spooks2k1 Posted June 23, 2011 Share Posted June 23, 2011 yup, that's what I've been doing, It just didn't seem right to have odd scaling when using square pixels. With hindsight I've been exporting correctly anyway, hey it's all a learning process :D Link to comment Share on other sites More sharing options...
spooks2k1 Posted June 23, 2011 Share Posted June 23, 2011 Check these bad boys out, Craters when using ASTER GDEMS :( Link to comment Share on other sites More sharing options...
59th Ducky Posted June 23, 2011 Share Posted June 23, 2011 Use SRTM 4.1 ! Google Earth: http://www.ambiotek.com/topoview/srtm41.kmz Correct sea, river edge if optimized MESH ! Link to comment Share on other sites More sharing options...
luckybob9 Posted June 23, 2011 Share Posted June 23, 2011 that happens when a pixel or a few pixels are the wrong color. since pixel color determines height, a bad color = anomaly Nevada map contributer EDM Modeling tools FAQ: http://forums.eagle.ru/showpost.php?p=1418067&postcount=1 Seo libh a chairde is chanadh liom. Líonaigí'n oíche le greann is le spórt. Seo sláinte na gcarad atá imithe uainn. Mar cheo an tsléibhe uaine, iad imithe go deo Link to comment Share on other sites More sharing options...
spooks2k1 Posted June 23, 2011 Share Posted June 23, 2011 I'm hoping to find a fix, mountains look much better with 30m, I read you can combine STRM and DEM to partially fill craters, I'll look into that before trying the 90m SRTM 4, thx for the link Ducky. Link to comment Share on other sites More sharing options...
luckybob9 Posted June 23, 2011 Share Posted June 23, 2011 What region? Nevada map contributer EDM Modeling tools FAQ: http://forums.eagle.ru/showpost.php?p=1418067&postcount=1 Seo libh a chairde is chanadh liom. Líonaigí'n oíche le greann is le spórt. Seo sláinte na gcarad atá imithe uainn. Mar cheo an tsléibhe uaine, iad imithe go deo Link to comment Share on other sites More sharing options...
spooks2k1 Posted June 23, 2011 Share Posted June 23, 2011 Helmand Province Link to comment Share on other sites More sharing options...
aaron886 Posted June 23, 2011 Share Posted June 23, 2011 I would just export it as whatever the default native resolution is, and do a batch resize in photo to get your desired size. That is what i did Agreed, why waste pixels? Export the full resolution and you'll at least have it for the future. Link to comment Share on other sites More sharing options...
spooks2k1 Posted June 23, 2011 Share Posted June 23, 2011 Yeah i generally zoom in the UI and use Current Screen Pixel Size, It's always overkill, so resizing improves the texture. That wasn't my issue, it was the odd X and Y co-ordinates, which turned out to be just the X co-ordinates on both Axis. Link to comment Share on other sites More sharing options...
spooks2k1 Posted June 24, 2011 Share Posted June 24, 2011 I've spent the best part of today with these cratered DEMS I can't come up with an easy fix, I guess the reason they are free is because they are unusable in production. I give up, 90m STRM is has to be. I have 60 cells to fix, the workload on terrain is enough without this extra hassle. I retire defeated :( Link to comment Share on other sites More sharing options...
luckybob9 Posted June 24, 2011 Share Posted June 24, 2011 for me, the worst as been a single vertex that just needs to be raised or lowered. sometimes a few joining verts. how many verts are affected? Nevada map contributer EDM Modeling tools FAQ: http://forums.eagle.ru/showpost.php?p=1418067&postcount=1 Seo libh a chairde is chanadh liom. Líonaigí'n oíche le greann is le spórt. Seo sláinte na gcarad atá imithe uainn. Mar cheo an tsléibhe uaine, iad imithe go deo Link to comment Share on other sites More sharing options...
spooks2k1 Posted June 24, 2011 Share Posted June 24, 2011 how many verts are affected? Way too many Here is the nasty 30m res And here is the same with SRTM 90 I see what Ducky meant about the river edges, the ASTER DEMS are just going to create far too many problems to fix. Link to comment Share on other sites More sharing options...
spooks2k1 Posted June 24, 2011 Share Posted June 24, 2011 I've just noticed when I'm low level flying 100ft above the ground my altimeter is displaying +4000, I'm wondering If I've goofed up somewhere along the creation / scale process or this can be easily fixed.? Hm, good catch! I'm interested in the answer to that one as well, for future reference. I think I might have figured this one out too, when you apply the displace modifier the mesh jumps up. I'm not sure by how much but maybe it explains the 4000 meters on the altimeter. from the WIKI: Use parameter Strength to adjust displacement. 75000m. The template will already be at -98 meters, leave this setting. What does the -98m mean? my mesh is zeroed out on the z axis when I open the Hi Res Template. Link to comment Share on other sites More sharing options...
spooks2k1 Posted June 24, 2011 Share Posted June 24, 2011 Do I need to Center the Pivot after applying the Displace and Optimize before exporting? Can someone confirm? thanks Link to comment Share on other sites More sharing options...
spooks2k1 Posted June 24, 2011 Share Posted June 24, 2011 Yup seems to be the case, Here I re-aligned 4 tiles to the helpers Here I am at the edge of the un-altered pivot 4075m And here I am flying on the centered section -495, goin underground That's the issue, I'm not sure what the correct pivot placement is. Is this an error in the High-res template ? thanks spooks Link to comment Share on other sites More sharing options...
spooks2k1 Posted June 24, 2011 Share Posted June 24, 2011 I came across a new feature in Global Mapper 12 that lets you make a grid of features and afer playing with it for a while, I think it's precise enough for exporting. I threw a quick tutorial together. If you pro's could check it out and let me know if it's good/precise enough for terrain making. It takes all the hassle out of exporting :smilewink:Exporting Using Grid of Areas.rar Link to comment Share on other sites More sharing options...
59th Ducky Posted June 24, 2011 Share Posted June 24, 2011 Vertex, polygons number for this 40km×40km terrain ? Link to comment Share on other sites More sharing options...
spooks2k1 Posted June 24, 2011 Share Posted June 24, 2011 Vertex, polygons number for this 40km×40km terrain ? Pretty much irrelevant at this time, this is just a single cell as I learn the trade :D My current issue is the settings in the template and how they affect the altitude in the game, but I think I may have fixed, I'm running a test. Did you look at the Global Mapper Tutorial?...is this method ok to use on terrain with out breaking anything? It seems to work fine for me. If all is ok I will refine it and post a full version. thanks Link to comment Share on other sites More sharing options...
spooks2k1 Posted June 25, 2011 Share Posted June 25, 2011 I'm now at the stage were I'm using boolean to cut out the shape of a lake, and I'm getting my first errors when exporting. It would help if someone could tell me how to fix them, they are covered briefly in the wiki, but it doesn't say what causes them. Can someone expand on what I need to do. thanks Link to comment Share on other sites More sharing options...
Almazi Posted June 25, 2011 Share Posted June 25, 2011 just to correct these errors. It is inevitable Terra Incognita Link to comment Share on other sites More sharing options...
spooks2k1 Posted June 25, 2011 Share Posted June 25, 2011 just to correct these errors. It is inevitable Thanks Almazi, but it doesn't tell me what the errors are. For example: After you perform the boolean operation on the terrain mesh, it can cause errors in the mesh, these are _ _ _ _ _, _ _ _ _ _, and _ _ _ _ _. When you export ground terrain containing water features, make sure there are no _ _ _ _ _ _ _ vertices. Also check there are no _ _ _ _ _ _ edges. For vertice problems you need to _ _ _ _ _ _ _ _ before exporting. For edge issues you need to _ _ _ _ _ _ _ before exporting. C'mon guy's give me a clue, those "in-house" documents masquerading as tutorials on the wiki have lots of gaps :smilewink: Please fill in the blanks. thanks Link to comment Share on other sites More sharing options...
spooks2k1 Posted June 25, 2011 Share Posted June 25, 2011 (edited) Never mind, I got it figured :D No quads only tri's Better to use the cut tool for making water features, it's more precise and gives you less errors, boolean is nasty :crazy: Here's a good polygon non-quad selector. http://www.scriptspot.com/3ds-max/scripts/non-quad-selector Edited June 25, 2011 by spooks2k1 Link to comment Share on other sites More sharing options...
spooks2k1 Posted June 25, 2011 Share Posted June 25, 2011 (edited) I'm getting an error when exporting my shoreline But when I ChekError in the Editor it tells me there are no errors. I linked the shoreline to the terrain dummy, If I break the link it exports fine. Only my, shoreline doesn't show up in game. Do additional objects need to be linked to a dummy ? thanks Edited June 25, 2011 by spooks2k1 Link to comment Share on other sites More sharing options...
spooks2k1 Posted June 25, 2011 Share Posted June 25, 2011 Other Data - This section describes how to create the maps required for the F10 view and Mission Editor.Guy's this document is missing from the WIKI, does anyone have a copy or an alternative link? Why has so much information been deleted ? http://en.wiki.eagle.ru/w/index.php?title=Special%3ALog&type=&user=Moshkov&page=&year=&month=-1 Link to comment Share on other sites More sharing options...
Almazi Posted June 25, 2011 Share Posted June 25, 2011 (edited) 3DS Max flawed program. Errors occur (especially after a boolean). Just to correct errors. or use the plugin (I recommend) - http://en.wiki.eagle.ru/wiki/MaxRoadnRiver_eng. It seems a video tutorial I did it. additional objects to export in superficial files (*.sup). In lsa export only land mesh. Edited June 25, 2011 by Almazi Terra Incognita Link to comment Share on other sites More sharing options...
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