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Schneeder

Importing height map / Dimensions help.

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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.

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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.

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Followed it and got the XYZ grid file out. Tried to put it into TB keep getting this:

89Kx6.png

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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)

8aizb.png

But previewing in buldozer I see nothing.

8aiDk.jpg

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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.

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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 by Bushlurker

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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?

8ddwh.png

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:

8ddzl.png

or should those be 512x512?

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