arma3:terrain:real-world-data-tutorial
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arma3:terrain:real-world-data-tutorial [2019/12/03 08:48] – updated. snakeman | arma3:terrain:real-world-data-tutorial [2025/07/01 05:31] (current) – updated. snakeman | ||
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====== ArmA 3 Real World Data Terrain Tutorial ====== | ====== ArmA 3 Real World Data Terrain Tutorial ====== | ||
- | **2019-12-01 Update** | + | [[https:// |
+ | |||
+ | **2025-07-01T05: | ||
**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: | This tutorial assumes you have already experience making arma3 terrains, if you do not then please read [[arma3: | ||
- | 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: |
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. | 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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===== 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 |
**_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 |
echo resizing A2 ... | echo resizing A2 ... | ||
- | convert Dsat_A2.bmp -resize 2048x2048 temp_A2.bmp | + | magick |
echo resizing A3 ... | echo resizing A3 ... | ||
- | convert Dsat_A3.bmp -resize 2048x2048 temp_A3.bmp | + | magick |
echo resizing A4 ... | echo resizing A4 ... | ||
- | convert Dsat_A4.bmp -resize 2048x2048 temp_A4.bmp | + | magick |
echo resizing B1 ... | echo resizing B1 ... | ||
- | convert Dsat_B1.bmp -resize 2048x2048 temp_B1.bmp | + | magick |
echo resizing B2 ... | echo resizing B2 ... | ||
- | convert Dsat_B2.bmp -resize 2048x2048 temp_B2.bmp | + | magick |
echo resizing B3 ... | echo resizing B3 ... | ||
- | convert Dsat_B3.bmp -resize 2048x2048 temp_B3.bmp | + | magick |
echo resizing B4 ... | echo resizing B4 ... | ||
- | convert Dsat_B4.bmp -resize 2048x2048 temp_B4.bmp | + | magick |
echo resizing C1 ... | echo resizing C1 ... | ||
- | convert Dsat_C1.bmp -resize 2048x2048 temp_C1.bmp | + | magick |
echo resizing C2 ... | echo resizing C2 ... | ||
- | convert Dsat_C2.bmp -resize 2048x2048 temp_C2.bmp | + | magick |
echo resizing C3 ... | echo resizing C3 ... | ||
- | convert Dsat_C3.bmp -resize 2048x2048 temp_C3.bmp | + | magick |
echo resizing C4 ... | echo resizing C4 ... | ||
- | convert Dsat_C4.bmp -resize 2048x2048 temp_C4.bmp | + | magick |
echo resizing D1 ... | echo resizing D1 ... | ||
- | convert Dsat_D1.bmp -resize 2048x2048 temp_D1.bmp | + | magick |
echo resizing D2 ... | echo resizing D2 ... | ||
- | convert Dsat_D2.bmp -resize 2048x2048 temp_D2.bmp | + | magick |
echo resizing D3 ... | echo resizing D3 ... | ||
- | convert Dsat_D3.bmp -resize 2048x2048 temp_D3.bmp | + | magick |
echo resizing D4 ... | echo resizing D4 ... | ||
- | convert Dsat_D4.bmp -resize 2048x2048 temp_D4.bmp | + | magick |
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 |
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 |
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 |
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 |
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 |
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 |
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 6-6.5 million objects | + | With the release of arma3 64bit version |
+ | |||
+ | 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.1575362893.txt.gz · Last modified: 2019/12/03 08:48 by snakeman