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arma3:tools:terrain-builder [2019-01-22 11:54]
snakeman added objects export file format header.
arma3:tools:terrain-builder [2022-06-25 16:45] (current)
snakeman added link.
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 Here is few tips from our experiences. Here is few tips from our experiences.
  
-Wilbur lat/lon heightmap txt format did not import, terrain builder got stuck at the initial importing phase. It did not freeze, but was just sitting there 0% CPU use and nothing happened for long time. When you create L3DT exported ASCII Grid ASC file, it imports fine.+[[:​tools:​wilbur|Wilbur]] lat/lon heightmap txt format did not import, terrain builder got stuck at the initial importing phase. It did not freeze, but was just sitting there 0% CPU use and nothing happened for long time. When you create ​[[tools:​l3dt|L3DT]] exported ASCII Grid ASC file, it imports fine.
  
 This guide assumes you know your way around terrain builder and you have [[arma3:​terrain:​ultimate-terrain-tutorial|created at least one terrain]]. This guide assumes you know your way around terrain builder and you have [[arma3:​terrain:​ultimate-terrain-tutorial|created at least one terrain]].
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 To assign surface material, use RMB on the shapes layer to bring up the material list. To assign surface material, use RMB on the shapes layer to bring up the material list.
 +
 +Go to layers manager -> shapes tab, RMB layer you want to export and select surface type (class names come from layers.cfg).
 +
 +File -> export -> shapes to imagery, tick export png and browse to a file, tick crop by active mapframe, click OK to export.
  
  
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 PMC has provided full template libraries for download, see [[arma3:​terrain:​terrain-builder-templatelibs|Terrain Builder TemplateLibs]]. PMC has provided full template libraries for download, see [[arma3:​terrain:​terrain-builder-templatelibs|Terrain Builder TemplateLibs]].
 +
 +**Deleting Objects from TemplateLibs**
 +
 +Don't do it. Deleting whole template libraries with large number of objects takes very //very// long time. Unless you want to wait over half an hour do not delete objects like this.
  
  
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 When you import heightmap, satellite texture or satellite mask terrain builder will add them into its project files (rasters in the GUI), you can delete the source satellite / heightmap files as they are no longer required. Obviously you need to keep your editable satellite image sources, but for example if you "save as" from photoshop PSB file or export from global mapper, those BMP's are temporary and can be deleted. When you import heightmap, satellite texture or satellite mask terrain builder will add them into its project files (rasters in the GUI), you can delete the source satellite / heightmap files as they are no longer required. Obviously you need to keep your editable satellite image sources, but for example if you "save as" from photoshop PSB file or export from global mapper, those BMP's are temporary and can be deleted.
 +
 +You can copy projectName.Layers and projectName.Shapes directories from other projects when terrain builder is not running, on the next startup the files are loaded and ready to use.
  
  
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 **Deleting object layers with objects in them** **Deleting object layers with objects in them**
  
-Do not run buldozer when you deleted ​object layers, it might crash terrain builder.+Do not run buldozer when you delete ​object layers, it might crash terrain builder.
  
-So please ​save the project before deleting object layers with objects in them. If you want to import new set of objects, delete the previous object layer, save project, close project and restart terrain builder. This way you can be sure there are no lingering issues from the previous objects in terrain builders memory etc.+Please ​save the project before deleting object layers with objects in them. If you want to import new set of objects, delete the previous object layer, save project, close project and restart terrain builder. This way you can be sure there are no lingering issues from the previous objects in terrain builders memory etc
 + 
 +If you need to delete whole object layers in the layer manager, you can just go to MyTerrain\source\TerrainBuilder\MyTerrain.Layers\ directory and delete the TV4L files directly (when terrain builder is not running). 
 + 
 +The next time you start terrain builder and load this project, the object layers are gone.
  
  
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 Once done, your layers manager -> objects -> default should list 0 objects but trees, rocks and buildings populated with objects. Once done, your layers manager -> objects -> default should list 0 objects but trees, rocks and buildings populated with objects.
  
-Tip from Cosmo in discord: If you already have several layers and objects, another option is via "​export object"​ where you can select "​active layer",​ then select the object-classes you wanna extract. Do so and extract them into a textfile ​and re-import them the new desired layer. (Dont forget to delete the old objects from the old layers).+Tip from Cosmo in discord: If you already have several layers and objects, another option is via "​export object"​ where you can select "​active layer",​ then select the object-classes you wanna extract. Do so and extract them into a text-file ​and re-import them the new desired layer. (Don'​t ​forget to delete the old objects from the old layers)
 + 
 +**Moving Objects Takes A Long Time** 
 + 
 +When you select object from library manager, then RMB -> select objects, it will take very long time for objects like 230,000 or so, processing time is like one minute or more. 
 + 
 +As the objects are finally selected and you use the layer drop-down, this move from layer to another takes again very long time for high object count. 
 + 
 +It is highly recommended that you use other means to move objects between layers.
  
  
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   * All objects in terrain builder and visitor 3 are stored with relative height   * All objects in terrain builder and visitor 3 are stored with relative height
   * All objects in both exported and binarized WRP use Above Sea Level   * All objects in both exported and binarized WRP use Above Sea Level
 +
 +Relative is always the same height above terrain surface no matter if terrain elevation changes, absolute is precise above sea level elevation which do not care what height the terrain is.
 +
 +When buldozer is running you can switch each placed objects elevation mode from template library properties when selecting the object(s).
  
  
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 2 - X coordinate 2 - X coordinate
 3 - Y coordinate 3 - Y coordinate
-4 - Yaw (ie rotation, who the hell calls it "​yaw"​)+4 - Yaw (ie rotation)
 5 - Pitch 5 - Pitch
 6 - Roll 6 - Roll
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 end objects end objects
 </​code>​ </​code>​
 +
 +
 +====== Invalid Triangulation Polygon ======
 +
 +**CPolygonalArea::​UpdateGeometry() - Skipped shape: invalid triangulation (triangle 1.6 fails). (polygon_18)**
 +
 +You can fix this error in global mapper by just loading and saving the shapefile, or in terrain builder by using menu shapes -> find by name, then select the polygon in the error, use action drop-down of "show and select",​ click OK, then the polygon in question is selected now just hit delete key to delete it.
 +
 +Definiton for bad polygon; can for example be one where lines between vertices cross at some point.
 +
 +
 +====== Vertice Selection With Shape ======
 +
 +Terrain builder can select terrain heightmap vertices contained in a shape file area.
 +
 +Draw a shape, RMB click it and choose select contained terrain vertices.
 +
 +Do not create very large shape because selecting the vertices in that contained area takes forever. Yeah I guess it takes the same time to select four different smaller shapes one by one than one huge, but terrain builder is on "Not Responding"​ mode when it selects those so if you can avoid extensive time being like this, its worth doing. Besides its a bit easier to create and manage smaller shapes than one gigantic one.
 +
 +See also [[arma3:​tools:​terrain-builder-known-bugs#​shape_vertice_selection|shape vertice selection works only once per terrain builder start]].
  
  
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   * Highest elevation has been confirmed 8848 meters. Ice from arma discord said he made mount everest terrain which worked fine. Helicopter (little bird) could not climb to that altitude but cars worked there just fine.   * Highest elevation has been confirmed 8848 meters. Ice from arma discord said he made mount everest terrain which worked fine. Helicopter (little bird) could not climb to that altitude but cars worked there just fine.
  
-  * Import -> Maps is how you import arma2 WRP and PEW files.+  * Import -> Maps is how you import arma2 WRP and PEW files. PEW has the proper template library colors (not sure about icon shapes?), WRP just imports as blue or black. PEW/WRP import is as-is, objects are aligned properly.
  
   * If you have very large terrain possibly with large number of objects, think twice before previewing it on buldozer as it takes forever to start.   * If you have very large terrain possibly with large number of objects, think twice before previewing it on buldozer as it takes forever to start.
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   * MapLegend.png is included in: <​SteamRoot>​\SteamApps\common\Arma 3 Tools\TerrainBuilder\img\map\   * MapLegend.png is included in: <​SteamRoot>​\SteamApps\common\Arma 3 Tools\TerrainBuilder\img\map\
 +
 +  * terrain builder can only do 16 x 16 grid heightmap, if you import PEW with 8 x 8 grid it will show blank drop-down for the heightmap size selection. This is for those arma2 ported terrains where visitor 3 could do 8 x 8 grid heightmaps.
 +
 +
 +====== Export Imagery ======
 +
 +Howto export satellite texture / mask out of terrain builder.
 +
 +File -> export -> imagery, when you open the dialog OK button is grayed out until you file browse for export surface mask and tick it.
 +
 +If you tick export satellite texture OK button gets grayed out. If you click project extent, terrain builder goes to (Not responding) freeze mode.
 +
 +File -> export -> EMF, seems to work ok. You insert the resolution you want to export and EMF file is exported.
 +
 +Note: exporting EMF gives a blank texture if buldozer is running.
 +
 +
 +====== Processing Dialog On Top ======
 +
 +Terrain builder has nasty habit of opening "​processing please wait" type of dialog and it will stay on top across other programs you are running, for example if you switch to email client or browser you still have this dialog on top in the middle of the screen annoying you.
 +
 +
 +====== Buldozer and Deleting Objects ======
 +
 +Do not delete objects when buldozer is running, if you trying to do so terrain builder will warn you. Listen to this warning, do not keep buldozer running while proceeding to delete the objects, you most likely get a terrain builder and/or buldozer crash.
 +
 +
 +====== Locked Objects Layer and Heightmap Import ======
 +
 +If you think by locking objects layer you can import new heightmap and keep object alignment, you are wrong. Relative elevation objects will get aligned relative to the new heightmap upon import no matter if you lock the layer.
arma3/tools/terrain-builder.1548158084.txt.gz · Last modified: 2019-01-22 11:54 by snakeman