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Found 8 results

  1. I've been teaching myself terrain building these past few days. So far I've only been using L3DT's generated terrain, but I want to create a map using a small island off the coast of Scotland. I was just wondering what software I need to use to do this - I tried a bit of googling but couldn't find much. If you have any good tutorial or know how to do it then please let me know! (also sorry if this is a stupid question i'm still new to all this).
  2. Having posted a previous tutorial regarding working with Terra Incognita and QGIS to manage satellite imagery ready for use in Terrain Builder - I have since discovered that due to an update to GDAL (2.4.0) one of the key steps in that tutorial using 'Clip Raster by Mask Layer' no longer works perfectly! So I reworked the tutorial by getting a bit more under the hood and using GDAL command line where possible, this also simplifies the process a little and reduced even further processing on the data. This process has often been described using Global Mapper, but I wanted to detail the equivalent steps within the open source (free) GIS app - QGIS. The goal was to achieve an export satellite image and heightmap with the same or better quality than would be possible with Global Mapper. The following software versions were used for this tutorial: QGIS v3.4.3 Terra Incognita v245 I have referenced Terra Incognita because I felt it was the easiest way to obtain satellite data in the oziexplorer map format - see this tutorial for help using Terra Incognita. Don't worry about getting the perfect square sat image using Terra Incognita, just grab slightly bigger area than you will actually use for this project - QGIS steps below will cut to the perfect square. First an overview of the steps required: For Heightmap: Load heightmap into QGIS (drag and drop) Set QGIS to appropriate CRS for location of your HM Create shapefile & generate perfect square using Advanced Digitizing panel Obtain extents from square feature Run 2 GDAL commands First to set cell size, CRS and then clip to shapefile square extents Second to convert to .asc file For Satellite image For single tile export Load in just the '.map' files generated from Terra Incognita into QGIS Merge rasters Obtain extents from square feature gdalwarp command will set cell size, CRS and then clip to shapefile square extents For 4 tile export (large projects 40960 size and above) Load in just the '.map' files generated from Terra Incognita into QGIS Merge Rasters Create grid – 2 x 2 Feature (using square generated above - heightmap step) Move each quarter to its own shapefile layer Obtain extents from each quarter feature Run gdalwarp command for each quarter to set cell size and CRS and clip to shapefile square extents And now detailed steps for: Heightmap This tutorial covers single raster heightmap as per the kind you will find on opentopo here, I will detail steps for heightmaps spread across muliptle rasters in another update. as they will require additional steps likely including Merge / Build Virtual Raster commands. This section does not cover any re scaling of heightmap, which I would recommend against anyway. Remember Grid size x Cell size should = the same size (meters) as your source heightmap selection. Drag and drop your heightmap '.asc' into QGIS If you do use opentopo for source of Heightmap, make sure extract both the .asc and .prj files before proceeding with below. They should both be in the zip file from opentopo. Set QGIS to appropriate CRS for location of your HM Clicking on the CRS section bottom right within QGIS – will bring up the Project Properties for CRS Select the CRS to match your real world data, in this example its ‘WGS 84 UTM zone 20N’ because the terrain is from the Montserrat in the Caribbean. See also UTM projection. This will ensure your QGIS project space works appropriately with any other data you want to add - eg road shapefiles etc. Terrain Builder will only use UTM 31N but we'll get to that later. Create shapefile & generate square feature using Advanced Digitizing panel Top menu – Layer > Create Layer > New Shapefile Layer Save to project folder location Change Geometry type to ‘Polygon’ Match CRS so it is the same as that just configured in above step Right click on your shapefile in layers window & select ‘Toggle Editing’ From menu – View → Toolbars → Advanced Digitizing Toolbar Select ‘Add Polygon Feature’ Select Enable advanced digitizing tools To create a perfect square, left mouse click for your top left starting point, move your mouse to the right a little, then press ‘d’ on keyboard, type in the exact width (distance) required (in this example ‘20480’) then immediately press Enter – be careful not to move the mouse before pressing Enter or it will mess up the number. Press left mouse click and you will have drawn your first horizontal line which turns red. By default this tool snaps to 90 degree angles, making it easy to draw your lines. Now to draw the vertical line start moving mouse your down, press ‘d’ again and type in same figure as above, press Enter and another left mouse click, repeat the process for the last 2 lines of the square. See a short video example using the Advanced Digitizing tool: After the last left mouse click from the step above, the tool is still waiting to plot more points, so to finalise the square do a right mouse click This will then bring up an attributes dialogue – just type any number and Enter Save the above edits to the shapefile by clicking on the layer & selecting ‘Toggle Editing’ Obtain extents from square feature Activate the toolbox if it is not already available Start typing 'vector' in Processing Toolbox search bar, and you will see 'Vector information' Double click it and make sure your square input layer is selected - then just click Run You will only need to copy the Extent figures, which we will use within the GDAL commands in the next step Run the first GDAL command which will - set CRS, cell size and then clip to shapefile square extents From menu - Plugins > Python Console Click 'Show Editor' The blank window on the right is where you will paste GDAL commands Now you are ready to edit the command below to match your data - sections in bold are the parts to edit: import os os.system(r'''gdalwarp -t_srs EPSG:32620 -wo SOURCE_EXTRA=1000 -tr 5.0 5.0 -srcnodata "-9999" -r cubic -ot Float32 -of GTiff -te 576787.687480 1841104.815839 597267.687480 1861584.815839 D:/Arma/Heightmaps/Opentopo/output_srtm.asc D:/Arma/QGIS/Montserrat/converted.tif''') Some explanation of the key parameters within above command: -t_srs EPSG:32620 CRS to match where the heightmap is from in the world. -tr 5.0 5.0 The desired resolution of your heightmap, match with Cell size set within your Mapframe properties in Terrain Builder: -te 576787.687480 1841104.815839 597267.687480 1861584.815839 The 4 long figures represent the extents of your square, and should be replaced with your own figures obtained in previous step. Input path: D:/Arma/Heightmaps/Opentopo/output_srtm.asc Output path: D:/Arma/QGIS/Montserrat/converted.tif Update the paths to match where you've stored your source heightmap, and where you want the output tif saved to. You will have to wrap your paths with quotation marks "..path.." if it contains any blanks (spaces), or just remove blanks entirely to avoid the confusion. Run second GDAL command - converting tif from above step to a Terrain Builder friendly .asc Remember to change the paths in below command to match where your files are located import os os.system(r'''gdal_translate -of AAIGrid D:/Arma/QGIS/Montserrat/converted.tif D:/Arma/QGIS/Montserrat/final.asc''') Satellite image For single tile export Load in just the .map files into QGIS Merge Rasters Top Menu - Raster → Miscellaneous → Merge Select all your .map files as input layers change Output data type to ‘Byte’ as the default is ‘Float32’. Select ‘Save to File’ under Merged – as the default is to a temporary file. Obtain extents from square feature You should already have this from working on heightmap above 576787.687480 1841104.815839 597267.687480 1861584.815839 Run GDAL command import os os.system(r'''gdalwarp -t_srs EPSG:32620 -wo SOURCE_EXTRA=1000 -tr 1.0 1.0 -r cubic -of BMP -te 576787.687480 1841104.815839 597267.687480 1861584.815839 D:/Arma/QGIS/Montserrat/merged.tif D:/Arma/QGIS/Montserrat/mont.bmp''') Some explanation of the key parameters: -t_srs EPSG:32620 Sets the CRS -tr 1.0 1.0 Sets the resolution of your satellite image to 1mtr per pixel - which is recommended. Make sure it matches your settings within Terrain Builder. -te 576787.687480 1841104.815839 597267.687480 1861584.815839 Clips to shapefile square extents For 4 tile export Detailing additional steps required for a 4 tile export – which would suit those terrains that are 40960px x 40960px and higher. Load in just the .map files into QGIS Merge rasters - same as above (single tile export) Create grid – 2 x 2 Feature You will need to have created the square shapefile first – see above steps Top Menu – View → Panels → Processing Toolbox Processing Toolbox Menu – Vector Creation > Create Grid Set Grid type to ‘Rectangle (polygon)’ & the Horizontal & Vertical to half the distance of your main square Set it to save new grid feature to .shp file After clicking 'Use Layer Extent' Select the shapefile layer for your square After clicking Run, your original square will then be Covered with a new grid of 4 tiles – perfect quarters of your original square Move each quarter to its own shapefile layer Because you will need to export each quarter separately for use in Terrain Builder, we will move each quarter onto its own shapefile layer. Click Select Features - And select the first quarter: Top Menu – Edit > Copy Features Then… Edit → Paste Features As → New Vector Layer Save shapefile layer to something obvious I’ve used ‘TL’ for top left. Repeat for the remaining quarters and you’ll have something like below, ‘Grid’ can be deleted. You will then have 4 tiles which we can use to gather each quarters extents Obtain extents from each quarter feature Copy extents to clipboard And list them out for safe keeping TL - Extent: (576787.687480, 1851344.815839) - (587027.687480, 1861584.815839) TR - Extent: (587027.687480, 1851344.815839) - (597267.687480, 1861584.815839) BL - Extent: (576787.687480, 1841104.815839) - (587027.687480, 1851344.815839) BR - Extent: (587027.687480, 1841104.815839) - (597267.687480, 1851344.815839) Run GDAL command for each quarter to set cell size and CRS and clip to shapefile square extents import os os.system(r'''gdalwarp -t_srs EPSG:32620 -wo SOURCE_EXTRA=1000 -tr 1.0 1.0 -r cubic -of BMP -te 576787.687480 1841104.815839 597267.687480 1861584.815839 D:/Arma/QGIS/Montserrat/merged.tif D:/Arma/QGIS/Montserrat/TR.bmp''') Loading your assets into Terrain Builder I would recommend saving copies of any files to be used in Terrain Builder into a separate terrain project folder. This will prevent your source project files being adversely affected, and potentially no longer working within QGIS - particularly relevant to those changes mentioned below. Heightmap (.asc) edits Open your asc in notepad and change the following to ensure it loads in Terrain builder: ncols 4096 nrows 4096 xllcorner 576787.687479999964 yllcorner 1841104.815839000046 cellsize 5.000000000000 NODATA_value -9999 ncols 4096 nrows 4096 xllcorner 200000 yllcorner 0 cellsize 5.000000000000 NODATA_value -9999.0 Save to a new asc, whilst maintaining the original for use in your QGIS project space Before loading the asc file into Terrain Builder, delete the .prj file. Otherwise it will not import into TB. Satellite image Before loading the satellite image into Terrrain Builder delete the .bmp.aux file Managing the project assets within QGIS Save your QGIS project so that you can return to export further data at a later date. Layers can be tidied up to hold the essentials ready for the next time you want to re-run GDAL commands, or export anything else like road shapefiles or mask layers etc. Road shapefile creation Load into QGIS (drag and drop) road shapefile In this example I got a good dataset from - https://data.humdata.org/ Clip vector to square shape Top Menu - Vector > Geoprocessing Tools > Clip Save features from clip to new shapefile - selecting correct CRS UTM-20 Top Menu - Layer > Save As Set road shapefile to CRS - 31N RMB on road shapefile > Set CRS > Set Layer CRS Set QGIS project CRS to UTM- 31N (bottom right corner): Collect extents from your square shapefile: Extent: (576787.687480, 1841104.815839) - (597267.687480, 1861584.815839) The first two values will be used in the v.transform step below. v.transform on road shapefile using calculated extents from square shapefile Your heightmap asc must adhere to Terrain Builders required values of easting 200000 and northing 0 Your road shapefile also needs to line up to the same values - we will use v.transform to achieve this So taking the extent values we grabbed in previous step - We will do the following calculations to bring these values to (200000 and 0): Easting: 576787.687480 - 376787.68748 = 200000 Northing: 1841104.815839 - 1841104.815839 = 0 -376787.68748 -1841104.815839 Having figured out the correct figures plug them into the v.transform process Drag and Drop into QGIS your heightmap asc - the one you are able to load into Terrain builder - already adjusted to (200000, 0) Set CRS on above asc to UTM - 31N Right click on asc in Layers > Zoom to Layer In Layers panel drag the asc below your transformed road shapefile - so you can see the roads layered above the asc Your roads should now be perfectly aligned above your heightmap Setting ID and ORDER fields RMB on transformed shapefile layer > Toggle Editing RMB on transformed shapefile layer > Open Attribute Table Click Delete field - select all fields and press OK New Field - Name 'ID' - length 0 New Field - Name 'ORDER' - length 0 Toggle - Multi Edit mode ID - Enter 0 - click Update All Select ORDER from drop down - Enter 1 - click Update all Click - Switch to table view and check that ID column all show as '0' and ORDER all show as '1' Click Save RMB on transformed road shapefile - Toggle Editing to save the changes Switching to Terrain Builder - Load your road shapefile Top menu - File > Import > Shapes Click OK Perfectly overlaid within Terrain builder: 3D Preview using Qgis2threejs If you want to see an instant 3d preview of your terrain within QGIS you can with the amazing plugin Qgis2threejs First install it: Top menu > Plugins > Manage and Install Plugins RMB on the Merged layer and select Zoom to Layer Then select both the Merged raster, and the original source heightmap - deselect all other layers Start the Qgis2threejs plugin - Top Menu > Web > Qgis2threejs > Qgis2threejs Exporter Select source heightmap and nothing else RMB on heightmap > Properties Set the Resampling level to 6 Set Resolution to 400% Enjoy browsing around your terrain in 3D: You can also export your terrain to a browser interface if you want - File > Export to web Coming Soon: - Assisted image classification - for creation of mask Above tutorial is also available on Github - https://github.com/rossoe/Arma3_QGIS
  3. Hi guys! Here's a small mod I made for A3 which adds a satellite to the game. Features: -Satellite backpack that can be put on the ground and used to deploy a satellite controle console. -Satellite interface with computer like interface and fullscreen view. -Pip view of what the satellite is viewing on any screen. -Ability to move the satellite live, on small distances through configurable keybinds. -Possibility to move the satellite on long distances by clicking on a built-in map. -Satellite is unavailable during long distances travel, unavailability time is calculated depending on speed/distance. -Normal and thermal view. Fullscreen mod offers extended actions: -Detection of heat sources (vehicles and units) within satellite viewrange. -Included inventory object: Blufor transponder, any unit having the transponder in its inventory will appear with a green square on the satellite. -Laser targeting -Tracking: after clicking on the tracking button double click on a unit and the satellite will follow it automatically. For mission makers: -Optional "satellite" module, you can define the satellite's initial position by placing the module where you want it on the map. -From the module you can also define the satellite's moving speed ( default is 100km per hour). This will only impact long distance movement. -You can make any object a satellite control console by putting "[this] call MRH_fnc_IsSatelliteConsole;" in its init box, if you do not want to give players access to the backpack. -You can make any screen object display the satellite feed by putting "[this] call MRH_fn_IsSatMonitor;" in its init box. Languages: The mod is available in both French and English, if you wish to offer help to translate it to another language please contact me. Multiplayer compatibility: Yes, server key is included. Pvp compatibility: No, as of yet all sides have access to the same satellite. ***New features *** The mod now includes two new objects: The Trivec Avant Satcom Antenna The Universal Tactical Display Both objects work together and allow for a lighter use without the need for the backpack, however when accessing the satellite from the UTD you won't have access to the fullscreen mode and its advanced options, those remain only available from a console deployed from the backpack or created from the editor. To use: If you have the antenna in your gear you will have the option to unfold the antenna, either from the scrollwheel menu, or if using ace from ace self interactions>>equipment. This will deploy the antenna in front of you. If you have ace3 enabled you can move and drag the antenna around. You need to connect the UTD to the antenna to receive a signal, to do so, with the utd in your inventory you will get a scrollwheel interaction when facing the antenna to connect it. Ace 3 users will have the interaction through the ace interaction menu. Once this is done you can bring up the UTD interface by pressing CTRL+U (default, can be changed in addon options), ace users can also do it from the self interaction menu>>equipment. Of course you need to have the UTD in your inventory. The signal will get weaker as you move further from the antenna, beyond a 100m you will lose connection from the antenna and will need to return to its position to reconnect the UTD. Also note that the further you are from the antenna the more statics you will get on your UTD screen, and the harder the image will be to read. The utd interface can be moved around on your screen by dragging it. Close it by pressing the on/off button or the escape key. You can fold and pick up the antenna at anytime(scrollwheel or ace interaction), once folded you will of course lose connection to the antenna (ACE users might get a small delay before the game detects that the antenna has been deleted and might still be able to access the sat for a short while) ******************* PIP MUST BE ENABLED on the clients graphics settings for the mod to work properly. Please report any bug you find, it always helps! Requirements: Requires ACE3 and CBA_A3 *EDIT* You no longer need Ace 3 as a requirement: -Added possibility to use without ace 3 . Ace 3 users will still get the awesome ace 3 interaction menu while ace3 non believers will get the bleak old arma 3 addaction. -Added possibility to disable features: full screen, lasering, detection and target tracking via cba settings. added in V1.3.06 Fixed: -PIP will resume when you exit directly from fullscreen mode. -Glitches which could happen when tracking targets. Added: -Compass and bearing display for the satellite view. (bearing readings might not be 100% accurate, will be fixed when my girlfriend fixes the maths for me **Oooh Maths!**) -Tracking a target will now display it's speed and bearing. -Name of units having a blufor transponder will be displayed next to their tracking icon. -Hovering said unit's tracking icon will display it's name, speed and bearing. Youtube video guide: DL: Download on steam workshop.
  4. Hello community, since the last update of the map, I have a problem with the satellite. Someone already had this? https://puu.sh/C0D7L/7099ffe7bf.jpg
  5. So, object placement on my terrain is coming along (slowly but) nicely, having painfully aligned many objects with elements visible on the satellite image. It's almost time for me to start thinking about ironing out the remaining inaccuracies from the satellite image that I simply can't sufficiently smother with the right objects - all sorts of weird colours and shapes, things out of scale etc... So, the mask tool in Photoshop is obviously a good place to start for removing things in the satellite that aren't there - but what about the other way round? Ie, re-photographing my terrain with placed objects from above, so that my sat image reflects the object placement, and road textures too - as closely as possible. Is there an official way of doing this? Or do I need to hack it with some screenshot aerial photography in Eden? :p
  6. Hello everyone, So im having an issue with my clutter color as wel as my ground texture color. When asking on discord Ice let me to this site https://community.bistudio.com/wiki/Arma_3:_Visual_Upgrade#Ground_Blending However after crunching my terrain multiple times with different settings for these values my clutter is still showing mayor color difference because of the underlying sat map even at close range, same goes for ground texture. Does anyone know how exactly to manipulate these settings so that my clutter is the same color, especially for close range viewing. basically that my satmap doesnt shine through as much as it is now. Thanks in advance.
  7. Hey Guys, i have a question about Terrain Builder. So when i import my satellite image which looks like a normal satellite images it just get like a 50% transparent blue all over the map like this. Is that a known error or is there any way you guys can help me? I would really appreciate any help! Sorry for my bad english btw. - Wibias
  8. As of Dev Branch 1.59.135843 (May 4, 2016), the ground textures do not match the satellite or mid-range textures in some environments on Altis and Stratis. I believe that this is a result of the new lighting. The new appearance of the ground textures is a lighter dead grass color, allowing the US Multicam uniforms to do their job, but as you get farther away it turns the ground back to a dark green color. This makes it very difficult to know if you and your team are concealed or not and also makes enemies easier to spot (which is no fun if they're supposed to be hiding). I'm not sure of any easy solutions to this, as re-painting the entire map texture will take quite some time. Here is a view from close-up: And from far away:
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