Monster Terrain tool
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Just my 2 cents here,
first of all, everyone is right, L0 elevation data are the most detailed, giving 4x4 (or 16:D) points per tile, as opposed to L2 giving only one point per tile. L0 elevation, AFAIK could be used in BMS with no terrain popping up because of the new terrain engine, the downside would be the big cpu work - memory required to display all this data. Maybe a coder from BMS can shed some more light on this. If that’s the case, I personally prefer to have L2 elevation with the benefits of the new engine than the other way round.
Using ModTerrain, one could export and import back only the elevation data. The format of the exported file is very simple, just a dump of short integers, starting from the lower-left corner of the theater and going right. row by row. Someone with some basic skills in programming could write an utility to convert elevation data from any source to the correct format. Even I did it, converting DTED data for emf (so it shouldn’t be so hard ). Just some considerations on this.
For elevation data with accuracy, let’s say 90m, keep in mind that a tile in L2 is 1km wide by 1km long (L0 is 250m x 250m). So you need to read from the source all the data covering this square km, get one value for elevation (either by taking the max value or normalizing the values) and dump it to a file. For the 90m accuracy, you need (1000/90=11.111) about 11 x 11 elevation values to create one in L2. Continuing working that way, you’ll finally have your file to import in L2. Some readjustment calculations may be needed, to adjust for the extra 0.1111 value you’re discarding for each tile, especially for big theaters.
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Hey LazyButt,
Do you have a link for that puppy???
I lost it when my FF HDD crashed.
Just interested in playing with it again.TIA,
DaveSure, check PM for a link to CATE 2/4byte.
Cheers,
LS -
:rofl: Classic stuff LS!!!:nosep:
RAM22
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Yes and Yes but with careful attention paid to not allowing the slope to become extreme, the L2 can be manipulated to look less blocky.
RAM22,
I think your smoothness of the slopes and edges is eased by presence and workings of the surface shader. My GPX card is with some problems , one of which is: I cannot for example run BMS with HDR lighting enabled. :sad:
I am not sure if HDR or something else has to to how edges are smoothed , but as an experiment make your dune more extreme and see if you see your edges sharp or smooth. However , the peak may be sharper and this is what precisely you suggesting by telling not to go too high.
Do you have HDR enabled? What card is what you using? -
RAM22,
I think your smoothness of the slopes and edges is eased by presence and workings of the surface shader. My GPX card is with some problems , one of which is: I cannot for example run BMS with HDR lighting enabled. :sad:
I am not sure if HDR or something else has to to how edges are smoothed , but as an experiment make your dune more extreme and see if you see your edges sharp or smooth. However , the peak may be sharper and this is what precisely you suggesting by telling not to go too high.
Do you have HDR enabled? What card is what you using?Those others were not with the HDR Lighting on in the Config Editor but these shots are with it on.
I’m running a nVidia 9500GT. Actually I think they look better with the lightning of course closeup is where you notice the points. At some distance they look nice.
At 13000 going down to 10000ft
Then 5000ft
3000ft
Under 1000ft, you can see the points now clearly and the plateau of the one hill
I’m positive that using more than one row or column that is the same elevation will reduce the cone head shape. Using one row will result in the peak. These shots have one hill with one row and the other with two at the apex, plus like noted, the amount of next level elevation was not extreme.
The three levels from 300ft ground were, 600ft, 1200ft, 2000ft.
Most mountains have some sort of area or plateau at the top, sloped or not but an area that is not an extreme rigid peak with a 150-170 degree slope down, I’m sure there are some unusual peaks that have some jagged tops like the Matterhorn at Disneyland.:D
RAM22
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I have a problem with the Edit Tile. When I want to define the areas “Thin Forest”, I have got it:
Any idea?
Cheers,
Eghi -
Should you not just leave it at Plains. AFAIK no more of Thin Forest or any other types of terrain, only Plains and Water.
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Unfortunately, I can’t reproduce the error. Is it happening after you insert the area or after pressing OK to save the changes? Also, did you insert the area using the Ctrl button or by pressing the “Add Area” button?
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Should you not just leave it at Plains. AFAIK no more of Thin Forest or any other types of terrain, only Plains and Water.
Ted,brush, thin forest and thick forest areas will be used for “auto generated” trees, bushes and gras in future releases.
A few months ago Naldo had already a “planting trees, … lot’s of them” in his sig, so I think it’s already done for korea terrain.Please read the “INTERGRATING EXISTING THEATERS INTO BMS.docx”
(could’nt find the originally DL, so I upped it for you on mediafire)
http://www.mediafire.com/?tldaaecwcqs8p47Cheers,
LS -
Unfortunately, I can’t reproduce the error. Is it happening after you insert the area or after pressing OK to save the changes? Also, did you insert the area using the Ctrl button or by pressing the “Add Area” button?
This happening after insert pressing OK to save. Ctrl button and “Add Area” button, it works well. Just by pressing the “OK” this error happens, and only in “Thin Forest”. The rest works fine.
I’ll check on another computer….Thanks for your help,
Eghiedit: problem solved :headb:. ( reinstalling TE)
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A small problem……
I’m trying to edit tiles in the BIN Editor (add Areas/ Paths). Problem is the resolution tiles, 1024 is not working properly, I will see only the tile … I do not see the option:512, 256 is fine:
So, what do I do? I reduce the resolution to 512 and edit Paths……:
Going back to 1024 resolution, and everything is ok:
TE-BIN editor does not work with high resolution?
Cheers,
Eghi -
If the only problem is that you don’t see the controls, it’s more a problem of your display resolution, it’s just not enough to display everything. Going 1024x1024 for a tile resolution is high even for HD (1080 in vertical resolution). That’s why I added the zoom functions and keyboard shortcuts.
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That’s why I added the zoom functions and keyboard shortcuts.
Monster -+…? It works :headb: I lost two nights … solve this trivial problem.
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If I may Eghi,
You do not need to draw these roads with all these different path entries or the different directions trying to follow the exact road within the artwork.
You’re creating a bunch of path nodes that bog the code down.
There should be only one path for the road, one path for a bridge or one path for river, depending what is contained on the tile. And they don’t need to be drawn across the entire texture. A simple small path entry is the only thing required for each and the code will read it fine. Doesn’t even matter what direction, N/S-E/W you draw the small path entry either.
RAM22
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Interesting info Brian, Thank’s.
@Monster
Thank’s for update 3.4.8.where can I DL the update file?
… I would like to update on a PC at work without internet connection.A suggestion:
Could you please add segment numbers to the map options?That would be usefull if I tile at work and stop at segment X
to continue later at home from that segment X.Cheers,
LS -
Thank’s for update 3.4.8.
where can I DL the update file?
… I would like to update on a PC at work without internet connection.Cheers,
LSHi my friend.
Well you can download the offline update 3.4.8 from here: http://programs.sakgiok.gr/downloads.php 3rd line “TerrainEditor v3.4.8 Patch”.
I hope to help you ;).
Nikos. -
Thank’s Nikos.
Cheers,
LS -
Is there a detailed manual available for this tool? The manual page on Monster’s site only has an overview and feature list……
Thanks!
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Terrain Editor has a link to Online Documentation under Edit Terrain button. It should connect you to his Doc pages.
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Is there a detailed manual available for this tool? The manual page on Monster’s site only has an overview and feature list……
Thanks!
it has everything… it just is a bit strange the way it works…
http://docs.sakgiok.gr/manuals:terraineditor:home
http://docs.sakgiok.gr/manuals:terraineditor:reference:home
http://docs.sakgiok.gr/manuals:terraineditor:reference:bin_editor:homeat those links above u must use the back function to get back to where u where.
this helps to get to the start of TE manual: http://docs.sakgiok.gr/manuals:terraineditor:reference:home
All the action takes place here… observe this area and u will be fine:
Hope it helps.