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WrinkleysRule

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  1. Usually with the new versions o f microdem you either slect the GooglEarth globe in the toolbar or right click on the map and select Export where you are given a choice between quick and deliberate export to Google Earth, however there seems to be a bug in the programme now that doesn't allow adjustment of opacity in Google Earth so you are left with a partially visible srtm and another bug, as you have found, id that it no longer saves as aGeoTiff but as a .tif image. The only soloution I can suggest at the moment is to find an earlier version of the Microdem programme which appear to work as normal or use QGIS (free full blown geospatial programme)
  2. Updated Scripts for Terrain height and Paint terrain available here at the end of the tutorial. https://farmerboysmodding.com/index.php?/topic/2360-export-a-spline-into-blender-as-a-csv-to-create-roadsrailways/
  3. Apologise, the error is caused by this line "-- Icon:123" at the top of the script , for the moment just delete the 123 and save the script in the script editor. I will update the zip later
  4. This purpose of this tutorial is to show how to export a Spline from Giants Editor to Blender using a CSV (Comma Selected Variable) file created by the Spline CSV Creator script and the Blender Add On csv_mesh_importer v0_7alpha4. I will be using Blender 2.79 throughout this tutorial as that is the only version that supports the CSV mesh importer, however if you wish to use Blender 2.9 then I suggest you first open the CSV in a 2.79 version and save it then in Blender 2.9 append the csv object from the 2.79 file. Updated scripts for SetTerrainHeight by spline, PaintTerrain by spline and the new Spline CSV creator script are available at the end of this tutorial in a zip file. Spline CSV Creator script The script creates a new spline aligned to the terrain from an existing one in the form of an xml compatible layout for the new spline to create an i3d and a seperate CSV file (Comma Selected Variable) in the form of a text file for use with the csv_importer script in Blender (2.79 only at the moment) re-labelling the axis to convert the Giants Editor transform axis to the Blender format, X(Z) axis, Y(X) axis, Z(Y) axis, Giants in brackets. The script allows for the original spline to be created in 2d with less cv’s and away from the terrain, the new spline created can easily be used in any of the Spline Terrain/Paint/ Placement scripts. Open map in GE Create a spline and align it to the road network you wish to model. As you can see by the following image there are only 5 cv’s (including SE) on the spline to create the desired shape. Open the Spline CSV Creator script in the script editor and set the number of points on the new spline you want to create. These will depend 1. On the size of the mesh you are going to use for your road (rail), 2. On the slope of the railway if using the script to create a rail bed (higher number will give a more gentle slope) In this case I am using a 5m road section as an example, larger lengths can cause blockiness on tight corners to start with but this can be rectified later in Blender. In the above image you can see the 5m setting local mSplinePiece =5.0; the spline has been selected and the script executed it also shows part of the new log entry ( Windows(C:)---Users--Computer name---AppData--Local--GIANTS Editor64bit 8.2.2-- editor_log.txt) detailing the new spline parameters. If AppData folder not visible then Open File Explorer from the taskbar. Select View > Options > Change folder and search options. Select the View tab and, in Advanced settings, select Show hidden files, folders, and drives and OK. The next step is to open a new blank file in Notepad ++ and copy paste the new i3d coding from the editor log from, <?xml version="1.0" encoding="iso-8859-1"?> up to and including </NurbsCurve> </Shapes> <Scene> <Shape name="spline01" translation="0 0 0" nodeId="11" shapeId="11"/> </Scene> </i3D> then save as spline.i3d (not xml) Then copy/paste the csv data (data only not axis text) into a new blank file in notepad++ (or normal notepad) and save as CSV.txt Import the new spline. i3d into the map and it should appear at the location of the original spline but alligned to the terrain (I have named it spline01 for clarity) and as you can see by the following image the spline now contains cv’s at 5m spacing along its length aligned to the terrain. In the next image I have used the TerrainHeight by spline script to level the terrain ready for the road, as the road is on the side of a hill I have offset the height on the sides. To enable easier smoothing on the sides of the road a good rule of thumb is where possible to have the msideCount 1.5 times the size of the road texture width to alleviate any problems with the maps 2m terrain sections. BLENDER CSV 1 The first step is to download and install the csv_mesh_importer v0_7alpha.zip which is available along with the Installation instructions from here. https://blenderartists.org/t/a-script-to-import-a-csv-file-and-create-meshes-for-blender-2-5x-or-later/501410 There are also detailed instructions and examples of how use the Add On at that link. I have also included the Install and Importing instruction here. Install Plugin Download the csv_mesh_importer v07_alpha4.zip from the download link in the above address save and unzip the file Close Blender if active Navigate to Windows(C:)—Programm Files—Blender Foundation—Blender—2.79 (or whichever version you have)—scripts—addons and copy paste the csv_mesh_importer.py into addons. The script cannot be installed from zip as there is no init file. Open Blender --Select File—User Preferences—import Export, locate and select the checkbox next to CSV Mesh Importer then Save as Default. Close Blender. Re-Open Blender and set up as shown in the following image Import CSV file Select “Point list containing X.Y,Z columns in File Type menu Select the folder icon at the end of the .csv File Path: selection box and browse to where you saved the CSV.txt file and click Accept (top left) Ensure that comma[,] is selected in the Delimiter section Click the Add Button and in the configuration box below Select Create vertices only and in the pop up box select “Create vertices and edges (single line)” The X,Y,Z column details can be left as is (the script has already allowed for the axis labelling). In Object Name put csvSplineRoad. Select import The csvRoadSpline mesh will appear in the Scene panel at the top as a mesh, select this and zoom out till you can see it (it will be at the same world location as it was in your map, hence the high camera clip distance ‘End 10km’ in the view menu). Do not change the location of this mesh as it will cause problems when aligning the finished road in GE. Import your road section. obj , to avoid any problems with alignment ensure your road section is aligned along the X axis, rotate and Ctrl-A Apply Rotation and Scale if necessary. Reselect csvSplineRoad and Alt –C Curve from Mesh Text Select edit mode – Vertex Select and select the end vertice of the csvSplineRoad mesh. (corresponding to the start of the spline in GE in this case “E)” -- Shift-S Cursor to selected Select Object mode – Shift-Ctrl-Alt-C set Origin -Origin to 3d cursor Select roadSection mesh - Shift-Ctrl-Alt-C set Origin -Origin to 3d cursor- Shift-Ctrl-Alt-C set Origin - Geometry to Origin And you should see the following Add Modifier –Array – Fit Type Fit Curve –select -csvSplineRoad – Relative Offset X 1.0 – select Merge adjust distance so all your sections are joined. Add Modifier—Curve – Object csvSplineRoad-- Deformation Axis X You should now have a road aligned to your csvSplineRoad Apply the Array Modifier and then the Curve Modifier. Add Modifier – Edge split and apply. Ctrl-A --Apply Rotation and Scale You can now delete the csvSplineRoad curve and ensuring the road section is selected File—Export – Giants i3d -the road section as Road_1.i3d Open the Road_1.i3d in notepad++ and correct the texture path if necessary and resave Open map in GE and import the Road_1.i3d, all that remains now is to reset the transform values to match Giants. Note the Translate X and Z values and just replace the X with the Z value (as a minus value) and the Z with the X value and set the Rotate Y to -90. The final Translate coordinates are also listed in the correct order and value in the last data line of the Spline1.i3d should you require a reference. You will also probably have to increase the Translate Y by 0.4 or 0.5 to further align the road with the terrain due to anomalies with the 2m terrain sections of Giants maps and the levelling process. Road junctions can be created in blender by importing all the various road sections as obj and aligning/texturing to suit, eventually exporting the road system as one mesh. There are times when despite everything appearing correct the transforms can go slightly wrong, the following image show how to correct any problems with rotation/ translation of the object. This needs to be done before applying any modifiers In the following image I have added a cube as guide to correct the road section rotation to zero (which is what the terrain would be in GE after you have flattened it). Then, with the roadSction selected adjust the rotation of the “X” axis, not as you would expect the Y , looking at the screen, this is because the modifiers have not been applied so the road section retains its original configuration (see the second image in this section). I find it better to adjust the value in the Transform Rotation panel as it gives better control over the movement. Always make sure the csvSplineRoad curve is in the centre of the object you are modifying as this will cause problems when aligning the object in GE Blender 2 Another method is to use the Curve tools in blender Select the csvSplineRoad then Alt –C mesh to curve In object mode (for clarity) Select curve section and set the values as shown in the following pic (bearing in mind the values will be half the final width) Then go into edit mode Ctrl T (Tilt) 90 and finaly in object mode Alt C – mesh from curve and texture as required, some fiddling about may be necessary when importing into GE but it should align in the same way as the the previous road section (the Translate X and Z values and just replace the X with the Z value (as a minus value) and the Z with the X value and set the Rotate Y to -90.) Once you have the csv data in blender then it can be used for all sorts of other things like stream/river planes walls/fences anything that a spline can be used for. Example workflow for a railway set up. Create the train loop spline in GE (do not connect it at the moment) export as i3d/csv (SplineCSV Creator) Create new spline (xml) and import into GE (do not move it once imported) Flatten terrain (setTerrainbyHeight) Import csv data into blender, create track layout with a new object or use existing model, also any other items you want to follow the track (poles/fence etc) Export as an i3d and import into GE and position Add ground textures (Paint Terrain by spline) Add trees bushes etc (Spline placement) Finally use the new spline you created at the start as the train spline (suitable closed) Updated and new scripts1.zip
  5. Sooner or later you are going to want to change or make some items to suit your maps so you will need to get into 3d modelling and Blender is free with loads of tutorials available. (Horsey wind pump maybe) Before using any of the scripts I recommend you practise on a blank map to see just what can be achieved as some changes can't be readily undone, especially terrain height, With the paint terrain script to get the relevant numbers for the textures I suggest you open the map i3d in notepad and copy all the <Layer name= and <CombinedLayer name= entrys in one go and paste them into a new notepad file, this will give you a numerical list of all the textures to use in the script, remember of course to minus 1 each time as textures start from 0.
  6. Sorry I can't help you with the Spline street constructor as I have never used it, I create roads either by importing the whole terrain into belnder and working on it there or use a spline exported in GE (seperate spline script ) as a csv file (csv importer only works in blender 2.79) and imported into blender converted to a curve then use the array modifier to create the road. For country lanes I just use the paint terrain by spline script, another method I've seen used is using the spline placement script , with this you create your spline in GE then for the placed object you Create-Primitive -plane and export the resultant placed objects as an obj file into blender (set plane size to final road section size) to work on. The GE rotation always cause problems which I believe may be due to the conversion to radians for the game. I also find it useful to move the console window to another part of the screen (or seperate monitor if available)
  7. First off would I be right in assuming the dem is of a rather flat area of GB. Make sure ALL your current weight .png's are blank (all Black) There is a problem when using paint net to do the weight files, paint net saves the file as an index colour not in a greyscale or rgb format so has to be changed to greyscale in Gimp or Photoshop. I hope you are not physically tracing the outlines of the fields/roads etc The way I do the relevant weight files is to open the GE pic in paint.net then use Effects --Artistic-- Ink Sketdh (or linoCut) and adjust the sliders to give the best results, then save the file as a png and reopen in photoshop (or Gimp) and resave as the relevant weight file. This is a link to a free legacy edition of PhotoShop (CS2) that I use and find it more than adequate for editing all the textures in FS19 (with the Nvidia dds plugin ) https://www.techspot.com/downloads/3689-adobe-photoshop-cs2.html and a another link for Gimp. https://www.gimp.org/downloads/ Depending on how far you have got into your map creation it may be worthwhile redoing the DEM using this tutorial if you want a realistic border Any indepth problems with the tutorial or advice with Dem or using the splines/placements scripts just pm me
  8. @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.
  9. @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
  10. @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
  11. @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.
  12. @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.
  13. @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.
  14. 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.
  15. 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
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