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WrinkleysRule

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WrinkleysRule last won the day on November 21 2020

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  1. @bdbssb No problem, will probaly do an updated Tutorial (have one I done on FS.UK two years ago) on various ways of doing roads at a later date also a quick little update to the Spline Placement script soon just making the random scaling more usable (same random scale on all axis) to avoid squashed and deformed trees items etc.
  2. @Timsp You will find the other scripts in the Set Terrain Height/Placement tutorials a great time saver as well, but a word of warning on the Set Terrain Height script, it cannot be undone so always do a backup first (simple way is to make a copy of your map Dem image). It is always better to experiment with different ways of doing things (on a blank map) and when you find one that works for you, use it and try and improve on it
  3. @Timsp One important point to note is the export setting in GE --File --Preferences--General--Save and Export as Wavefront OBJ --Scale must be set to 1 every time you update GE (current version 8.2.2 posted 16.11.2020 available here https://gdn.giants-software.com/downloads.php) Remember the plane you created for your border in the tutorial was 2m x 2m so scaling up would be required (as mentioned in the tutorial) Final border scaling, as you have imported your complete terrain into Blender you can import your border into Blender as well and scale your border to the correct size, and always Ctrl A set rotation and scale before exporting to i3d There is always going to be a difference especially in the Z (Y) scale between Blender and GE because of the different way the terrain is transformed/created. Road Implementation. The way I do roads is by using the Set Terrain by Height script to flatten the road path first so you have the terrain at the correct level. There are two methods I use for creating the road system one is the shrinkwrap method you describe and I haven't had the problem you are describing, though I see from your image you have scaled the road by 5 in all axis. The other method I use but is a bit more involved is to convert the spline I used to set the terrain height to a CSV format and import that into Blender and create the road using the curve and array modifiers Example from FS17 using Blender 2.79 Terrain adjusted using the mHeightR = mHeight + i/smooth and mHeightL = mHeight - i/smooth settings of the script Note: In the above picture there are two splines, the one marked Original spline is a 2d spline created by just following the road layout on a Google Earth Overlay the second is a 3d spline created from the original spline with more points spaced evenly along the spline for better definition/fit. Spline Converted to CSV Road Created in Blender Final Result
  4. @Timsp Glad you got it sorted, you are not the only one to get caught out with the Object mode only modifier application especially if the Display modifier in Edit Mode is selected.
  5. @Timsp As bdbssb says once you have applied the modifiers in Object mode they should no longer appear in the side panel either in Edit or Object mode , the fact that the terrain goes flat once you return to the Edit mode which points to a problem in applying the modifiers. I presume also the terrain returns when going bac k to Object mode. Unfortunately I am still using Blender 2.79 version (until I can get outstanding projects completed ) so I can't test the tutorial in Blender version 2.8 /2.9 at the moment.
  6. @Timsp. Two things spring to mind, first have you applied all the modifiers in the correct order before exporting to GE and have you scaled the x,y,z in GE to get the correct border alignment and height for your map. If the suggestios above don't work email me (wrinkleysRule@hotmail.com) some screenshots of your Blender and GE settings and I will see if I can see the reason for your problems.
  7. The updated scripts are available at the end of the Set Terrain Height, Paint Terrain and Spline PLacement SCripts tutorialthis section was done to explain the listings in the i3d and unfortunately I didn' update the download text.
  8. A bit more information would help on what part/s you are struggling with in the borders section. NOTE. Blender 2.78/9 was used in the tutorial, I haven't tried using version 2.8 yet but I would think it is much the same method apart from the new Blender layout
  9. Sorry but I'm a bit confused here, in your first post you stated you had a problem with the Z range elevation which suggests to me you had already done a dem and checked the z range in microdem or something similiar, GE doesn't have a z range figure, height is done by the Y scale/translation. Now you are saying you don't know where to find the min max height levels of the dem, might I suggest you read and follow the tutorial which explains how to do a dem and correct any z range problems you might have. As to being new to you I find that a bit hard to believe, unless you have unfortunately chosen a name which is well known in the modding community by sheer chance .
  10. First of all you need your actual min and max height levels in the dem itself, But using your 100 to 700 figures as an example from note 2 in tutorial Ratio = 700/100 = 7 maxHgt in GE 255/7 = 36.4 therefore to keep the same ratio of min to max your z range would be from 36 to 255 given that you have a high min max height figure its not suprising you have large variations in GE this can also depend on the acuracy of your dem (90m,30m, 10m 5m, 2m, 1m or 50cm) as detail would be missing which could cause large variatins in height in GE For Example Standard 2k map dem size 1024 x 1024 (before saving in GE) each pixel represents 2m so for a 90m dem (sampling every 90m) distance between points in pixels will be 45 (approx 22 points across the 1024 dem) and a 2m dem (sampling every 2m) distance between points in pixels will be 1 (obviously 1024 points across the 1024 dem) The greater the accuracy the better the dem
  11. For any different map size the only thing you need to change is the size of the dem/weight have to be increased by a factor of 2 i.e standard 2k map dem 1024 overlays 2048 -- 4k map 2048 x 2048 DEM, 4096 x 4096 overlays etc. The gdm/grle image files will also have to be increased by the same factor. With scaling down all that would be required is to resize your dem down to the appropriate size for the map you are creating, bear in mind there may be additional artifacts and a certain loss of detail caused by the rescaling/resampling of the image. There are a couple of tutorials around on creating a 16x map suggest you Google the subject, you may also require a seperate script in GE to enable editing 16k maps. The giants developer network forum is a good place to find the relevant info and ask any further questions you may have on the subject. https://gdn.giants-software.com/
  12. You use the asphalt layer for the roads see pic 5 in the tutorial for details on how to get the roads layer in Google Earth then follow instructions under the Asphalt heading. Asphalt Returning to the original 3 layer image, the DEM layer can now be deleted. Resize the remaining image to 2048 x 2048 With only the GE layer selected Edit – Copy, File- Create New and paste the GE image into the new image Layer –Flatten Image and save as 2k_GE.png Do the same for the Roads layer and save as 2k_Roads Open the new 2k_Roads.png and select Image – Mode –Greyscale, Image –Adjustments-- Brightness/Contrast –Brightness slider full left Contrast slider full right which should leave just the road layout visible. Save this as asphalt04_weight.png and further To get the Roads to stand out more open the asphalt04_weight.png in the image editor Select Color Range and select the black area Select --Inverse Selection – and Copy Paste into grass04_weight, then (only new layer) -- Image-- Adjustments --Invert Flatten Image and resave as grass04_weight.png Do the same for the sand04_weight
  13. Just a quick note regarding Microdem, on the newer versions you will need to right click in the map area to bring up the full Display Parameters option. Also if when drag dropping .tif into Google Earth it is basically a whiteout, open in Microdem and either Save map as image --Geotiff (greyscale or Quick (or Deleiberate) map export to Google Earth only change the z range if necessary. If you have further problems like high areas of your dem not translating properly and flattening out ( normally high brightness) in Giants Editor then open SRTM in MIcrodem and adjust the upper zRange to lower zRange + 255 this will spread the greyscale over a larger range, this has the effect of darkening the SRTM as the upper hight values now use a lower part of the greyscale band, the height values of the final dem should not be affected.
  14. Your problem appears to caused by subsetting the area as you have no way of knowing what the max and min height levels in your subsetted area are. Thers is no need to subset any SRTM, possibly you are confusing this tutorial wth another one by somebody else. All you need to do is open the SRTM in MIcrodem change the Z range of the Whole SRTM then in Micro dem either save as GeoTiff and drag drop into Google Earth or Quick map export to Google Earth and crop the area using the method described in the above tutorial. Using the figures you have quoted Ratio 516/172 = 3 maxHgt in GE 255/3 = 85 so your new zrange over the whole SRTM will be 85 min 255max Hope this helps
  15. The tutorials are the same ones that I did and posted on FS-UK with just the links updated to reflect better resoloution maps becoming available on line. As I told Paul in answer to the PM he sent me I have no plans to do any video's of any of my tutorials as they are reasonably straightforward . Providing you Read and Follow the various instructions
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