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WrinkleysRule

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WrinkleysRule last won the day on November 14 2021

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  1. No, not at all I only use the DTM ( Digital Terrain Model ) files which only show the terrain and have no building/trees clutter in them and as such eminently suitable for FS map.Dem.png's, though sometimes I do experiment with certain aspects of GE and DSM (Digital Surfacee Model) like reducing the pixelDensity just to see how much extra information I can get from the file. Obvilously not suitable for use in game but interesting none the less. Below is an image showing the same area as a DSM and DTM at a resolution of 25cm the black line at the top left of both images is the same river and if you look carefully on the right hand side you can see the path to the church.
  2. Updated the LIDAR section at the end of the DEM tutorial with new website/image details.
  3. There are links at the end of each tutorial but the latest versions are available here https://farmerboysmodding.com/index.php?/topic/2360-export-a-spline-into-blender-as-a-csv-to-create-roadsrailways/
  4. These are all still compatible and work with FS22
  5. No single post , but all you do is open your map in GE and zoom back until the whole map is in view (if you want to import the whole map into Blender) select the terrain in the sceneograph and select Edit - Export selection and save as .obj it will take a while as there is apoly count of approx 216664 for a 2k map some computers cannot handle such a large blender file. If you just want to import part of the map then zoom out until the part you want is in view and do the same as above. Basically when exporting terrai fron GE to Blender what you see in GE is what you will get in Blender. To avoid any complication always ensure you are looking directly down on your map in GE before exporting. I don't believe it is possible to re-import terrain from blender as an i3d and use it instead of the ingame terrain.
  6. Here is another example of what can be achieved using the correct texture shaders Unfortunately the way the textures are dealt with currently in FS19 (and it appears that FS22 will use the same format ) you get a stretching of the texture at high bump levels as shown in the following image image factsheet from FS22 The stretching could be passed of as slicing like the following image but it still doesn't look qiute right and I hope they correct it in the final version of FS22. The following has been created from the acre_plantedRow texture from the ground_diffuse array in FS19 and shows how with the right combination of images and shader realistic texture can be created. In the attached zip file are all the textures created in Materialize so you can experiment for yourselves from a known base just unzip and open them in the relevant slots in Materialize, also in the zip is an i3d Plane with a lighter acre_plantedRow texture (for better definition) and an acre_Planted_Normal_2 created by using the following format (roughly the same as in FS19) so you can see/experiment with different settings in Giants Editor. Red Channel -- normal map red channel from Materialize, Green channel -- edge texture from Materialize, Blue channel filled with white Alpha channel -- Height texture from Materialize It seems the maximum Bump Depth appears to be 2 before stretching occurs in all cases where the height map is used in the Alpha channel of the normal map. acre_PlantedRow_textures.zip
  7. With the advent of FS22 and its new texture regime I thought I would post this as a way of creating all the necessary image textures from a diffuse image (Height, Normal, Metallic, Smoothness, Edge, AO and Specular) that will (maybe) be required. For this I am using a FREE texture programme called Materialize available here http://boundingboxsoftware.com/materialize/ The programm allows the creation of PBR (Physically Based Rendering) POM (Paralax Occlusion Map) and Seamless texture's from a suitable image and has many editing functions so many in fact that I have put a couple of youtube links at the end should you wish to learn more about the programme, there are several other good video's available on youtube as well. Unfortunately it does not open/save dds fies but only accepts/saves in the following formats BMP, JPG, PNG, TGA, TIFF and as GE accepts the PNG format it is best to set that as default by opening the Settings tab in the bottom right of the interface also while there set the Normal Map Style to Maya Style. The base image is one I took of some shingle on a little seaside trip recently and converted to seamless texture Below is an example, using the base image, of what can be achieved using the various types of image maps to create PBR/ POM textures and might help to understand the process and result In creating the following examples. This first image is of the base image on a cube with no enhancements Second is just with Height map created and applied (Show Full Material applied) Third is with a Normal Map created and both Height and Normal maps applied (Show Full Material applied) Fourth is with the Height Map removed and just the Normal map applied to give an indication of the difference a height map can make -- which is the case for most textures currently in FS19, also the FS19 terrain textures seem to use the height map in the alpha layer of the normal map to creat a PBR/POM image, downside of this method is the image needs to be saved as a DTX5 so is twice the bit size of a normal DXT1 image for the same image size (ie 512 512 DXT5 -5k--- 512 512 DXT1- 2.5k) so using more texture memory. Fifth is with all maps created and applied Height,Diffuse,Metallic,Smoothness, Edge and AO (Show Full Material applied) The following image illustrates what happens if Paralax Displacement is overdone in this case increased from 0.5 to 2 Finally this is the material in GE using the created Normal Map and a Specular map created using Smoothness,AO, Edge and Height maps in the relevant Specular Map channels---- Diffuse/Normal saved as DXT5 Specular as DXT1 with height map added to normal alpha channel As this programme has many editing functions for each image and also for final set up Post Proces (Bloom/Depth of field etc) getting the best results will require some experimentation with all the settings at first, so viewing the video's linked at the bottom along with the tutorial video's on the Materialize site is a must to understand all of the programmes capabilities. A quick intro to some of the operations P -- paste from Clipboard C -- copy to clipboard O -- open file S -- Save file Show Full Material when selected show the combined effect of all the currently created images The Property Map options in the Savings Options in the top left of the screens allow you to select which maps you want to select to create your specular map A Height map must be created first and each image is dependant on the previous one so if for example after creating all the images you redo the Metallic map you will have to recreate the maps following that one to get the correct result. https://www.youtube.com/watch?v=2DhLnl_-4RY https://www.youtube.com/watch?v=hHlZ1_9-TDE Note: Normal Maps for terrain textures in FS19 Here is one method that can be used to create the Normal Maps for the terrain images All images must be 512 x 512 Save the Height Map you created in Materialize and open it in Photoshop (or any image editor that allows display/editing of Colour/Alpha Channels) Open an exsisting terrain normal map in Photoshop, concrete01_normal is a good one to use as it already has the red channel black and blue channel white plus the Alpha Channel Copy paste the Height Map image into the Alpha andGreen Channels of the concrete01_normal image With only the Green Channel selected increase Brightness and contrast by 50% Ensure the Alpha Channel is deselected and image is selected as RGB and rename and save as DXT5 Should you wish a reflection either increase the brightness of the Red Channel which will give you reflection over all your texture or copy paste your Alpha Channel image to the Red Channel and adjust brightness to suit, this wil give a more targeted reflection You can also create a simulated height map by changing your custom terrain image mode to greyscale, reduce contrast by 50% and add a Gaussian blur with a radius of 1 and use that instead of the Height Map in the above method. Finally I know there are programmes out there that will probably do all this automatically but not everyone can get the Student freebie version or afford the exhorbitant subscriptions so for me FREE is best and yes even the photoshop version I use is a free legacy version (CS2) (available here https://www.techspot.com/downloads/3689-adobe-photoshop-cs2.html) which together with the free Nvidia dds plugins and the Stand alone Nvidia Texture tool is quite adequate for what I need regarding image creation/editing for Farming Simulator.
  8. You only need to copy the data itself and not the " X(Z) axis Y(X) axis Z(Y) axis" headings they are there as a guide. Just a reminder of the steps from the tutorial "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."
  9. In your GE log you will have a section of data after running the script with the title of "CV HEIGHT for CSV File and TERRAIN ALIGNED i3d SPLINE" which has two parts the first part is the spline data headeed with --- "This section adjusts and aligns the spline to the terrain and can be used in the Terrain Height or Placement script inside a new Transform Group ----- Copy lines below into Notepad++ and save it as i3D " the second section of data is headed with- "This section changes the axis labels so it can be used in the CSV Mesh script in Blender so not needing to import terrain into Blender copy/paste data into notepad and save as CSVdata.txt. The axis in brackets are the equivalent ones in Giants Editor." Which is self explanatory.
  10. All you need to do is copy/paste the relevant details into notepad ++ and in notepad ++ File -- Save As, and enter in the File name box, spline.i3d and select Save (disregard the Save as type dropdown box entry), notepad will then save the file in the xml format as spline.i3d which you can then import into GE in the normal way.
  11. As far as I'm aware you can only change the dem map size by adjusting the pixel density in steps of 1 ie 1024 x1024 pixel density 2 = 2k x 2k, pixel density 3 = 3k x 3k etc The gdm/grle files however have to work to the power of two so when divided by the pixel density the result is a whole number to avoid distortion i.e gdm 4096 pixel density 2 = 2048 gdm 4096 pixel density 3 = 1365.3333 gdm 4096 pixel density 4 = 1024 in your case ----gdm 8192 pixel density 2.5 =3276.8 Hence the reason map sizes are normally 2k x2k, 4k x4k, 16k x 16k with 2pixel density
  12. Looks like you have got a problem with your Gdm files being the wrong size, what have you based your calculations on dem/gdm size as normally the following applies Normal map of 2k x 2k dem- 1024 with 2 pixel definition gdm -- 4096 x4096 tipCol 4096 x 4096 seasons mask 4096 x 4096 farmland.grle-1024x1024 an 8192 x 8192 gdm size normally equates to a 4k x 4k map with 2 pixel resoloution
  13. What do you mean by "correct location" when you open the CSV in Blender the mesh will be at the world location of your original GE spline , that is to say wherever your original spline translations X,Y.Z were in GE is where your CSV mesh will be in Blender, check Location in the transform cordinates box. From the Tutorial
  14. Not as far as I know, the following link is as much info as I have found regarding an update for this particular script https://blenderartists.org/t/a-script-to-import-a-csv-file-and-create-meshes-for-blender-2-5x-or-later/501410/83
  15. 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)