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arma3:tools:terrain-builder [2019-01-25 20:28]
snakeman added more details.
arma3:tools:terrain-builder [2022-06-25 16:45] (current)
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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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 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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 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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   * 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.
  
  
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 File -> export -> imagery, when you open the dialog OK button is grayed out until you file browse for export surface mask and tick it. 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 ​goest to (Not responding) freeze mode.+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. 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.1548448138.txt.gz · Last modified: 2019-01-25 20:28 by snakeman