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arma3:terrain:wrp-pew-import-tutorial

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arma3:terrain:wrp-pew-import-tutorial [2017-02-03 23:53]
snakeman created wrp-pew-import-tutorial initial page.
arma3:terrain:wrp-pew-import-tutorial [2017-10-06 17:13] (current)
snakeman http to https switch.
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 Open terrain builder and import the 8WVR WRP or PEW file. Open terrain builder and import the 8WVR WRP or PEW file.
  
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 Select your **projectRoot** (above the source folder "​P:​\myTag\myMod\projectRoot\source"​) Select your **projectRoot** (above the source folder "​P:​\myTag\myMod\projectRoot\source"​)
  
-{{ http://​pmc.editing.wiki/​images/​Lappihuan-WRP-PEW-Import-Tutorial-01.png }}+{{ https://​pmc.editing.wiki/​images/​Lappihuan-WRP-PEW-Import-Tutorial-01.png }}
  
 Make sure to have zone 31N, easting 200,000, northing 0 for road shapes to work. Make sure to have zone 31N, easting 200,000, northing 0 for road shapes to work.
  
-{{ http://​pmc.editing.wiki/​images/​Lappihuan-WRP-PEW-Import-Tutorial-07.png }}+{{ https://​pmc.editing.wiki/​images/​Lappihuan-WRP-PEW-Import-Tutorial-07.png }}
  
 Yes or no it doesn’t matter, image data will be imported later. Yes or no it doesn’t matter, image data will be imported later.
  
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 In the left side bar you have the object librarys that you will be replacing later with nicely split object librarys instead of the circ, rect, roads. In the left side bar you have the object librarys that you will be replacing later with nicely split object librarys instead of the circ, rect, roads.
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 Below the Layers manager is the the mapframe which you can dubble click to open the map frame properties. Below the Layers manager is the the mapframe which you can dubble click to open the map frame properties.
  
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 But first lets import the mask and sat by drag & drop into terrain builder and selecting the correct option. But first lets import the mask and sat by drag & drop into terrain builder and selecting the correct option.
  
-{{http://​pmc.editing.wiki/​images/​Lappihuan-WRP-PEW-Import-Tutorial-00.png}} {{http://​pmc.editing.wiki/​images/​Lappihuan-WRP-PEW-Import-Tutorial-08.png}}+{{https://​pmc.editing.wiki/​images/​Lappihuan-WRP-PEW-Import-Tutorial-00.png}} {{https://​pmc.editing.wiki/​images/​Lappihuan-WRP-PEW-Import-Tutorial-08.png}}
  
 After importing both you might notice that it is not in your mapframe or its bigger than the mapframe, right click on the it in the Layersmanager and select Terrain coordinates & properties. Make sure both sat and mask have the offset set to easting 200,000 and northing 0 and the correct terrain size (in case of Ivachev 640 x 640m). After importing both you might notice that it is not in your mapframe or its bigger than the mapframe, right click on the it in the Layersmanager and select Terrain coordinates & properties. Make sure both sat and mask have the offset set to easting 200,000 and northing 0 and the correct terrain size (in case of Ivachev 640 x 640m).
  
-{{ http://​pmc.editing.wiki/​images/​Lappihuan-WRP-PEW-Import-Tutorial-03.png }}+{{ https://​pmc.editing.wiki/​images/​Lappihuan-WRP-PEW-Import-Tutorial-03.png }}
  
 Now to the mapframe properties, double click your mapframe in the lower right corner to bring up the mapframe properties. Change the name to the island name and **remove the \source fomr the Output root folder!** and hit create subfolders. Now to the mapframe properties, double click your mapframe in the lower right corner to bring up the mapframe properties. Change the name to the island name and **remove the \source fomr the Output root folder!** and hit create subfolders.
  
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 The sampler tab is a tough one as one can not really count that its correct, but anyway i will explain what is what and you will use what fits you best: The sampler tab is a tough one as one can not really count that its correct, but anyway i will explain what is what and you will use what fits you best:
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     They'​re then tiled out into that 40x40 area and that "​chunk"​ is counted by the engins as a single "​texture block" - then those 40x40 "​blocks"​ are tiled up into usually something around a 12x12 grid of those, until now you're at the actual "​Layers Folder Stage" Satellite tile - then THEY'​re tiled up to provide the final sat imagery// - just keep it as close to 40x40 as possible.     They'​re then tiled out into that 40x40 area and that "​chunk"​ is counted by the engins as a single "​texture block" - then those 40x40 "​blocks"​ are tiled up into usually something around a 12x12 grid of those, until now you're at the actual "​Layers Folder Stage" Satellite tile - then THEY'​re tiled up to provide the final sat imagery// - just keep it as close to 40x40 as possible.
  
-{{ http://​pmc.editing.wiki/​images/​Lappihuan-WRP-PEW-Import-Tutorial-09.png }}+{{ https://​pmc.editing.wiki/​images/​Lappihuan-WRP-PEW-Import-Tutorial-09.png }}
  
 You better hit OK at this point and save your project with File > save as.. in your source directory. the rest should be standard terrain stuff that is covered in the [[arma3:​terrain:​ultimate-terrain-tutorial|PMC Ultimate Terrain Tutorial]]. You better hit OK at this point and save your project with File > save as.. in your source directory. the rest should be standard terrain stuff that is covered in the [[arma3:​terrain:​ultimate-terrain-tutorial|PMC Ultimate Terrain Tutorial]].
arma3/terrain/wrp-pew-import-tutorial.1486166012.txt.gz · Last modified: 2017-02-03 23:53 by snakeman