lecholas
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Posts posted by lecholas
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Additionally: http://download.geofabrik.de/Or if you use QGIS and don't want to download country(continent)-wide OSM files you can download osm data concerning your area of interest straight from the QGIS thanks to OSM Plugin.
http://wiki.openstreetmap.org/wiki/QGIS_OSM_Plugin
One another good place to look for free GIS data/tools is the freegeographytools blog (tag 'data').
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Stratis roads.prj info says "TM" and not UTM...it may be close but aint the same I guess ? Problem is that when you normally work with GM, you use UTM for exporting heightmaps and raster maps...After all, if we discover the mode to paint roads easily, we still need some script that smoothes our roads afterwards...
To be honest, I've never worked with GM, but QGIS for example lets you reproject rasters/vectors to any possible coordinate system (if you know the right parameters you can also define your own one I think). And I guess that when you have heightmap and shapefile in the same crs, smoothing of the raster DEM could be performed in some third party GIS application or even 2D graphics editing application directly into the heightmap. I can think of several possible workflows. The question is: would it look good ingame?
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@M1lkm8n
You need to create a new vector line layer (shapefile) with a correct CRS and start an edit session. It's roughly described here:
http://geo.nls.uk/urbhist/guides_vectorlayerqgis.html
I can't test it with Arma3 yet, but its interesting, what kind of projections are supported (I guess UTM only).
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what processes do you have in mind??? I use QGIS a lot it's a powerfull tool, but one thing I'm afraid is canvas drawing or in other words if you have a lot of shapes loaded it's being very slow.My idea is to use Blender to load even shapefiles and use them for example to generate forest... I did this for my diploma thesis, all processing was done in PostGIS.
The idea behind this was watching movies and pdfs presenting the tools for VBS -
and TerraSim (I tried to convince my boss that one of this programs would be nice to have to make models for ArcScene... ;) ) and it can be described as using gis data (vector or raster, file or or service based) directly in one program to generate consistent (or 'correlated') data for Arma maps. The example you wrote about is one of the ideas - generation of vegetation based on vector land cover data (eg. with buffer-based definable areas for different density or preferably height of vegetation). Or an option to generate a defined vegetation type along roads, or other features from gis data. It could look like that: you define some settings for your vector/raster land cover layers, choose a raster source for sat mask (eg. WMS-based) and elevation model, draw a square extent and export the data package (sat and dem rasters, pbl file, maybe layers.cfg, txt files for vegetation import in Visitor3, rasterized vector data for the purpose of creating mask layer... A bit of automatization of the process which I used during the creation of my still WIP map:.The more difficult things would be creation of roads based on real vector data (by 'creation of roads' I mean: road objects network, raster mask for roads, maybe raster layer for blending with sat mask, vegetation along the road - all at once) or generation of other human made objects.
Ideally, all the source data (quasi-ortophoto, DEM, land cover, building footprints) could come from one origin - eg. laser scanning. This way it would really be 'correlated'... but that's not for QGIS (as a matter of fact it's more like for ArcGIS 10.1, but it could be too much even for that software).
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Hi guys,It's nice to see that my Terrain Tool project found its way where it belongs(to Arma/VBS community) without any effort(so far) from my side.
So, is that a hint that the tools might be released in some form for the community?
How did you find the article lecholas, Blender fan, ArmA2 Map Makers Channel skype chat member... ? ... just wondering :)Well, it's not easy to answer that ;) In short, it all started with OFP/Arma modding (still trying to help Topas and others in September 1939 mod), and now I work as a 3D GIS specialist (a junior one ;)) so I use combination of GIS and 3D tools on a daily basis (mostly ArcGIS, recently CityEngine, Blender as a support tool). Also, some time ago I started to learn python for Blender/ArcGIS/QGIS (I thought about attempting to write an addon for QGIS which would support the proces of creation of Arma maps - something like Shezan's briliant World Tools, not done from scratch but with the open source application as a basis... but I don't have time for this). And as a philosopher by education (sic!) I think, as one of my professors used to say, that there is nothing more practical than a good theory, so I like to read such strange magazines as Blenerart.
The worst thing is that my job is also my hobby so when I have some free time I spend it doing almost the same I do in my working hours...
Yes, I know that it was hardly 'in short' ;P
The approach in the video works, but it's very 'beginner-ish' to be used for the madness in Arma maps development :pOf course, during sculpting or painting session I don't import whole map(heightmap and imagery) as it's not necessary, so I can edit a map without a need of powerfull PC.
So, if understand correctly, when you finish editing a part of a terrain in Blender then you 'patch' the original rasters (height or sat/mask) in correct places?
It's a shame that the video quality from the Blender Conference is so fucked up, but I plan to release a showcase video this month. If you have a questions I mostly answer at "ArmA2 Map Makers Channel skype chat".Good to know. Thanks.
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I'm not sure if anyone noticed it but there is an interesting article in BlenderArt magazine (ISSUE 39: SPIRIT OF EXPLORATION):
It is written by Miroslav Horvath (former(?) World Design Lead at BIS) and concerns using blender as a tool for supporting terrain editing process for BIS games. Some ideas aren't new for me (as sculpting terrains - a very interesting attempt can be found here: http://forums.bistudio.com/showthread.php?125952-Grebbeberg-WIP-terrain), but of some I have never thought of (eg. texture paint - the satellite one - directly in blender; I wonder how strong computer one has to have to do this - I had troubles editing more complicated 10240x10240 sat masks in a 2D graphics program; the technique is similar as here, I suppose:
).I've also found a movie about this:
(it really starts about 8min 15sec)I hope someone will find this as interesting/amazing/useful as I.
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Interesting, would the cost values be different, if the rock was reversed upside down (ie. if the wider part of it was hight above the ground, and the diameter of the rock's intersection with the surface was the same)? Such a situation is very ofthe for tree models (or buildings with balconies etc.) I think - narrow geometry lod near the ground and much wider above the ground. So in other words, it seems that the cost values are generated not around the geometry lod but inside the volume of geometry lod's bounding box...
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It's not anything new, but I think it's interesting (as is always when it comes to improvements in the area of AI). Am I right that it looks a bit different from the standard Arma2 AI (especially the bunching up)?
Has it been implemented already?
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Well, there hasn't been much progress from my side recently (as Topas said, 'normal' life - I'm recently very busy in my new exciting work). But I think I can show some of WIPs of my earlier work which consisted in creating some environment objects for Wola Gułowska map.
Some transportation:
http://img840.imageshack.us/img840/7782/wozdrabiniasty1.jpg
http://img51.imageshack.us/img51/4231/wozpoczta1.jpg
The map will be a great addition. I love the bridge shown near the end' date=' can't wait to see that textured.[/quote']It took a while but here it is:
http://img138.imageshack.us/img138/8325/mosty.jpg
Note that the screens are rendered in Blender using its materials with shaders and normalmaps which are not yet 'translated' into Arma rvmats.
I've got some buildings in progress as well but so far nothing fancy enough to show off ;)
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I'm not sure what you mean by "reading matter for theoretical background." Do you mean including the powerpoint to teach land navigation or more information on how we developed the trainer?I mean the former one. Thanks a lot.
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We're about to release the next version of our VBS2 Land Navigation Trainer and I'm trying to get feedback from the ARMA/VBS mod community. I'm actually considering trying to recreate the trainer we built in ARMA2 for civilian use. Just don't know if there's a need for it. And the scenario files are free to anyone that wants them. -BrianWell, you can definitely count me as interested. Especially if the scenarios come with some reading-matter for theoretical background.
Looks very nice.
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Indestructible piece of road would be ok for me. I'm not 100% sure but I think I've already tried only roadway lod without geometry lod with no results (I think I've tried every possible combination of lods and their properties - of course I could have omitted some possibility by mistake). Anyway I don't have time or even ability (I don't have access to my pc with arma/BIStools/my models now) to check it.
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I have roadways ( railroads )It's a huge time consuming process, and not worth it in my opinion. They can lay railroad tracks faster in real life.
ROTFL... well said, well said....
I'm saving my track pieces for hope someday they can adapt things like railroads, streams, and rivers in upcoming game engine releases.
Well, the strange thing is that it WAS possible in OPF - FDF mod did it. But in Arma/Arma2 the same setup of the model won't work...
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Sorry, nothing seemd to work for me and due to no time for more experiments I put the project on hold (I reverted to using simple retexture of BIS's sample road).
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It's a very interesting topic. The method of efficient creation of lods is something I'm currently struggling with and was wondering how more experienced addonmakers approach the problem. From my experience so far automatic methods of poly reducing are good mostly for natural objects or objects without very distinct regular edges (not man-made). The big advantage of the method is that it can preserve UVs. Handcrafting every lower lod can be quite time consuming and tedious and usually requires manual UV mapping of every lod (or it can be sped up by baking the textures for lower poly lods from higher poly ones).
But I've found (but haven't try it on my own yet) somewhere an advice to approach the problem in a quite opposite manner and I wanted to ask what do you think about it. The tip is to make the most basic lods first, UV map them, and then start to cut/subdivide/extrude the model to add some more detail (it would require additional UV-mapping of the newly created details, but the unchanged parts would have the UV coordinates unaltered).
The other thing connected with the creation of lods that intrigues me for some time now is how many textures should be used for all of the lods of one model to achieve the best performance. Does it make sense to map some very basic lods (which are to be seen from a long way away) on e.g. 2048x2048 texture? The details won't be seen... But on the other hand if you used distinct textures for every lod (or 2-3 distinct textures for all the lods) wouldn't it cause performance problems when the engine is switching the lods?
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Yes, it's clear. I know I can do it like this, but it's a lot of work, especially if you use different forest types. I wonder if it is possible to edit the import objects script that it reads externally defined size of an object...
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Thank you for the info. I'll try that and try to remember to report back the results ;)
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If no one else beats me to it I'll look into it when I have some time. The main problem here will be to determine how to manually create the messed up tiles (both for sat and mask).
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Hi,You are missing a trick ,
A road is laid under a false road so ai will use it , the false road is actually an object placed over the road .
It's a lot of work but worth it,
Anything classed as road will auto assume by engine on surface and as such will be flattened , so don't use class road in the model you want to stick up.
I think today with custom tools it's easier to lay the objects above road , ask homer if you can config your objects for his road painter .
Big trial is do you have roadway lod in object model or not , ? Sometimes ok sometimes not
Good luck
Thanks for the input. It's very interesting.
I used the roadway lod in my models. I tried both to make it as a copy of the geometry lod of the road (well mostly copy - only of the surfaces pointing upwards) and to make it a little (1cm) above the geometry lod. So are you suggesting that I should do a separate models for each segment of the road - one with geometry, textured model etc. (the real road) and the second with only roadway and memory lod ('fake' road)? It can be a bit tricky but may work. I have the roads already placed on my map, so I could export them into a text file, replace names of the real road segments with the names of the fake road segmetns, and then import the file again and place the resulting road exactly above the old road. Is that what you suggest?
And btw, from my experience you don't need the class=road defined in your model for it to be placable in Visitor. I think you only need the correct named selections in memory lod.
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Gnat;2131504']??How did you come up with these road designs? ArmA roads don't contain GEO lods.
I know that roads in Arma don't have Geometry lods' date=' (as well as fire geo, view geo...) but none of them is a real 3d model so there's no need for it. The first test I made were without the geo lod, but then, when it didn't work I started trying some other things. And I found some clues that roads may contain geometry lod, so I decided to give it a try:
source: http://community.bistudio.com/wiki/Map_Symbols#Roads Emphasized by me.To view the roads correctly, all their models should contain Named Property map in 1st Resolution LOD or in Geometry LOD.Gnat;2131504']Your CA/Roads directory contains dozens of example roads in MLOD format.If you haven't already' date=' suggest you open many in O2 and examine how they are built, then make your own.
In fact you should be able to copy a set, make them your own with new textures, new file names and a config.[/quote']
I, of course, examined some of the roads available for A2 (BIS mlods and some custom ones) but , as above - none of them is a real 3d model, they're all flat. And as a matter of fact I used on of the BIS roads for a base reference for my meshes.
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Hello. I'm trying to create a road which is not flat but sticks a bit out of the ground. Something similar to Finmod's Al Maldajah roads for OFP. But I'm running into all kind of troubles.
The first thing is than the road is semi transparent i.e. you can see objects behind it that should be occluded by it (see the screenshots):
http://img818.imageshack.us/img818/2227/armakocielby3.jpg
http://img525.imageshack.us/img525/5483/armakocielby2.jpg
http://img838.imageshack.us/img838/1100/armakocielby1.jpg
I've found a similar problem reported in this topic. Tried the solution proposed there ('Move top') but with no results.
The other problem is that I can't make the road driveable. I can make either a road that sticks out of the ground but vehicles go through it and stick to the ground below the road or a road that is flat (no matter the model is not flat!) or a road that lines up well but its invisible roadway lods do not line up properly.
I've tried with no luck:
- setting geometry lod's named property 'placement' to 'slope' while all the vertices in all lods were set to 'normal' - result: the segments do not line up properly,
- setting all the vertices in all the lods to 'on surface' with a separate geometry lod (named properties class=road and map=road) and without the geo lod (with the same named properties added to 1.00 lod) - result: vehicles either go through the road model or the road is flat and sticks to the ground,
- setting only 1.00 lod's vertices to 'on surface' and the rest to 'normal' - I could drive on the actual surface of the road but there were steps between the road segments (I guess roadway lods did not align) and it caused the car to crash into invisible barriers between the segments.
- setting the vertices that should stick to the surface to 'on surface' and the other to 'normal'/'keep height' - result: disaster, strange graphical bugs all over the map...
:j:
Any tips?
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lecholas,Back in the ofp days I used a program called ezmacros to do what you are looking to do. Basically you set up an excel spreadsheet with the object names (paths), then a random direction RANDBETWEEN(0,360), random location within the specified area, and finally a random size (I believe I used something like RANDBETWEEN(.09,1.1) to give some variation. This will allow you to populate a large square area so you only have to go through add around the edges. The downside is that you will have to manually record the first macro which means alt tabing and using keystrokes to copy and past. Once it is done all you have to do is speed up the macro and go get a beer while hundreds of objects are placed. As I don't have the program anymore I'm going to purchase it again and give it a shot on my project today. If you are interested shoot me a pm and I'll let you know how it turned out.
JeffS
I must look into it. But AFAIK visitor script 'import objects' can't read externally defined (through the spreadsheet for example) object size. It will always change it randomly based on the project settings for the corresponding object template. Or did I misunderstand you? I don't really get it how you want to insert the objects from the spreadsheet into Visitor with some macros...
For now I think that World Tools are much better for random creation of objects than any spreadsheet ;)
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I never really bothered to check it, but I always wondered whether it is the engine related bug or Visitor specific. My hypothesis (which probably is false, because if it were such a simple reason someone would already notice it) is that it could be the case that the messy textures on the S and E edges are there because of some bug with V3 cutting big satellite textures and masks into tiles (to the Layers folder). If yes, it could probably be prevented by cutting the the sat and mask textures manually and replacing corresponding tiles from S and E.
(As a matter of fact I just looked into some of the tiles created by V3 and it appears that every tile has some border parts that overlap with the neighboring tiles - some kind of transitional zone, but the zone on the bottom and right edges of the map is much wider than any other of the buffers). Has anybody looked into it already?
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You may want to take a look at http://forums.bistudio.com/showthread.php?125952-Grebbeberg-WIP-terrain&p=2037704&viewfull=1#post2037704. DualJoe is making a terrain with Blender 3D application (it's free).
Blender Terrain Tools on Blender Conference
in ARMA 3 - TERRAIN - (BUILDER)
Posted
Sorry if it's mentioned elswhere, I don't read the forums as often as I used to. Anyway, I appears that during this year's Blender Conference Miroslav Horvath from BIS (Bohemia Interactive Simulations) again had a talk about the tools he's continuously developing for 8 years. I think it's a good place to post it, since the tools are a Blender addon for improvements of terrain editing workflow for Real Virtuality engine (Arma, VBS, ToH, DayZ...). There are some interesting insights on how Take on Helicopters terrain was created, or what does VBS streams simulation that could be seen some time ago in some trailers looks like from behind the scenes.
My original topic from several years ago concerning the same tools but in Arma 2 version:
Well, "eight years in development, and still not released" :)