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Satellite texture grid

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no expert, yet i think you are mistaken here.

the white grid was most likely made in some 3rd app like PS

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mistaken in what?

What i want is to create an similar grid line in photoshop, though don't know if its important to have a specific weight in these lines.

Correct me if im wrong, but the grids tells us that only 4 different colors can exist in each square.

I also don't know if this applies where the grid exist too, thats why i asked if the size (fat) is important.

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ok misunderstanding.

i would make the line as thin as possible.

no idea if PS can do that automated. you need to do some

calcs yourself according the SAT size and texture square settings

you set.

if you make smaller squares, you should have less probs.

keep the overlapping in mind

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thats why i asked if the size (fat) is important.

The width of the lines is probably the overlap.

I usually generate my sat\mask map, then copy and paste a couple of the mask pngs onto the sat map in Photoshop and drag grid lines to match.

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biggrin_o.gif

Ill probably just need the 1st and last .png of each line

Thank you very much for enlighten the way  biggrin_o.gif

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my png squares are very very very small compared to BIS grid..

apparently my map also has the same parameter values.. but the size of the grid line squares don't match at all :\

What i do wrong?

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Every map is different..  Perhaps the BIS image was just a mock-up for the biki and doesn't show the actual square sizes?

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at least from my limited knowledge you can set the size all by yourself in v3

so you decide how big each paa will be (of course only x^2 possible)

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every map is different if they have different setting values, but if they have same values, make sense that things, like grid lines, be similar.

Q: where exactly is that option in visitor3?

Its really pathetic to create a grid line from what i got.

The png square images of my map are so tinny compared to the rest of the map.. its like a grain sand in a beach.

edit: its really important to be able to control this phenomenon, please.

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It's normal to have many squares

Project parameters --> Calculator --> segment size (pixels)

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Things start to be clearer..

I have another doubt though:

My Sat_lco.png is 20480x20480 pixel

What happens in terms of result if i use:

project parameters -> Calculator -> Image size = 2048

and

project parameters -> Calculator -> Image size = 20480

Ie, where will i obtain better lag results?

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i am a bit confused by your post.

are you asking if a 20480^2 pixel or 2048^2 pixel is better in

terms of performance?

what you mean probably whats the best size of the SAT paa pieces

vs their numbers (and number of rvmat and mask paa pieces)

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What i meant to ask was if a 20480^2 pixel is be better option in terms of performance then a 2048^2 pixel.

I asked it because with my crappy computer, while in buldozer using 20480^2 option, i notice a significant performance for better.

With 20480^2 everything is more smooth when i move around with the cursor.

Not sure how the grid lines will look like when 2048^2 pixel option is used. Might have less squares but bigger..

The feeling i have is that while using 2048^2 the grid line will have less squares, ie, each square will be bigger then when using 20480^2.

The squares will be loaded at once, this way if we use big squares (less grid lines) will actually decrease performance, making a laggy map.

The problem i feel compared to both options (not tested) is that when using 20480^2 pixel option the grid line will have too many and tiny squares to control but i believe it will increase performance for better.

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For any doubt people may have about the parameters mentioned before:

Amiriya_parameters.jpg

Note: The satellite grid for this parameters will be very very huge, ie, the squares are very very very small compared to the demo_sahrani_satellite_grid.jpg

NOTE: if i change the Satellite grid calculator to 2048, i lag on Buldozer.

I ask, am i doing something wrong?

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Aye, sorry, I posted erroneous info previously, I'll remove my previous post and try to clarify what I meant later.

Planck

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The largest terrain grid size you can choose in Visitor is 4096 X 4096.

Depending on what terrain cell size you choose, determines what the terrain size is, in meters.

Whatever terrain size you get after choosing choosing terrain grid size and terrain cell size, this is the size you need to use for your satellite image size as well.

The reason for choosing the same size for both is so that each pixel in the satellite image represents 1 metre in the terrain.

With the choices in your previous post, 20480 would be the correct size to represent each meter by 1 pixel,

If you instead use 2048, then each pixel will represent 10m instead on the terrain.

I hope I managed to express what I meant clearly this time, without the aid of beer.

Planck

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Ok first of all you need to test it yourself to get test results.

I make this very basic for new guys to learn too.

Your complete SAT texture is 20480^2. This should equal to ~420 MB.

This may be already the biggest size possible. Not sure though.

Maybe 20480 * 1.5 is possible. 2^2 = 1.6 GB SAT texture I doubt.

The size of the complete SAT texture obviously equals to the

quality. Bigger = more detail.

That said of course the source needs to offer detail/quality and

the larger your terrain is, the less detail the SAT will reflect per meter.

So image size = your complete SAT image.

Well you could try to enter wrong data, but basically you should

only add your SAT size there.

Image res comes from your image size vs terrain grid * terrain cell size.

As your have your terrain data already I believe, nothing you

can tweak.

Segment size is now the crucial thing.

As Planck said A1 can only handle up to 4096 textures.

What the best is, you need to test now yourself.

The idea is the the lower the size, the more textures you get,

the smaller a grid square is, the less chance to have more than

4 colors in one mask grid. Mask grid = SAT grid.

Segment size: 2^x

You probably want to used the proposed values.

However it would be interesting with zero, less or more overlap

as suggested by the app.

I may be totally wrong, yet this is what I understand.  crazy_o.gif  smile_o.gif

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ok, Planck your post makes more sense now hehe wink_o.gif

file_size.jpg

Quote[/b] ]The idea is the the lower the size, the more textures you get,

the smaller a grid square is, the less chance to have more than

4 colors in one mask grid. Mask grid = SAT grid.

I have to agree with this. In a 2048x2048 terrain the squares are so small compared to the rest of the map, it is almost impossible to control all squares with only 4 colors. Even if you do it intensionally.

What i want to say and i deeply feel is that the demo_sahrani_satellite_grid.jpg (2048x2048 terrain) does not make any sense to have that appearance at all. I believe it's simply impossible to have a grid line, so simple, like that.

For those who don't understand my frustration about this particular situation and my posts, i really wanted to use more then 4 colors in a 2048x2048 terrain size, but its simply impossible to control it.

edit: typo

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my its me, yet your posts confuse me a lot

it would help a lot if you stick to the way stuff is named in v3

in addition its not hard at all to make such grid lines.

v3 will tell you the number of SAT segments.

just do image/SAT size divide through number of SAT segements

and you get the number of grid fields in a row.

the picture of the demo island here is hardly realistic. just

do a check of a paa size vs the huge size here.

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Is there any specific method to build this grid lines?

How thin must be these line grids?

...

For those who don't understand my frustration about this particular situation and my posts, i really wanted to use more then 4 colors in a 2048x2048 terrain size, but its simply impossible to control it.

Sorry, I don't have time to follow the entire thread, but it is relatively simple to create a grid in a photoshop type program of your choice. However, it is not a single grid, but two grids offset by the segment overlap. The grid lines should be part of the graphics program, therefore they have no thickness (they lie between pixels). When considering how many terrain types you have in a single segment, use the outermost of the two grid lines around that segment.

grid.jpg

Example: Sahrani Lite (south Sahrani). Each segment (piece of the satellite mask) is 256 pixels, and each overlaps each of it's neighbours by 16 pixels. That means you will need to create one grid of 256x256, then another offset by 16 pixels in both x and y dimensions.

Unfortunately I never found out what happens at the edge of the satellite mask, nor do I know where the origin of the grids should be. A bit of experimenting in V3 would answer these questions (import a simple sat mask, then look at the segment paa's that ArmA creates to figure out where the overlaps lay). I would expect that one of the tutorials for V3 that has been written would cover this.

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Q: Where does it confuse you? Im trying to stick to Visitor3 language.

I can't explain more simple then this:

My terrain settings are:

Amiriya_parameters.jpg

My Sat_lco.png (20480x20480 pixel image) information:

file_size.jpg

Quote[/b] ]in addition its not hard at all to make such grid lines.

v3 will tell you the number of SAT segments.

just do image/SAT size divide through number of SAT segements

and you get the number of grid fields in a row.

From the first picture can we say the Satellite segment value = 12 (Valid) ?

So from your info can i assume that it should be divided like this?

<ul>20480/12 = 1706,666(6)

Now, what does the 1706,666(6) value means?

Note: I checked my folder "P:\MyMap\data\Layers" and i have 3698 .paa files making a size of 565,4 MB.

EDIT:

<s>please tell me how do i build the grid line.</s>

Quote[/b] ]Example: Sahrani Lite (south Sahrani). Each segment (piece of the satellite mask) is 256 pixels, and each overlaps each of it's neighbours by 16 pixels. That means you will need to create one grid of 256x256, then another offset by 16 pixels in both x and y dimensions.

fasad, Thank you for your kind post, i think the example gives me a better idea for comparison how it should be. Not sure if i completely understood the method but ill expose what i understood, correct me if im wrong, please.

From the above pics i mentioned, we can see that my map has 512 segment size and 16 pixel overlap, there for, from fasad info and comparing to the example fasad gave, i think its easier and better to control the colors in the squares.

It will have 512 size segments with 16 pixel ovelap meaning i will need to create one grid of 512x512, then another offset by 16 pixels in both x and y dimensions.

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Quote[/b] ]2048x2048 terrain

There is terrain grid size. However as you already have a build

terrain it makes no sense to change this one.

Only reason would be that v3 / buldozer cannot load it as its

too huge.

Next click once 'apply proposed first' and them come back. wink_o.gif

Satellite grid = Satellite segment (at least for me)

PS: 20480 / 48 = 427 pixel (if you add segment overlap, you will

come back somewhat to the 512 pixel segment size)

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Hi...

as we have some experts here, does anybody know if there is a big impact on ingame fps if i rise terraingrid from 1024 to 2048 and lower the gridsize from 10 to 5 meters?

Thanks in advance

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