bmp -resize 2048x2048 temp_D3.bmp+magick ​convert Dsat_D3.bmp -resize 2048x2048 temp_D3.bmp
 echo resizing D4 ... echo resizing D4 ...
-convert Dsat_D4.bmp -resize 2048x2048 temp_D4.bmp+magick ​convert Dsat_D4.bmp -resize 2048x2048 temp_D4.bmp
  
 echo combine temp_Ax ... echo combine temp_Ax ...
-convert +append temp_A1.bmp temp_A2.bmp temp_A3.bmp temp_A4.bmp temp_Ax.bmp+magick ​convert +append temp_A1.bmp temp_A2.bmp temp_A3.bmp temp_A4.bmp temp_Ax.bmp
 echo combine temp_Bx ... echo combine temp_Bx ...
-convert +append temp_B1.bmp temp_B2.bmp temp_B3.bmp temp_B4.bmp temp_Bx.bmp+magick ​convert +append temp_B1.bmp temp_B2.bmp temp_B3.bmp temp_B4.bmp temp_Bx.bmp
 echo combine temp_Cx ... echo combine temp_Cx ...
-convert +append temp_C1.bmp temp_C2.bmp temp_C3.bmp temp_C4.bmp temp_Cx.bmp+magick ​convert +append temp_C1.bmp temp_C2.bmp temp_C3.bmp temp_C4.bmp temp_Cx.bmp
 echo combine temp_Dx ... echo combine temp_Dx ...
-convert +append temp_D1.bmp temp_D2.bmp temp_D3.bmp temp_D4.bmp temp_Dx.bmp+magick ​convert +append temp_D1.bmp temp_D2.bmp temp_D3.bmp temp_D4.bmp temp_Dx.bmp
  
 echo combine L3DT_texture_map.bmp ... echo combine L3DT_texture_map.bmp ...
-convert -append temp_Ax.bmp temp_Bx.bmp temp_Cx.bmp temp_Dx.bmp L3DT_texture_map.bmp+magick ​convert -append temp_Ax.bmp temp_Bx.bmp temp_Cx.bmp temp_Dx.bmp L3DT_texture_map.bmp
 echo creating L3DT_texture_map ... echo creating L3DT_texture_map ...
-convert -strip -interlace Plane -quality 85% L3DT_texture_map.bmp L3DT_texture_map.png+magick ​convert -strip -interlace Plane -quality 85% L3DT_texture_map.bmp L3DT_texture_map.png
 echo deleting temp files ... echo deleting temp files ...
 if exist temp_*.bmp del temp_*.bmp if exist temp_*.bmp del temp_*.bmp
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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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 **2007 - 2009** ArmA, fictional\\ **2007 - 2009** ArmA, fictional\\
 **2009 - 2013** ArmA 2, fictional (maybe few close to real world terrains with hard work started to appear)\\ **2009 - 2013** ArmA 2, fictional (maybe few close to real world terrains with hard work started to appear)\\
-**2013 - now?** ArmA 3, fictional + accurate real world data :)+**2013 - 2020** ArmA 3, fictional + accurate real world data :)
  
 Just a small side note, until these PMC Editing Wiki tutorials, there was no **comprehensive step by step** tutorial sets how to make real world data terrains, few guys had global mapper / qgis tutorials but none were complete tutorials from having nothing to getting terrain in-game. Just a small side note, until these PMC Editing Wiki tutorials, there was no **comprehensive step by step** tutorial sets how to make real world data terrains, few guys had global mapper / qgis tutorials but none were complete tutorials from having nothing to getting terrain in-game.
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 Credits: Credits:
 +  * [PTR] brenden0309
   * Digital Centurion   * Digital Centurion
 +  * Hydrra
   * Ice   * Ice
 +  * JakerRod
   * M1lkm8n   * M1lkm8n
   * pooface   * pooface
-  * Hydrra 
-  * [PTR] brenden0309 
   * 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.1544104932.txt.gz · Last modified: 2018-12-06 14:02 by snakeman