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Don Camillo

Dependecy between Sat-,Texture and Terrain-Grid

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Hello everyone, im new to Visitor3 and heve read all manuals and Tutorial around. But at least one thing stays a miracle to me. What are the dependencies between the whloe count of different grid-Types?

As Example a step sy step what i've done so far.

1. starting a new Project

- Terrain grid size: 4096x4096

- Terrain cell size: 40m

= results in a 163840x163840m island (huge, i know)

- opening the "Calculator"

-- ImageSize: 32768x32768 (5m/pixel)

-- SegmentSize: 512px

-- SegentOverlap:16px

--> Satellite Grid Calculated = 62.000

--> Satellite Grid proposed = 60

==> Apply proposed

=> OK ({Texture layers (Base)} still grey)

2. setting the proper directory in "Project preferences"

- Folder - Textures p:\epic\epic_summer\data

=> OK

3. "Import Terrain from Picture ..."

- Choosing my terrain.pbl

class cfg
{
PNGfilename="terrain.png";
squareSize=40.00000;
originX=0;
originY=0;
minHeight=-100.000;
maxHeight=3392.0000;
};

- terrain.png is a 4096x4096x256 image generatet by "Wilbur1"

4. Opening the "Project Parameters" again

- Editing the "Texture Layer" Base, leaving the "Texture size" 40x40m

=>OK

5. "Import Satellite + Mask ..."

- Selecting my layers.cfg

class Layers
{

class pole1
{
  texture = "epic\epic_summer\data\pole1_mco.png";
  material="epic\epic_summer\data\pole1.rvmat";
};

class travajih
{
  texture = "epic\epic_summer\data\travajih_mco.png";
  material="epic\epic_summer\data\travajih.rvmat";
};

class mesto2
{
  texture = "epic\epic_summer\data\mesto2_mco.png";
  material="epic\epic_summer\data\mesto2.rvmat";
};

class pisek
{
  texture = "epic\epic_summer\data\pisek_mco.png";
  material="epic\epic_summer\data\pisek.rvmat";
};

};

class Legend
{
picture="epic\epic_summer\source\mapLegend.png";
class Colors
{
  pisek[]={{255,0,0}};
  travajih[]={{0,255,0}};
  mesto2[]={{0,0,255}};
  pole1[]={{255,255,0}};
}
};

- Choosing Text on the "rvmat selection"

- Navigating to sat_draftlco.png for the "Satellite Map"

- Navigating to mask_lco.png for the "Satellite Map"

- ... waiting ... one Coffee by another ... waiting again ...^^

6. After completet import i'm Connecting to Bulldozer

- ... waiting for the textures to be processed ... (.. 27th coffee)

- After this Proces: "Heureka!" a nice textured landscape.

7. Placing Objects.

- improting Church_01.p3d (extractet before to my P:\CA\buildings2\Church_01)

- placing it (still connectet to Bulldozer) on my Map

- Getting the Error: "Error Land Grid Reference exceeded range .."

In Fact, it seems that i dont understand the different Grid-Values in V3.

Anyone with an dummy-secure-explaination out there?

Thanx for your patience :)

fREAk

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Satellite segment size must be minimum 2 times smaller than current grid size.

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Satellite Segment size in Pixels (512px) must be minimum two times

smaller than which size in which unit?

Sorry still confused.

especially about the Fact, that the Import produced 000-000 to 068-068 Tiles (69x69). settet where 60.

Edited by fREAk.

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Before you finish up the map be sure to make a test with AI driving around. I've noticed they have a lot of trouble navigating, even driving straight on roads using anything less than 40m grid.

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@IceBreakr: Thx 4 the tipp. I'll check it out.

But first i got to get rid of that "Error Land Grid Reference exceeded range .."

Message when placing Objects. My actual try is the Same settings with an 80x80 Texture Size. That gives me a satellite Grid of 48, and a "Game Grid" (cant see the correct name, import is running) of 24.

as i see so far, the results are 000-000 to 080-080 (81x81) 512 px. Grids ... Hmm?

... But: I'll never surrender ;)

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Satellite Segment size in Pixels (512px) must be minimum two times

smaller than which size in which unit?

Sorry still confused.

especially about the Fact, that the Import produced 000-000 to 068-068 Tiles (69x69). settet where 60.

Satellite segment size NUMBER must be minimum 2 times smaller than CURRENT GRID NUMBER. Look at "Project parameters".

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Uuuuhhhm, ...

reworked the Terrain to a Terrain cell Size of (4096x4096) 25m, (~102kmx102km)

Satellite Segmnent: 24

Satellite Grid: 48

Base Texture Layer: 50mx50m.

well, again in Bulldozer i again get a textured Landscape, but as

soon i place a Building or something else, i get this error.

errormsg.jpg

Question #1:

Anyone got some tipps? i've tried various settings but without result

Question #2:

why do i get 086x086 texture segments (data/layers/*.png)

with a satellite Grid of 48? <- General misunderstanding.

thx in advance

fREAk

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Unfortunately I can't help you with your exact problem. I will however, say this since noone else has:

I REALLY don't want to be a jerk, but unless you're making a desert, or a couple of "small" islands with large amounts of water, you are wasting your time to even think about making a 102km x 102km map. To have enough quality for people to use it, it will literally take the rest of your life. It can take people six months to build a 5km x 5km map. Your map is four hundred times larger than this. You will be two hundred years old before you could have the entire map area finished to Chernarus's quality.

This is only a friendly reminder, but please consider it. this is why the majority of island builders NEVER produce anything. They think "bigger is better", and start up a project which is simply impossible.

If it's just a big empty desert or water map however, then ... please ignore me ;)

Edited by Homer Johnston

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Mostly what u said: Lil' bit Water around lots of Sand around Huge Mountain Areas.

Only a Texture and a small area with clutter, trees and Buildings.

At least, this island still had lots of names between "piccolino" and "epic".

I try to get a feeling for the Size/Detail/performance ratio making islands.

Its more work in its "academic" state, to touch/see the limits and abilities

of the Engine and the existing tools.

The results should lead me to the decision to start a serious project, or not.

Theoretically i should'nt have reached the limit in size. Did I?

Maybe the Limits of Memory or 32bit? The 1023 should tell us something.

But i don't know where the engine uses 1024-1 in that state.

Just to repeat it for those read that:

- without placing an object, everything is fine.

- placing an object outside that unknown 1023x1023 results in that error

And, thx 4 your care, but don't wanna spend the rest of my days with clicking tiny geometries

into the endless nothing^^. I guess as soon u place a single Building (within that misty 1023?x1023 Range)

on such a map, u'll realize quickly that you shouldn't even think about filling that map with ojects. Its epic.

but thx allthrough, u kept that Quest up - and i knew that sooner or later someone will warn me

about that issue in this thread ... got my feets on the ground too;)

fREAk

Edited by fREAk.

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Your not the only one with this problem, I will carry out further investigation to see if I can avoid it, and if I succeed I will let all know how I beat this error

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Ok I got it..

Howtodoit.jpg

The comments before are right but this picture will help show just what is meant, it fixed it for me.

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Hmm, cool ty!

I'll try that today when im back from work. Maybe i got to use 100m instead of

50m, i've tried 25x25 and 50x50 already, hopefully it works, that i could go

ahead with my Editing research.

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It always works for me if i make it 4 X the cell size, I've had no luck with X 2 or X 1.

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