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LoRo

[WIP] MLV Map - Project 1982 | Malvinas / Falklands Terrains

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On 19/1/2018 at 4:55 PM, opteryx said:

Aquí hay una manera de hacerlo. Lo hice manualmente con solo Notepad ++.

Did you also edit the WRP file with notepad ++?

Or simply did not move the .RVMAT files from their original location?

 

EDIT: I will keep the RVMAT in its original directory so as not to modify the WRP

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Yes, keep the rvmats in the same directory so you don't have to edit the WRP.

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27783909_10215656245621901_780859548_n.j

 

last step,
latest rvmat files (000 to 170)

Can it be some kind of limitation of number of tiles?
everything seems fine, any idea?

 

add:
27939282_10215656998200715_1077227348_n.

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Try downscaling your sat to 143,360 px.

 

I think Snakeman has said that's the largest sat he's been able to get work.

 

Some interesting info

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Grid Size: 8192x8192
Cell Size: 40
Terrain Size: 327680

Satellite Size: 163840x163840px
Resolution: 2m/px

Tiles Size: 2048x2048px
Desired Overlap: 16px
Teture Layer 320.00x320.00m

Objets: 0
 

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Rendering Problem...

 

Walking:

 

Chopper:

 

Does chopper move or island move? 

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It's floating point error, I'm afraid there is nothing you can do to fix it.

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10 minutes ago, opteryx said:

It's floating point error, I'm afraid there is nothing you can do to fix it.

I guess I'm pushing the engine too hard, I'm going to test 240km that the almost complete islands would fit very tight, and ultimately 160km sacrificing the west side

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I've had it on 80km maps too, but it gets worse the bigger the map as I understand it.

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Muy bien ahi vamos! Yo estoy trabajando tambien en un terreno de Malvinas pero estoy hacendo mucho mas pequeno, solamente el un cuadrado de 10x10km 1:1 centrado en la padrera del ganso con una resolucion de 2.5m/px. Mi objectivo es de intentar poner el maximo de detalles en una pequena area. Estuve trabajando con un DEM mesclado entre SRTM y Aster pero veo que tu version me parece mucho, pero mucho mejor. Donde puedo bajar el DEM este tuyo? Veo tambien que en tu version, la pusiste un DEM de buena resolucion para el terreno bajo el agua.; lo hiciste vos manualmente o bajaste? Se si, donde lo bajaste y como lo haces para mesclar los dos DEM? Una otra pregunta; dijiste que exportas el DEM desde L3DT al Terrain Builder en asc. Yo todavia no logre hacer esto, el TB no me lo aceptas. Solo logre importar en TB en bmp, que es una mierda porque me caga toda la vertical range. Como lo haces vos? Gracias loco, buen trabajo!

 

Very nice! I'm also working in a terrain of the Falklands, but I'm making it quite smaller, squaring only the region around Goose Green and using a resolution of 2.5m/px. My objective is to include the maximum of detail in a small enough area. I've been working with a DEM mixed between SRTM and Aster but I can see that yours is a lot better. Where can I find the DEM that you're using? I also see that in your version, you included an under water DEM of fair resolution; Did you edit it manually or downloaded somewhere? If yes, where did you find it and how do you mix the two DEMs? One more question: you said that you export from L3DT to TB in asc. I still havent managed to do it. TB only accepts when I export in bmp from l3dt, which kills all the vertical range. How do you do it? Cheers mate, well done!

 

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Is your first map? mine is the first, I just did some tests before, I like the idea of working in 1: 1, in the next version I will try to work with a resolution of 1m / px, using the method that suggested me @opteryx, what probe and it's a wonder, also allows you to update the map, without going back to upload the textures.

For the surface terrain use the mission Alos Palsar:
https://www.asf.alaska.edu/sar-data/palsar/download-data/

For the underwater terrain use topo15 (15gb is the whole planisphere in low resolution)
ftp://topex.ucsd.edu/pub/srtm15_plus/

And to mix them use Globalmapper, it took several months to find a way around this matter, imagine that manually doing so many square kilometers of seabed was not among my options, and I did not find any tutorial to explain this, rather I was working on it, basically calculate silhouettes at a certain height to turn them into areas of selection and thus cut both DEM to superpose them, I also had to use a calculator that brings the soft, to go down and up the height of the land to make them match better with sea level, and in the union generate a layer at a certain depth to connect the points where they did not match each other and the result was quite acceptable ...

the L3DT only use it to generate the normalmap, I had problems exporting in .asc and in .xyz to the TB, I do not recommend it, there were several strange things in the field,

I export directly from globalmapper in .tif (geotiff without geo reference info)

the truth is that this is pure trial and error

Sincerely there are still some things that I do not know how I'm going to do them, but I can surely solve them

 

Spoiler

Es tu primer mapa? el mio es el primero, solo hice algunas pruebas antes, me gusta la idea de trabajar en 1:1, en la proxima version voy a probar trabajar con una resolucion de 1m/px, usando el metodo que me sugirio @opteryx, lo probe y es una maravilla, ademas permite actualizar el mapa, sin volver a subir las texturas.

 

Para el terreno de superficie use la misión Alos Palsar:
https://www.asf.alaska.edu/sar-data/palsar/download-data/

 

Para el terreno submarino use topo15 (15gb es todo el planisferio en baja resolucion)
ftp://topex.ucsd.edu/pub/srtm15_plus/

 

Y para mezclarlos use Globalmapper, tarde varios meses en encontrarle la vuelta a este asunto, imaginate que hacer manualmente tantos kilometros cuadrados de lecho marino no estaba entre mis opciones, y no encontre ningun tutorial que explique esto, mas bien me la fui ingeniando, basicamente calcule siluetas a determinada altura para convertirlas en areas de seleccion y asi recortar ambas DEM para superponerlas, tambien tuve que usar una calculadora que trae el soft, para ir bajando y subiendo la altura de los terrenos para hacerlos coincidir mejor con el nivel del mar, y en la union genere una capa a determinada profunidad para conectar los puntos donde no coincidian entre si y el resultado fue bastante aceptable...

 

el L3DT solo lo use para generar el normalmap, tuve problemas exportando en .asc y en .xyz al TB, no lo recomiendo, salian varias cosas raras en el terreno,

yo exporto directamente desde globalmapper en .tif (geotiff sin info de geo referencia)

 

la verdad es que esto es puro prueba y error

sinceramente aun hay algunas cosas que no se como las voy a hacer, pero seguramente las pueda resolver

 

30nGArX.jpg

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BBAbUes.png

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On 8/23/2018 at 2:56 PM, LoRo said:

Is your first map? mine is the first, I just did some tests before, I like the idea of working in 1: 1, in the next version I will try to work with a resolution of 1m / px, using the method that suggested me @opteryx, what probe and it's a wonder, also allows you to update the map, without going back to upload the textures.

For the surface terrain use the mission Alos Palsar:
https://www.asf.alaska.edu/sar-data/palsar/download-data/

For the underwater terrain use topo15 (15gb is the whole planisphere in low resolution)
ftp://topex.ucsd.edu/pub/srtm15_plus/

And to mix them use Globalmapper, it took several months to find a way around this matter, imagine that manually doing so many square kilometers of seabed was not among my options, and I did not find any tutorial to explain this, rather I was working on it, basically calculate silhouettes at a certain height to turn them into areas of selection and thus cut both DEM to superpose them, I also had to use a calculator that brings the soft, to go down and up the height of the land to make them match better with sea level, and in the union generate a layer at a certain depth to connect the points where they did not match each other and the result was quite acceptable ...

the L3DT only use it to generate the normalmap, I had problems exporting in .asc and in .xyz to the TB, I do not recommend it, there were several strange things in the field,

I export directly from globalmapper in .tif (geotiff without geo reference info)

the truth is that this is pure trial and error

Sincerely there are still some things that I do not know how I'm going to do them, but I can surely solve them

 

  Reveal hidden contents

Es tu primer mapa? el mio es el primero, solo hice algunas pruebas antes, me gusta la idea de trabajar en 1:1, en la proxima version voy a probar trabajar con una resolucion de 1m/px, usando el metodo que me sugirio @opteryx, lo probe y es una maravilla, ademas permite actualizar el mapa, sin volver a subir las texturas.

 

Para el terreno de superficie use la misión Alos Palsar:
https://www.asf.alaska.edu/sar-data/palsar/download-data/

 

Para el terreno submarino use topo15 (15gb es todo el planisferio en baja resolucion)
ftp://topex.ucsd.edu/pub/srtm15_plus/

 

Y para mezclarlos use Globalmapper, tarde varios meses en encontrarle la vuelta a este asunto, imaginate que hacer manualmente tantos kilometros cuadrados de lecho marino no estaba entre mis opciones, y no encontre ningun tutorial que explique esto, mas bien me la fui ingeniando, basicamente calcule siluetas a determinada altura para convertirlas en areas de seleccion y asi recortar ambas DEM para superponerlas, tambien tuve que usar una calculadora que trae el soft, para ir bajando y subiendo la altura de los terrenos para hacerlos coincidir mejor con el nivel del mar, y en la union genere una capa a determinada profunidad para conectar los puntos donde no coincidian entre si y el resultado fue bastante aceptable...

 

el L3DT solo lo use para generar el normalmap, tuve problemas exportando en .asc y en .xyz al TB, no lo recomiendo, salian varias cosas raras en el terreno,

yo exporto directamente desde globalmapper en .tif (geotiff sin info de geo referencia)

 

la verdad es que esto es puro prueba y error

sinceramente aun hay algunas cosas que no se como las voy a hacer, pero seguramente las pueda resolver

 

30nGArX.jpg

 

Thank you Loro! I still have a long way to go and steep learning curve to climb.

Cheers

 

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updated
obscured the satellite texture
add clutter surface and roads

and some rock areas

 

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also ported and upload the objects of the Flashpoint in the Falklands mod, courtesy of @cbfasi

many of them look really good to be OFP addons

 

B659770A1E7F7F8D4E22E91E50C992238C529179

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I have to improve the resolution

 

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That looks absolutely outstanding! Keep up the good work.

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Amazing mod !

Any ETA for next update?

Because i need to make a Falklands war mission for my clan and i wonna use you epic terrain 😁

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11 hours ago, Emanuele Lazzaro said:

 

Any ETA for next update?

 

 

When its ready, please don't ask for updates. We consider such requests as spam on these forums.

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Stone Rivers:

 

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Those stone rivers are Very cool. :thumb:

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