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  1. High definition 1m DSM/DTM LIDAR data for some areas of England have been released by the Environment Agency on the https://environment.data.gov.uk/ website and is available for free download. The data consists of 5k x 5k tiles in a geo tiff format, to see what areas are currently available for download got to https://environment.data.gov.uk/DefraDataDownload/?Mode=survey Select the Layers symbol (top right), OSM Grid National Lidar Programme Catalouge 2018 Then the data set you want ( in this case the DTM 2018 files have been selected) Pic If your area is covered zoom in further to your chosen area and select the Download Your Data icon (Arrow pointing down) Select the polygon icon and on the map Left click to begin drawing the polygon around your chosen area. Pic Once happy with selection select -Get available tiles- and in the Product Box select “National LIDAR Programme DTM“ (or DSM) from the dropdown box and download all the available tiles. Once downloaded unzip the files e.g. Zip--National-LIDAR-Programme-DTM-2018-ST81ne Folder --National-LIDAR-Programme-DTM-2018-TL63ne –P_10784 – Contains two files one with an .ftw extension and one with a .tif extension. The file with the .tif extension is the one to use. Drag and drop it into Google Earth and after the flying to location pop up and in the next prompt menu select Scale and in the New Image Overlay Box select OK. Then carry on the tutorial in the normal way at the CREATING the DEM’s and OVERLAY IMAGES section In cases where there are two or more tif images required to cover your area you will find that there is a an overlap at the edges (this is due to the projection differences between Google Earth and Ordance Survey data) to overcome this use the clone tool on a small setting (hardness 0) to just run down the edge in the image editor or you could leave it and correct it in GE with the terrain tool.
  2. First a big thank you to Evgeny Zaitsev, Nicolas Wrobel and TracMax the originators of these scripts This is an example/tutorial of what can be done using the set TerrainHeightBySpline, paint Terrain by Spline and splinePlacement scripts with a little modification to the some of the original scripts. I have used a FS19 Starter map I created for this with extra textures added to it which accounts for the large number of textures listed in the paint Terrain by Spline script, however the textures used are the standard in-game textures No extra smoothing has been done on any of the terrain as this is just an example. As I am going to be using the same spline throughout I will use the Spline Placement Create script to create the relevant transform groups before creating and adding the spline. All the relevant values and parameters are shown on the right hand side of each image set Terrain Height By Spline The first Image shows the start with a spline already created using the Spline Placement Create script and inserted in the correct position in the transform group and ready to use the set TerrainHeightBySpline script The modification to this script enables a smoothing of the edges by progressively lowering the height ( or raising) of the transform at a set distance from the centre of the spline/transform area it also allows for different offset on either side (e.g.Left up Right down) . This makes final smoothing/blending a lot easier as it is partly carried out by the script itself If using the one spline for multiple scripts it is advisable at this point to note the position of the spline as it will be moved when using the different scripts and will enable you to return to the original spline position should you to decided to do further terrain adjustments later on Pic 1 shows how it can be used to create banks on either side of a roadway by selecting the spline and executing the script. The script text on the right hand side of the image shows the settings used. The following are examples of using the setOffsetHeight to true and changing the mHeightR = mHeight + i/smooth and mHeightL = mHeight + i/smooth parameters to minus on one side and plus on the other and adjusting the local smooth parameter to create smoother edges when on a hill Pic 3 No Smoothing Pic4 local smooth to 10 Paint Terrain by Spline Modification to this script now allows a width setting to the centre texture as well as seperate textures for left and right or just one single texture across the whole width selected from the centre texture. Pic 5 shows the result of this modification, the script text on the right hand side of the image shows the settings used. Note the spline has been moved to the left by 1m so centre textures are in the middle of the roadway this is to compensate for the setTerrainLayerAtWorldPos parameter which offsets the textures by using the spline as an edge rather than middle. Pic 5 Pic6 A quick little conversion of one side by resetting the spline back to original position and adjusting the mHeightL = mHeight + i/smooth to mHeightL = mHeight - i/smooth all other parameters remaining the same to create a ditch on one side and a bank on the other. Spline Placement_v1.3 A very useful script for placing objects on a map especially fences hedges trees, etc. Notes on use Make sure all the items translations/rotations in the addObject transform group are set to zero and all objects are aligned along their Z axis (easily done in GE by rotating the object until its aligned along the Z axis then Edit—Freeze Transformation – Rotation (making sure ONLY rotation box is ticked) otherwise you might find some hedges/fences are 90 degrees to your spline compared with the other objects. This can be adjusted by the local internal,X,Y,Z rotation parameters in the script but will cause all other items in the transform group to be rotated as well. If you make an error or are unhappy with the result you can either use the SplinePlacementDelete script, or select the relevant objects in the scenograph in the placedObjects transform group and delete them, then run the SplinePlacement script again. When doing multiple placements at the same location with different parameters i.e. First run; Hedges with varying scale, Second run; Trees with random rotation, it is advisable to create new transform group/s in the scenograph and cut paste the result of each run into them re combining later into one transform group if required. To increase the width between items when using randomOrder , add blank transform/s group into the addObject transform group between the items. Remember to save the map after every different addition in case the script or GE fails. It may be necessary to do final adjustments in GE as placement on bends/corners can be slightly out due to the length of the object being placed The following images show some examples of its use together with various ways of placing objects by selecting the splinePlacement transform group and executing the script. The script text on the right hand side shows the various settings used to achieve these results Pic7 Spline moved to the right bank, local object distance is set to 8 as hedge is 9m long randomOrder= true Pic 8 Spline moved to left bank and using just one post5 section, local object distance set to 4.2 randomOrder = false, further adjustment will be necessary to rotation of some posts especially on bends Pic 9 Using 3 post 5 objects and 1 hedge, local object distance left at 4.2 randomOrder= true Pic10 Just an idea using a decal made from an old road dds to place lines on the road, decal size 7m x 4m local object distance 3.8. randomOrder= false. Obviously needs adjustment, but by rotating and scaling some of the decals on the bends quite a reasonably effect can be produced. You will find that some of decals will be below the road surface to start with, so create a transform group and cut paste the lines into it and adjust the Y translation to 0.05 also ensure the Rigid Body box is un-ticked if finally using in game. Lines i3d included in zip file attached I suggest experimentation on a blank map with the splines and scripts to see what effects are possible once mastered they will make map creation a lot quicker and easier After downloading the attached Scripts and Liness.zip, unzip and copy/paste the into Windows(C)--Users---Computer name---AppData--Local--GIANTS Editor 64bit 8.1.0-scripts folder. Window--Script Editor and select the relevant script which will open in the script editor window Open your map in GE and create a spline adjust it to the shape required. To alleviate any problems which can be caused by rotating the spline, the best way is to use just one end of the spline . After creating the spline delete the “S” cv (key “Delete”) it will be automatically reapplied to the next cv which is the original rotation point of the spline, then use the “E” cv to create your spline area, adding cv’s as necessary using the “Insert” key The instructions for each script are in the script headings Further development of the scripts may occur from time to time Scripts and Lines.zip
  3. Nice little script in the Script Editor of GE 8.1.0 in the Shared -- FS19--Editor Utils section, Paint Terrain By Spline works in much the same way as the Terrain Height Script. Utilises the numbered position of the relevant texture files in the Layers Section of the TerrainTransformGroup. To get the relevant number there are a couple of methods, the first is to open the Texture Layer drop down box and see what texture is the first single texture listed, in this case it is mudDark01 this then needs to be noted down as 0 mudDark01 then 1 mudDark02 2 mudDark03 and so on until you get to the last single texture then continue consecutively numbering the CombinedLayers i.e last single texture 67 graniteCliff04 68 MUD_DARK 59 DIRT_ROUGH The following table shows the list from a starter map other lists may vary depending on the position of the texture files and the numbers involved. 0 mudDark01 24 forestGround01 48 concrete01 68 MUD_DARK 1 mudDark02 25 forestGround02 49 concrete02 69 DIRT_ROUGH 2 mudDark03 26 forestGround03 50 concrete03 70 DIRT_LIGHT 3 mudDark04 27 forestGround04 51 concrete04 71 GRASS 4 dirtRough01 28 forestNeedles01 52 dustyRockUS01 72 GRASS_DRY 5 dirtRough02 29 sand01 53 dustyRockUS02 73 GRASS_ROUGH 6 dirtRough03 30 sand02 54 dustyRockUS03 74 FOREST_GROUND 7 dirtRough04 31 sand03 55 dustyRockUS04 75 ASPHALT 8 dirtLight01 32 sand04 56 cliffRock01 76 CONCRETE 9 dirtLight02 33 sandWet01 57 cliffRock02 77 GRAVEL 10 dirtLight03 34 sandWet02 58 cliffRock03 78 SAND 11 dirtLight04 35 sandWet03 59 cliffRock04 79 SAND_ROUGH 12 grass01 36 sandWet04 60 gravel01 80 SAND_WET 13 grass02 37 sandRough01 61 gravel02 81 DUSTY_ROCK 14 grass03 38 sandRough02 62 gravel03 82 CLIFF_RED_ROCK 15 grass04 39 sandRough03 63 gravel04 83 GRANITE_ROCK 16 grassRough01 40 sandRough04 64 graniteCliff01 17 grassRough02 41 sandPuddleUS01 65 graniteCliff02 18 grassRough03 42 sandPuddleUS02 66 graniteCliff03 19 grassRough04 43 waterPuddle01 67 graniteCliff04 20 grassDry01 44 asphalt01 21 grassDry02 45 asphalt02 22 grassDry03 46 asphalt03 23 grassDry04 47 asphalt04 The other method is to open the map i3d in notepad and rename the textures i.e. <Layer name="0_mudDark01" detailMapId="5" normalMapId="6" unitSize="1.5" weightMapId="3" blendContrast="0.5" distanceMapId="4" attributes="0.155 0.082 0.037 1 1" priority="0"/> <Layer name="1_mudDark02" detailMapId="8" normalMapId="9" unitSize="1.5" weightMapId="7" blendContrast="0.5" distanceMapId="4" attributes="0.155 0.082 0.037 1 1" priority="0"/> this will then show in the Texture Layer drop down box as 0_mudDark01 and 1_mudDark02 with the combined layers showing as 71_GRASS, 72_GRASS_DRY I have modified the script by adding a couple of extra inputs to make it slightly more flexible, it now has the option to paint 3 separate textures at once, one in the middle, one on the left and one on the right or various other combinations, further modification to this script now allows a width setting to the centre texture as well as separate textures for left and right or just one single texture across the whole width selected from the centre texture. This revised script is attached to the end of this mini tutorial Download the attached script and copy/paste it into Windows(C)--Users---Computer name---AppData--Local--GIANTS Editor 64bit 8.1.0-scripts Open your map in GE and create a spline, adjust it to the shape required. To alleviate any problems which can be caused by rotating the spline, the best way is to use just one end of the spline . After creating the spline delete the “S” cv (key “Delete”) it will be automatically reapplied to the next cv which is the original rotation point of the spline, then use the “E” cv to create your spline area, adding cv’s as necessary using the “Insert” key This method also works when using the setTerrainHeightBySpline and Spline Placement scripts Window--Script Editor and select the Paint Terrain By Spline_3 script which will open into the editor window To use, enter the relevant information into the following locations Line 39 local offsetTexture = false - allows multiple textures when set to true, default is false Line 40 local texRight = Right hand texture, Line 41 local texCentre = Centre texture Line 42 local texLeft = Left hand texture, Line 43 local numTex = Total Number of Textures in the Map-- needed to stop GE crashing if higher number inadvertently entered Chose width and distance and enter those in the relevant location Line 44 local mSideCount = 10 ---half the width in metres default 10m (gives 20M wide path) Line 45 local texCentreWidth = mSideCount - 6 ---adjusts the width of centre texture by varying the figure, default 6 (in this case the texCentreWidth would be 4m) Line 49 local mSplinePiece = how far apart the textures are along the length of the spline (0.5 default) If you have unpainted area’s which can occur especially where corners are created reduce this figure to 0.2 and re-execute the script (pic 3 gives an example of this in the bottom right of the picture) Select spline and execute script. WARNING texture cannot be undone but can be replaced by redoing with original texture or repainting with terrain detail brush. Examples. Pic1 One way to create a scene using 5 different textures Final View Have fun experimenting and don’t forget you can create your own new textures by making new combined layers in the map i3d. There is also a slight anomaly when using the spline, the textures painted are not aligned to the centre of the spline but 1m to the left (when seen from the “S” cv) this is a result of the setTerrainLayerAtWorldPos function using the spline position as the start edge of the texture and not the midpoint.it also means there is an extra 1m section of the centre texture on the right (when seen from the “S” cv) So when requiring reasonably accurate placement of textures (roads etc) it is prudent to offset the spline left (when seen from the “S” cv) by 1m.
  4. Open map in GE goto Windows(C) -Programme Files(x86)--Farming Simulator 2019 --data- maps -trees and import the releveant i3d into your map (i.e. birch.i3d) in GE --Edit --Replace -- a Replace box will open Select the tree you want to replace and and select "Load" in the "Target Section" i.e birch_stage_3 Select from the imported birch.i3d the tree you want to use to replace the original i.e birch_stage_4 (or any other size for that matter) Select "Load" in the "Replace with" section you should now have , "Target" --the tree you are replacing and "Replace With" the tree you are using as your replacement. Select Replace All Every tree of the type you selected on the map as the Target has now been replaced with the tree you selected in Replace With retaining original scale and translations. Save and rezip map.
  5. The aim of this tutorial is to create a 2k x 2k map with a 2k Border based on a 30m SRTM downloaded from opendem.info using a blank map based on the Ravenport (mapUS) . It requires a working knowledge of Google Earth, Giants Editor, Image Editors and Blender First a list of things that are required, Google Earth Image editor (Photoshop, Gimp etc) --- Paint.net not recommended as it doesn't appear to save in 8bit greyscale format only index or rgb. Giants Editor Giants DEM Converter (modified version contained in attached Items.zip. If using original you will have to rename the image to D05_DEM.png) Snipping Tool (Windows, All programs, Accessories) Blank 2K Starter map of your choice –If using a larger map ensure the files you create are the correct size i.e. 4k map dem 2048 x 2048 weight files 4096 x 4096 Blender (Only Necessary if creating DEM Border) MicroDem (Only necessary if multiple SRTM’s required or max height difference greater than 255m) Download the Items.zip attached to the end of this tutorial which contains the Area.png and Overlay.i3d Create a new folder on the desktop and place the Items.zip file in it and unzip. NOTE:If using Felsbrunn (mapDE) as a base rename the following files upon completion of the tutorial mapUS_dem.png to mapDE_dem.png, sand04_weight.png to beachSandWet04.png If you do not want the border just ignore any reference to it in the tutorial. There are several places you can obtain SRTM’s and they range in accuracy from 90m (3 arc Second) down to 10m (1/3rd arc Second), a list of sites is below http://earthexplorer.usgs.gov/--- Requires registration to download -- has the latest files and are of a better quality https://viewer.nationalmap.gov/basic/-- USA only No log in required http://www.viewfinderpanoramas.org/Coverage%20map%20viewfinderpanoramas_org1.htm-- No log in required http://www.viewfinderpanoramas.org/Coverage%20map%20viewfinderpanoramas_org3.htm-- No log in required DOWNLOADING the SRTM OpenDem.info uses data from Copernicus and also has a list of other free DEM sites. https://opendem.info/link_dem.html No log in required To Download Select -- OpenDemEurope ---Download 1 arc-second tiles EPSG:4258 Select the OSM-WMS checkbox Zoom into the proposed area of your Farm click and drag to move the map Press and hold Control --- right click drag to form rectangle A download pop up will appear on release of mouse button Select dataset(s) (in blue text) and download. Pic_1 MARKING OUT the FARM and BORDER AREAS Open Google Earth ensure that the Terrain exaggeration (Tools-- Options) is set to 0.01. Zoom to your preferred location and create a 2.1k horizontal and vertical line in the shape of a cross, saving each line (the extra length of .1k is to allow for better placement later). Select the Add Image Overlay icon and browse to the location of the Area.png (from the items.zip) and open. You will now see a red square with green markers, adjust the edge markers (T shape) to fit the horizontal and vertical lines previously made this will give you a 2.1k square which you can move over the location to finalise the area by means of the centre cross or rotate using the diamond (if you move any of the corner markers you will distort the square and have to reset the edges). Once you are happy with the position click OK, rename the Untitled Image Overlay in the Places Panel to 2K Marker. If you wish to move it again right click on the 2k Marker in the Places panel and select Properties. At this point mark and name the area using the Add Placement tool as when adding the SRTM Google Earth zooms right out so the Markers may not be visible for you to centre the cursor on to crop the SRTM. Pic_2 BORDER To mark out the border all that is required is a line of 2k in length (using the Ruler Tool) leading away from each of the 2k Marker’s sides (4 in total ). Right click on the 2k Marker in the Places Panel and select copy then paste rename this to 6k Marker and adjust each side to the ends of the 4 lines as before for the 2.1k area Pic_3 CREATING the DEM’s and OVERLAY IMAGES If more than 1 SRTM is needed to cover your selected area or the min/max height difference of your area is greater than 255m you may need to use Microdem to either merge them together to ensure correct shading between SRTM’s or readjust the max/ min figures to allow proper scaling in GE. To avoid confusion here I have covered this in a separate section at the end of the tutorial. Ensure your monitor is at its highest resolution Select the Save Image Icon in the top toolbar then Map Options and deselect all items in the dropdown box, (this will remove certain text items from the image) and in the Resolution dropdown select Maximum (4706 x4800 or whatever max your monitor allows) You will require 3 images for the Border DEM and 3 for the map DEM and overlays Check that all items in the Layers Panel of Google Earth are deselected Drag and drop your SRTM directly into Google Earth At the Google Earth prompt select Crop and centre the yellow cursor over your chosen area and in the New Image Overlay box select OK Pic_4 Deselect-Reselect the 6k Marker (or just the 2k marker if not doing a border). Google Earth to Full screen and zoom in till the area marker is as large as possible and the left hand edge is aligned to the X of the Save image box If you have rotated your selection away from North South to make things easier in the image editor I suggest using the frame edge of Google Earth as guide to align the top of the 2k or 6k marker. At this stage it is advisable to create a KML file to assist with any further edits in the future, once created it will automatically open Google Earth at your location with both the area markers and SRTM (s) shown. In the places Panel deselect all the Line Measures then right click on the Temporary Places entry select Save Place As - farm name.KML to your desktop Deselect the Placement marker you created ealier As Google Earth only saves in jpg format this is fine for the Border images as jpg artifacts will not cause much of a problem whereas the Snipping Tool is better for the map dem as it can save in png format so does not suffer from any artefacts. Throughout all the following steps ensure you DO NOT move the Google Earth Image after adjustment otherwise you will have problems with alignment in the image editor For the three Border images Google Earth to Full screen and zoom in till the 6k area marker is as large as possible and the left hand edge is aligned to the X of the Save image box. Make sure the Resolution is set to Maximum (4706 x4800 or whatever max your monitor allows) With the SRTM and 6k Marker visible select save image – save as 6k_BDEM.jpg to your desktop folder (if the SRTM is visible but the 6k marker isn’t just Deselect/Reselect the 6K Marker check box). Deselect the SRTM in the Places Panel and ensure that both the 2k and 6k Markers are visible Save image – 6k¬_BMarker.jpg Deselect the 2k Marker and Save Image -- 6k_BGE.jpg Map DEM and GE, Grass, Sand and Asphalt Overlays Re Select the SRTM and 2k Marker in the Places Panel Google Earth to Full screen and zoom in till the 2k area marker is as large as possible and the left hand edge is aligned to the X of the Save Image box Using the Snipping Tool in Mode -Window Snip select new and hover the cursor over the Google Earth window and left click then File – Save as DEM.png to your desktop folder In the Places panel deselect the SRTM Using the Snipping Tool as before this time saving as GE.png In the Layers Panel select Primary Database and Roads, select the Sun icon in the top toolbar and adjust the slider for maximum darkness and again using the Snipping Tool save image as Roads.png Pic_5 Open the Image Editor (Photoshop in this case) and import all three images into it Select the DEM.png and copy/paste it into the Roads.png then do the same for the GE.png So you have an image comprising of three layers with the GE image uppermost Ensure the rulers are set to Pixels and zoom in to the left hand edge of the Area marker note the reading, do the same for the right hand edge then subtract one from the other and create a new image of that size. Copy paste this new image into the image consisting of the three layers and adjust it so that it fits inside the red area marker of the GE layer. Pic_6 Select this new layer with the Magic Wand tool and then Image –Crop The new layer can now be deleted With only the DEM layer selected Edit – Copy, File- Create New and paste the DEM image into the new image. Flatten and Resize this image to 1024 x 1024 and save it as mapUS_dem.png in your desktop folder (the DEM is resized by GE to 1025 x 1025 after saving in GE) Overlays 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 Grass and Sand Open 2k_GE.png in the image editor Image --- Mode --Greyscale Filter --- Stylize -- Find Edges Image – Adjustment Brightness/Contrast adjust Contrast to a higher level (approx +50) to further enhance the edges. Image --- Adjustments --- Curves --Move both adjustments towards the centre line (Input 27 Output 0 in this case)—detail can be increased/decreased by adjusting the two points accordingly Save as sand04_weight.png Image --Adjustments -- Invert Save as grass04_weight.png Pic_7 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 Pic_8 You can now try the files out by copy/pasting them into the mapUS folder and opening the map in GE then import the Overlay i3d, adjusting the Y translation of the Overlay transform group as necessary (providing you have saved the GE image as 2k_GE you should not need to alter image name/location in notepad ++). The terrain will look like a staircase and can be smoothed by using the terrain brush but a better way is to convert the mapUS_dem from 8 bit RGB to 16bit Greyscale. I have altered the cmd scripts in the DEM converter so they work on just drag and drop and not specific names like before. Copy paste the mapUS_dem into the GIANTS_DEM_Converter folder and drag/drop onto the convertTo16bitChannel.cmd file a mapUS_dem-16Bit.png will be produced. Open the new mapUS_dem-16Bit.png in the Image Editor and select Filter –Blur –Gaussian Blur –Radius 5.0 pixels and save to the mapUS folder as mapUS_dem.png. Open the map in GE and the terrain should be perfectly smooth with the height levels within 5m of what they should be when compared with Google Earth Pic_9 Pic_10 CREATING the BORDER Using the three images created earlier and applying the same method as for the Map DEM and GE. Open the Image Editor (Photoshop in this case) and import the 6k_BGE, 6k_BMarker and 6k_BDEM images into it Copy/Paste the 6k_BGE.jpg and 6k_BMarker into the 6k_BDEM image creating a three layer image See ---Pic_5 Above Ensure the rulers are set to Pixels and zoom in to the left hand edge of the Area marker note the reading do the same for the right hand edge then subtract one from the other and create a new image of that size. See Pic_6 Above Copy paste this new image into the image consisting of three layers and adjust it so that it fits inside the red area marker of the 6k_GE layer. Select this new layer and Image –Crop then delete new layer Resize image to 4096 x 4096 With just the DEM layer selected Select All – Copy –Create New—Paste –Flatten Image—Save as - 6k_DEM.png Do the same for the 6k_BMarker and 6k_BGE layers saving as 6k_Marker and 6k_GE respectively Blender Open Blender delete the cube ensure that the units are set to metric. Then do the following In Object mode- Add - Mesh –Planes (can also be done by adding Images as Planes but will lead to distortion and problems with scaling) Edit Mode -- Subdivide –Number of cuts 10 Add Texture – 6k_Marker.png Image Mapping --Extension --Clip U/V Unwrap Plane and assign Texture Pic_11 Object mode – Add New Texture ----add the 6k_DEM.png to the next slot with the following settings Image--Color Space to --Linear Image Mapping --Extension --Clip Mapping-- Coordinates --Generated Influence --Deselct Color Select –Intensity Pic_12 Add Modifier - Subdivision Surface -Simple - Subdivisions - View 3 Add Modifier - Displace – Texture - dropdown box select 6k_DEM texture Texture Coordinates – UV Strength – 0.1 --- set to 0.1 to allow fine adjustment when opened and aligned in Giants Editor Pic_13 Apply Subdivision Surface Modifier then Displace Modifier Add Modifier –Edge Split and apply Do not apply location or scale Export as Giants i3d as Border_1 to your desktop folder Open in Notepad++ and correct image file path. Don’t close Blender as further adjustments will be necessary Open map in GE and import the border_1.i3d Scale X =3000, Scale Z =3000 (plane 2m square border 6000m square) Y Scale this is dependant on the max height of your terrain over the whole border area (obtained from Google Earth) in this case its 281m so Y Scale equals 281 x 10 =2810 if max height below 100m then x 100 Adjust Y translation to raise lower border to fit map (may require slight adjustment to Y scale to match perfectly) Pic_14 Note where the 2k Marker is in relation to the map edges Back into Blender to delete the centre area to allow a closer match with map edges without encroaching on main map area. Edit Mode Border select –“B” and click drag to select an area 2 squares Inside the 2k Marker then ”X” to delete faces Select Edge mode Shift Alt and select one of the internal edges then lower (“G”- “Z”) by approx 2m Pic_15 Export as Giants i3d -- this time as Border.i3d Open in Notepad++ and correct image file path. Open map in GE and import the border.i3d Scale and translate as before, there should now be no incursion of the border into the main part of the map making it easier to match the edges Finally replace the 6k_Marker .png with the 6k_GE.png using the Materials Editing panel in GE To remove the shiny effect adjust the Smoothness and Metal in the Materials Editing window to 0. Finished border and DEM Pic_16 Google Earth colours obviously do not match the FS colours so a suggestion for matching the colours of the fields is to use the Distance Textures from your map files and modifying the 6k_GE.png You can also create normal and specular maps to add to the Border if you wish to make things stand out The poly count of the complete border is 15,488 in comparison the US map border/boundary has 45,836 (and only covers three sides) . MICRODEM Microdem is a freeware mapping program available from here https://www.usna.edu/Users/oceano/pguth/website/microdem/microdem.htm Ensure that all the SRTM’s you wish to merge are contained in one separate folder. If merging using Earth Explorer files ensure you have the .dt2 files i.e. n51_w003_1arc_v3.dt2 as using the normal GeoTiff.tiff file causes projection problems between Microdem and Google Earth. Open Microdem File –Open and merge DEM’s Navigate to the relevant folder select all DEM’s and open Once merged DEM’s are displayed Select – Modify –– Display Parameter -- Elevation Select zRange -- If the min/max height difference is 255m or less and max height less than or equal to 255 then the Zrange can be left as it is, for other values see Note 2 at the bottom of this section Under Display colours select Gray scale (monochrome) and click OK Pic_17 File – Save map as image – Quick map Export to Google Earth This will then open up your merged and adjusted DEM in Google Earth at the correct location. Right Click the Microdem entry in the Places Panel of Google Earth – Select – Properties and adjust the Transparency slider to Opaque and continue with the tutorial. Note: Some SRTM’a display a completely white images in Google Earth, if this happens open the SRTM in Microdem and follow the above steps to modify the Display Parameters. Note 2 Zrange Values If the difference in min/max height values is greater than 255m i.e 37 to 560m = 523m to keep the same ratio between the min and max heights and stay within the 255 limit required by GE it’s just a case of bit of maths i.e. min 37 max 560 – ratio 560/37 = 15.13 max hgt in GE 255/15.13 = 17 so new Zrange will be min 17m, max 255m For min values of 10m or below with a max height above 255 the only option is to reduce the max height to 255m. 10m figure is only a guide as GE does not allow any terraforming below 0m so no rivers or holes can be dug After adjusting the Zrange in Microdem you may find that when you check the various heights against Google Earth in GE there will be a discrepancy in the readings this is due to the restriction in GE of a max height of 255 metres (255 shades) but the difference between two points should be approximately the same i.e. Google Earth point 1. 325m, point 2. 150, GE point.1 250, point2. 75m diff between points 1 and 2= 175m. As always the final result is dependent on the quality of the original data, below is an image which shows two unedited 30m SRTM’s of this particular region. Pic_18 You can see that the Shuttle data is a lot smoother and more defined which means that it might only require converting to 16bit and not adding any Gaussian Blur factor to create a smooth terrain. Further Notes Some people have been having problems in using this tutorial so here are some helpful hints Read the tutorial carefully It requires a working knowledge of Google Earth, Giants Editor, Image Editors and Blender, there are several tutorials available on the web on these programmes if needed. Also it is based on a blank 2k map using the Ravenport (mapUS) map If using map based on the Felsbrunn (mapDE) rename the following files upon completion of the tutorial mapUS_dem.png to mapDE_dem.png, sand04_weight.png to beachSandWet04.png or beachSandRough04.png. To ensure the new weight files you create display correctly, check that all the other weight.png's in the map folder are black i.e. no texture, (white area texture created, black area no texture created). Obviously if you are using a 4k or even 16k map the Map DEM and GE, Grass, Sand and Asphalt Overlays image sizes will have to be increased by a factor of 2 i.e. 4k map 2048 x 2048 DEM, 4096 x 4096 overlays. Items.zip
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