Schneeder 10 Posted April 13, 2014 Hey everyone, I was wondering if anyone could possibly be able to type up or make a video on properly getting real world height maps into TB and all the stuff. I've been using these two sites in attempts but don't truly understand how I'd go about with dimensions and making sure everything else is proper. First site. Second. I would just love some guidance on that because right now I've only been able to play around with the sample map. I'm gunning on finally getting into making maps and I believe these tools will be simple once we learn them but as of right now I feel like I'm staring at a very big wall and not real sure how to get over it. Share this post Link to post Share on other sites
Fogu 10 Posted April 15, 2014 for terrain Data check this site and read this Tutorial to get started. Yes its not for a3 but the Globalmapper part(how to extract rl terrain data) is still the same. Share this post Link to post Share on other sites
Schneeder 10 Posted April 15, 2014 Followed it and got the XYZ grid file out. Tried to put it into TB keep getting this: Share this post Link to post Share on other sites
Shelestov 270 Posted April 15, 2014 Followed it and got the XYZ grid file out. Tried to put it into TB keep getting this:http://puu.sh/89Kx6.png In l3dt, while exporting .xyz make "UseProjGeoref" false: Share this post Link to post Share on other sites
Schneeder 10 Posted April 15, 2014 So my current process is then: 1. Grab terrain data from Here. 2. Open it in global mapper and run through ZGM's tutorial on extracting data. Used 10240x10240. 3. Import XYZ into L3DT. http://puu.sh/8aihn.jpg (127 kB) 4. Export heightfield out of L3DT. 5. Import into TB. http://puu.sh/8aitl.jpg (246 kB) But previewing in buldozer I see nothing. Share this post Link to post Share on other sites
Cype_Revenge 651 Posted April 16, 2014 (edited) you created a mask and a satelite image with L3DT and imported in TB? source folder? configfile? try this ,very Helpful http://forums.bistudio.com/showthread.php?174933-Quick-Terrain-Builder-Tutorial or this video: http://www.youtube.com/watch?v=ibe3kDD3Ep4 Edited April 16, 2014 by 19thCypeRevenge Share this post Link to post Share on other sites
Schneeder 10 Posted April 16, 2014 I've went through the first tutorial, watched the second. I wasn't sure if you'd actually need all of the other things in order to see just the height map in terrain builder. I would think you should still be able to see the very base of the land mass itself. Share this post Link to post Share on other sites
bushlurker 46 Posted April 16, 2014 (edited) I would think you should still be able to see the very base of the land mass itself. When you launch buldozer it allows you to view "the contents of the mapframe", basically... Your mapframe currently has no contents... What you have is a single layer of raw data loaded... Essentially, at a minimum, you have to locate both mapframe and your "data layer" in the same worldspace (bottom-left coords to 0,200000 UTM Zone 31N, SubZone N)), then decide on a size for the mapframe (width & height in meters), which corresponds to the grid size and resolution you want your heightmap to be - Set your "Terrain Sampler" parameters (in the Mapframe Properties "samplers Tab") to match that desired grid & cellsize, then "Rebuild Terrain" (in the Mapframe Properties "Processing Tab"), which will "Sample" that specified section of your height data layer (or all of it if that's what you specify) into the mapframe, at the res you specify... At that stage - you actually DO have a heightmap and (unlike Visitor 3 which would crash if you tried this sort of thing) you - should - now be able to view the contents of that mapframe in Buldozer - and see your heightmap (though of course it will be white and untextured at this stage)... B Edited April 16, 2014 by Bushlurker Share this post Link to post Share on other sites
Schneeder 10 Posted April 18, 2014 Appreciate that bit of information Bushlurker! So after going through everything and just simply using a different heightmap/sat/mask and using Jakerod's tutorial I was able to accomplish this is a short time. Here. (3001 kB) Being barren I can see why far away it looks like poop. I noticed the tiling in buldozer and in game you can see it in the grass just a kind of empty line per say when the next tile starts. Would that be due to the improper dimensions when doing the terrain sampler? When I exported out of global mapper I used a 5120x5120 with a 10x10 cell size. Exported out of L3DT with 512x512 aspect rations for the heightmap/sat/mask as well. I'm also not sure if I should should L3DT for the sat/mask or make my own via photoshop. I know of the mask I probably should to define the colors. Oh and do you use the water from L3DT for this or is that something you define in the configs? I just want to make sure I have this right from what I exported as well from global mapper. Then I had this for sat/mask: or should those be 512x512? Share this post Link to post Share on other sites