Jump to content

DEM's and Borders the Easy Way


WrinkleysRule

Recommended Posts

  • Wrinkley

Blender 2.93 and later

Mapping-- Coordinates --Generated---- now part of the Displacement setting
Influence --Deselct Color Select –Intensity  -- now part of the BSDF shader color/specul;ar etc

However  I am using another method in Blender 3.1 that seems to give  reasonable result

Blender 3.1 (make sure the Render Engine is set to Cycles), (remember to first download and install the Blender Exporter V9.0.1 from https://gdn.giants-software.com/downloads.php)

8kBorderGE image and 8kBorderDem4096 were both created using the snipping tool in Google Earth both saved as RGB pngs

In the first image I have created a mesh (Import Image as Plane) with the 8k RGB border texture and added the 8kBorderDem4096 texture I will use for the displacement

Main settings are

Mapping -- Extension --Extend --this gives a clean edge to the border by extending the edge pixels
Clamp -- Deselected -- this allows the full colour range to be used in the displacement

All other settings can be left as default though it may be necessary, depending on the dem to set the Color Space to Linear to get better results.

xrgYQj8.png

 

Next the 8k border mesh has been subdivided 20 times and Displacment modifier added, Texture coordinates must be set to UV although no UV map is required.

B57iUg1.png

and lastly the final settings for alignment to the terrain

bcENTSk.png

In the Item pop out you will notice that the Z Location value is different to the Z value in the Dimensions -134.69 and 138 respectively this is to show the GE border area more clearly otherwise it would be mixed in with the border image.

Regarding the Dimension Z value (138 in this case) this is normally the highest point of your terrain over the whole border area but can differ due to monitor colour settings and displacement strengths so it is always best to adjust to imported GE terrain.
Highest point can easily be found by running cursor over the area in Google Earth and checking the elev figure in the bottom right

Don't forget to set shading to smooth (Object-Shade Smooth) and Ctrl-A (Set Scale and location if mesh reset to 0) before exporting i3d

When time permits I will be overhauling/updating all the tutorials to reflect the latest updates to links and software.

  • Haha 1
Link to comment
Share on other sites

  • 4 months later...
On 7/27/2019 at 3:25 PM, WrinkleysRule said:

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

 

https://earthexplorer.usgs.gov/  Requires registration to download -- has the latest files and are of a better quality
https://apps.nationalmap.gov/downloader/#/    USA only   No log in required
http://viewfinderpanoramas.org/dem3.html  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.

SRTM files must be in the Geo.Tiff format for this tutorial to work

 

Pic_1

8uRVz7K.jpg

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

X49mUGr.jpg
 

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

 

hYPM3Gu.png

 

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

SIKJa4H.jpg

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

 

iYMArEc.png

 

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

3IiABHh.png

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

WKTFMoC.png


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

 

Va5lvU4.png

 

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

TJ9VsQM.png

 

Pic_10

 

G77GHrF.png

 

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

 

TC144qO.png

 

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

 

kOZGPJP.png

 

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

 

xVWFFCB.png

 

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

 

0dQXGjL.png

 

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

 

lDS0k4b.png

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

 

73yWTSs.png

 

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

 

bCS3234.png

 

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 for example i.e 37 to 560m = 523m to keep the same ratio between the min and max heights  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

If the max height is above 255 you will have to adjust the heightScale value in the map i3d to the higher value (not recommended but can be a max of 355m otherwise distortion will occur) and adjust the max height figure  in the above example to suit

A minimum height of 10m is advisable  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 and  in GE there will be a discrepancy in the readings this is due the different way each does its own height calculations 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

 

aVFGRM2.jpg

 

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 704.44 kB · 738 downloads

Hello, I don't know if still come to this topic, but I need help, I'm trying to do the borders now, but I had some problems, when I render the file in blender the texture goes all black and I there isn't a i3d export option, so I exported in .fbx, but when I put it in GE the DEM is visible, so I can barely see the "marker" texture. Thank you.

Link to comment
Share on other sites

  • 3 months later...
  • Wrinkley

@myoryu

You will have to give a few more details on what is different and what doesn't work as the tutorial works in FS22 without any problems the only change I can think of is the file name for the dem is now map_dem.png instead of mapUS_dem.png and mapDE_dem.png for FS19, map01_dem.png for FS17/15/13. and also the names and splitting into 4 separate files for each texture of the weight files. 

Link to comment
Share on other sites

  • 3 weeks later...

Hello,

Having a bit of an issue.  Tutorial worked great and I went on and got my map 90% in with buildings/deco, etc.  Now I got the idea of going back to add "detail" to the fields with some erosion, washouts, etc.  I was able to make a new DEM with erosion lines in another program.  But using Paint.Net to import only the field areas of the DEM and GIMP to merge and save as a 16-bit GRAY png, I get a bumpy output all over the map, even areas I didn't change (ex roads pictured).  What I am I doing wrong?  I have also tried putting the dem through your 16-bit converter again but to no success.  Even if I change NOTHING, just remove the file and save as 16-bit GRAY it seems to do this.  

help.png

Link to comment
Share on other sites

  • Wrinkley

Couple of questions firsts what was the other programme you used to alter the dem and what was the settings you used to save it and secondly why did you need to use another programme when there are erosion tools (both hydraulic and Thermal) in GE.

What do you mean by " import only the field areas of the DEM " because adding a new section to any dem will only lead to problems, bear in mind each pixel is equivalent to 2 sq metres (1024 x 1024 dem)

Paint. net is not recommended for any png  files as it only saves in indexed colour not greyscale so any file saved would have to be resaved in Gimp or Photoshop leading to more distortion due to multiple pixel changes.

from the tutorial

"Image editor (Photoshop,  Gimp etc) ---  Paint.net not recommended as it doesn't appear to save in 8bit greyscale format only index colour"

One further thought are you testing the new altered dem in GE or ingame from a saved game.

Link to comment
Share on other sites

Thanks for the quick response.  So, I use Paint.Net because I'm comfortable with the tools in it but I don't use it to save anything.  I open the original DEM in GIMP (layer1).  I use paint.net with the new DEM and my field dimensions so I can select only the new DEM within field dimensions area (picture 1).  I use curves to balance the B/W values so it matches up with the original DEM, and a feather effect to fade the edges of each field so the original blends in nicely with the new.  I put this into GIMP as another layer, and then merge the two layers, and export as 16-bit GRAY out of GIMP.  Finished product out of GIMP in picture 2. Export settings in picture 3.  

Worth noting this is a 4x map, so I'm working in 2048x2048 sizes.  I am testing in GE, but the result is the same with a fresh save game.  

I just opened the DEM in GIMP, and only resized from 2049x2049 to 2048x2048, exported and reloaded in GE and got the same effect.  So, I think It's my settings in GIMP?

 

image.png.f4f0618fad9e3028a461946a66504e59.png

image.png.fed6a2c1bdcb410e1a0b04e6046a2902.png

image.png.36fbcc116f968e7eb799c441719fd536.png

Link to comment
Share on other sites

  • Wrinkley

I am a bit confused as to what you are trying to achieve by splitting up the dem, by using different image editors you are creating interpolation problems,

"I use Paint.Net because I'm comfortable with the tools in it but I don't use it to save anything"

"I put this into GIMP as another layer " ---  So the paint net image as well as being adjusted (in paint.net) must have been saved to enable it to be pasted as a separate layer in Gimp

 

"Now I got the idea of going back to add "detail" to the fields with some erosion, washouts, etc. "

The above quote sugggests you are tring to create ditches and low area's caused by rain, which is easily created in GE without the need for splitting or changing a dem in another programme ( incidentally you haven't mentioned how you get just the fields using the field dimensions, I take it that is a separate script in GE)

There are three easy methods to create rivers/streams/ditches and any form of erosion

1. Freehand in GE using the available tools

https://gdn.giants-software.com/videoTutorials2.php?s=7&p=0&c=4&LANGUAGE=en

https://gdn.giants-software.com/videoTutorials2.php?s=7&p=0&c=5&LANGUAGE=en

2. Using the spline Height script see tutorial link below

3. In PhotoShop or Gimp using the Burn tool

Open Dem in the image editor (backup first) and set the Burn tool brush Range Shadows value 8% (higher values deeper cut) brush size 2 (2 pixels will give a 4m wide stream)

brush hardness can be adjusted for the sides a hard brush will give steep sides a soft brush will give more rounded edges

Now just draw your river/stream etc directly on the dem at your chosen position (using a pda overlay if necessary, map image only not including border area) and save/export to the map data folder,do not close the image editor because by using the undo function in the image editor you can easily redo you settings to get the desired effect.

The same method can also be used for erosion of a particluar area

example image

1.png

 

Another link you might find useful

This is a link to a totally 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

 

Link to comment
Share on other sites

Thanks.  I'm not sure what's different but using the "burn" feature is working well for me now.  I have too many erosion effects that I want to put in, so doing by hand isn't an option.  But I am using the flowmap and burning it in using Paint.Net/GIMP and it seems to be working!  I think it's the transparency layer copying into GIMP that's causing the problem.  If I do a solid image over to GIMP it works great.

Link to comment
Share on other sites

  • 1 month later...

Hi, thank you for this great tutorial and time spent to write it. 

I have a question related to the border; I did many time the full workflow but the results is very bad. I am working on a 2k map with a hilly border. 

I get the correct shape and adjust the texture to get a full continuity with the map, but when I load the results in GE or in game, the faces of the mesh are visible. I have tried to play with the metalness to mask it but it remains visible and the result is awful. Any idea how to fix that, adding subdivisions? but it will generate a massive file or is it a problem of UV?

 

thank you in advance 

Link to comment
Share on other sites

  • 2 months later...

Hi, im trying to follow your fantastic tutorial but with current versions of MicroDem and i'm struggling because the latest version (2021) has been changed quite a lot since the 2017 build you used.

I'm good until the part where you convert to grayscale and export back to Google Earth, ive attached what i end up with because i cant find "Select – Modify –– Display Parameter -- Elevation"

gooearth001.JPG

Link to comment
Share on other sites

  • Wrinkley

The following is from another qurery I had on Microdem and may help

 

Microdem

File-Open - Open DEM/grid (Note when first opened the DEM is in aspect mod)
Modify - Map shading options
Advanced map colors and shading - Dem color merge - Elevation - Select Merge colors and set all sliders to the Left - Select Elevation tab
Elevation Range for coloring -
First select Map Area range (this will give a more accurate Max/min reading)
Specified - change Max and Min values accordingly (use formula at the end of the tutorial for ratio if required)
Stretching -None
In Example
Max 812.369385
Min 593.513916
Diff only 219 so changed values to min 30 max 249
Elevation Range for coloring - Select Ok
Advanced map colors and shading -Select Ok
File - Save map as image - As GEOTIFF, screen scale (greyscale)

the following images show the various settings and results

 

MdDAObd.pngEPy6MzI.png

 

Note: Image from file in above picture moved to one side for clarity

 

Link to comment
Share on other sites

  • 3 months later...

I seem to be stuck at Pic_9, copying and pasting the files into the map_US folder then importing the overlay into GE after opening the map.  When I import the overlay I end up with just a flat image.  I have tried putting my mapUS_DEM file both in the mapUS folder and in the data folder.  FS22, making a 4x4 map if that makes a difference.  I was using GIMP for all photo editing but just downloaded photoshop from the link you posted a while back.  IS there any prep that needs to be done to the map prior to loading the files? I had deleted everything in the map, and left everything.  But I see no staircase terrain.  I saw in another comment about making sure all other weight files were empty (black) is this the step I'm missing?

Link to comment
Share on other sites

  • Wrinkley

Apologise for any confusion but the tutorial was written for previous versions on Farming Simulator  your dem file should now be named map.dem.png and placed in the mapUS/data folder replacing any exsisting image..

Overlays (i.e. grass01_weight.png) are also put in this mapUS/data folder.

I will either update the tutorial or add a new section detailing the changes for FS 22

 

Link to comment
Share on other sites

6 hours ago, WrinkleysRule said:

Apologise for any confusion but the tutorial was written for previous versions on Farming Simulator  your dem file should now be named map.dem.png and placed in the mapUS/data folder replacing any exsisting image..

Overlays (i.e. grass01_weight.png) are also put in this mapUS/data folder.

I will either update the tutorial or add a new section detailing the changes for FS 22

 

No Problem I found my issue.  Resizing the DEM file setting it to 1024 before converting it.  I set it to 1025 and was able to load it in.  For the most part the differences between 19 and 22 have been pretty simple to figure out.  First attempt at modding so I'm saying it's making newbie mistakes.  But that's how you learn

Link to comment
Share on other sites

I am having an issue with my export from Blender.  After importing the image as a plane, making the adjustments and applying the modifiers, when I export I only get a white terrain map.  Last night I had it working, but needed to adjust the displace modifier, reloaded everything and I can't figure out what I changed.  I do know that when I export 9 times of 10 I do not have a image path saved when I open with notepad++

Link to comment
Share on other sites

  • Wrinkley

I have noticed that sometimes, despite importing image as plane, you still have to assign the image to the plane     Edit mode -- Select Materials Properties tab and Assign.

The other way is to add the path in the i3d using notepad ++ or simply assign the texture to the border in GE in the normal way

Link to comment
Share on other sites

53 minutes ago, WrinkleysRule said:

I have noticed that sometimes, despite importing image as plane, you still have to assign the image to the plane     Edit mode -- Select Materials Properties tab and Assign.

The other way is to add the path in the i3d using notepad ++ or simply assign the texture to the border in GE in the normal way

Thank you that fixed it!  

Link to comment
Share on other sites

  • 4 weeks later...

I'm working a a map for FS22 and I'm a bit confused on the weight.png files. After following the steps, is the terrain supposed to be animal mud after putting in the grass_weight file? I assumed that the weight files are texture painting right? So could I use PS to draw the textures (dirt roads, concrete roads, etc.) Then upload them to the weight files right? Also this is my first time making a mod map so bare with me haha

Link to comment
Share on other sites

  • Wrinkley

Animal mud is the default texture for the map if there is no other texture covering the whole map.

You first need to Open your map in GE and  zoom out until the whole map area is visible (setting up a pda camera to do this is a good idea) set the brush in the Terrain editing panel to 1000 (type the figure in the box) and brush type to square.

Select the texture you want as a base texture for the map I have used SandRough as it gives better definition to any marked area but if not available then DIRT or GRASS are other alternatives.

Paint the whole map with this texture and save the map, open the map data folder and you will see that all the other weight files are now black.

Close GE,

Now change all but one of the new base map texture pngs to black in your image editor and save them to the data folder, for example dirt01_weight now the only painted weight file

You can now create your outlines in Gimp, Photoshop etc paint.net is not recommended for this as it does not save .png as greyscale only index colour and you will get a warning in the log and nothing painted.

For overlays/markers as they are not  permanent and are only used as guide you only need to paint one of the textures weight file with your outline

Remeber weight files basically are painted -white for texture, black no texture

Once painted in your image editor save your outline weight file to the data folder i.e. grass01_weight, next in your image editor invert the outline weight file (grass01_weight) and save this to the data file as dirt01_weight replacing the original

Open the map in GE and you should see your outline in grass with a dirt background

 

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now