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D3F3CT3D

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Posts posted by D3F3CT3D


  1. Not sure how to go about this process, I seen some others have really nice detail roads from satellite picture so roads dont dissapear..

    im working on my bottom left tile 20480x20480... and having generated layers for test at 4096x4096 im seeing bad results as in correct road path is difficult to get aligned in photoshop to terrain builder.... pics below...

    7f53c40b51db49295a3e27751a52250f.png

    d1b868c6d81d963b94c5ebd804009d94.png

     

    482b1c071433729dabfb451237af8a89.png

     

    f7055715658193f9ef56068067f77e16.png


  2. Cant find any good tutorial, The wikia link "Tutorial" Is nothing near a tutorial...?   There is also no import terrain data as in Xyz or Asc options , Not sure how this program works if somone can explain it and how to import terrain with polygon shapes for filling clusters - is appreciated tyvm,

     

    - what is the max terrain size i can build using l3dt ?


  3. You need a bigger sat image. I have a 4096 map like you have set up, but my sat image is 40960x4096. I have it split into 4 images as Photoshop is mega laggy with that big image.

     

    The reason you can see better detail in photoshop is you seeing it at its default res, but in arma its being stretched over the whole terrain.

    40960 x 4096 was that a typo.    - how do you split image into 4 image / tiles from photoshop to terrain builder. 

     also is it possible to make cell size 20 with 40960-grid   terrain size = 81920 ? 


  4. Whatever you do, DON'T blur your mask - that'll just create more colours at the borders between colours...

     

    Counting colours, on the other hand, is a Good Idea - when there's too many colours within a given area, the standard symptom is usually one ground texture overlaid/blended with another.

    You can also use Photoshops "indexed colour" mode to enforce a palette of only 6 colours...

     

     

    B

    605486df153bc2dbb4d6e952139df4bf.png

     

    So ... 2 Colors for Soil..                                                              1 color green                                                                              2 color Asphalt..

    27031b31b56e8e1860061e1570265736.pnga8716196dd7d12fa9edf1c7990cf94a7.png0c6fc162b6d82def2fd1227dead38adf.png

     

    The index filter was showing "2"  colors for each mask somehow?

    So in the last picture its clearly Asphalt over Soil , With the Pencil tool in photoshop having the staircase effect no blur or other colors , and its just that, doesnt explain the grass being there as no grass mask is there in the first place


  5. you can try to make a road in TB around your base, export the roads  using "Export Shapes To Imagery"  to an external file to use in Photoshop.

     

    worth a try...

    Thats great idea! thanks, The Terrain builder is not exporting imagery with road selected , only the background color..

     

    Fixed: Did what these guys did - Set the shape Layer mask by right clicking  https://forums.bistudio.com/topic/189346-shapes-to-imagery-doesnt-work/

     

     

     

    Perfect Thanks!

     

    5e703bc94aa09e1f00e48f3fa27d5ede.png

    • Like 1

  6. if i understand right what you want, you can printscreen the map with the objects ingame or from TB , then import a new layer in photoshop , paste it in place you want as helper , make your job and delete the helper.

    i cant think something else right now..... 

     

    Yes it is difficult to make " Asphalt " Around base without knowing where to place it on 10240 image lol, its like driving at night without head lights.. But I did that and it is not good way to guess things.


  7. You said in the first post

     

    grid: 2048                cell : 6                    km x km :  12.2           Square km: 150.994944

     

     

    I just worked the number out from that.

     

     

    As for the water, maybe your height map isn't lower enough :wacko: Open it in L3DT, that can change it easy. I think terrain builder can also do it, but I always just used L3DT

     

    I actually said should i be using this size, the area of the island is 73.15 km '2 , and 2048 cell 6 , is 150 square km right? making it almost double in size i think.. but 2048 with cell 6 = 12.2 x 12.2 km which is roughly the same size as the island.... which is confusing to me, can you elaborate 

     

    e3192755a9c30797b1b94b48c480acbd.png


  8. 2048x2048 is way too small for a sat image, If your grid size is 2048 with a cell size of 6, you want your sat/surface masks to have a resolution of 1. Which makes the image 12288 x 12288

    How did you get that number?

     

    I am trying this size and generating right now, But i changed it inside TerrainBuilder to 20480 and it matches the heightmap from a 12288x12288 sat image ^_^ hopefuly its right

     

    So i did that and i got no water inside buldozer.

     

    >Edit < forgot cellsize of 6. oops.

     

    what should texture layer be  ? >

     

    47c1cb0e57ee3b8bf187305670c72a6c.png

    388949c01153c9cdd770987775596c31.png

     

    92b3abf738fa1f429456d9fdd5cb2a90.gif


  9. Trying to complete first real world terrain

    How does everyone Downsize/Resample a large image without losing quality into a 2048x2048 workspace or any for that matter, is there a size tutorial

    The island is 11.3 kilometres (7.0 mi) in length and 12.4 kilometres (7.7 mi) in width; it has an area of 73.15 km2 (28.24 sq mi).
    From this website on Terrain Size should I be using this below since its the closest -Link..
    

    http://tactical.nekromantix.com/wiki/doku.php?id=arma:terrain:grid_cell_size

    grid: 2048                cell : 6                    km x km :  12.2           Square km: 150.994944

    Heightmap Image:

     

    The original heightmap download size is 1081x1081 

    e9a9a48a6c4b88c16fac9129cf044f89.png

     

     

    Satellite image: 

    488018b56abcc13fc75cc534547bf420.png

     

    85b2bd121903c86725aff2292b9003ad.png

     

     

     

     

     

    If you still dont get what i mean , this is 2048 resolution 

     

    247626c6ce52c46e6c1b3763715401b2.png

     

    This is Original 

     

     

    8eab2dc79c8a6043922edb5855e370e3.jpg

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