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Hello! I found a nice location that I want to rebuild in a squad map! The playable area is about 3km x 5km. The real location is sourrounded with high mountains but these are roughly 2 km away from the playable area. Do I include these mountains in the heightmap or is there another way to implement these mountains without making the map bigger than the playable area? The visuals that are not in the playable area are important for the feel of the map. hope you can help me out here.. best regards wolf
SoLo posted a topic in ArchiveHey guys, I must start this post saying that this exposed technique is just one of the multiples way you can find to get this kind of informations. And I obviously followed the way that uses the tools I know better. I tried the DEM way, but the wordwide datas are not detailed enough, only in the USA the resolution is good, I didn't try paying methods From where i got the data (SRTM Data and EU-DEM Data), 1:100.000 (or more), not really usefull for a 4km/8km area. Also, my purpose is to just manage to get rough data, in a relatively fast and accurate way, of the area i'm interessted in. This initial data will be processed in WM anyway, so it will get modified for the engine purpose. For a fast understanding of the method just look at the videos, if you want to apply it, just read everything (i tried my best to expose it clearly but i'm not good at creating tutorials) Sketchup Location Capture: 1) download and install Google SketchUp (normal version, pro is not necessary) 2) open a file, select and delete that guy, check the options and be sure to have meters scale (sketchup menu-window-model info-units) 3) with the google map tool named "add location" (google map icon), jump to your area with the top search area, adjust window dimension, adjust zoom in order to see the whole white square, grab it when satify. Repeat the procedure, tiling left, right, up, down, etc... just be sure to make them overlap, the hand cursor is a big enough reference and help with that. 4) Right click on empty space on the side of the top menu, select "google" tool bar, a new bar appear, push the "toggle terrain" button, you will now see the elevation data. Use "orbit" command (red and green arrow icon) to adjust your view. 5) (optional) you can create a 4km/8km square/cube and place it under the model, moving around with orbit you can get an idea of what your area would cover (delete it before 3ds export). 6) (optional) Capture the google snapshots for the textures, use the material menu, for each captured portions 7) save the sketchup file in 2007 format (just in case), then export the file in 3ds format. Video reference (until minute 4.52) : i tried the Blender drape tool (it isn't that great) 3D Studio Max Editing: 8) Be sure to have Max in meters unit, Customize-UnitsSetup-Metric-Meters 9) import the sketchup file in 3d studio max, maitain the file scale (do not convert units), delete the camera, save your max file. 10) (optional) We will now add the snapshot texture captured from sketchup, again, you can jump this if you are not interested in getting a future high res texture of the area (if the case jump ahead). Open the material editor (top menu, the checkmate sphere with a menu on it, almost bottom of the line) once opened, click menu "modes", select compact material editor, once compact, right click on sphere, select 5x3 samples windows. Select the first gray sphere, in the Blinn Basic Parameters, next to diffuse, click on the square, on the right, a new menu appears, select the first "bitmap", now navigate to your google earth textures save file location, and select the first. with the "assign material to the selection" (on the material editor, the third button under all the gray sphere). Repeat for all the snapshot captures. To see all the applied texture (you can now close the material edior), click realistic (top-left of a viewport), click materials, select "shaded material with maps". Your model is now sketch up low res textured. Save your progress with a renamed max file. 11) As we do not have a perfect 4km (or 8km) square area , we will now need to cut all the snapshots togheter, to do this we need first to merge all the tiles and maintaining textures, then we will intersect with a 4km solid. Go to the "create" tab menu in the top-right (the first tab), on the drop down menu "standard primitives", choose "compound objects", the third. Select one snapshot square, select "boolean" (on right menu), new menu appear, under operation sub-menu, select "union", now under subb-menu pick boolean , click "pick operand B", and select the snapshot square next to the selected one. For the material, choose the third voice, "do not change material and ID", so your previous texture won't move. Exit the modifier (clicking the selection button), repeat until you unified all the tiles. Save and rename. 12) Now the cut, we need now to create a 4km box to intersect with our area. Go to "create" tab, in the dropdown menu reselect "standard primitives", click "box", click on the viewport and drag a square, let i go, create the height, now edit the dimension, in the tab menu under parameters to 4000m all three. If you are not sure of what you have done, just select the box and use the "modify" tab to check. You will now need to move this box where you want your area, in the top linear menu there is the "select and move" command,\ the icon are 4 arrow, you can't miss it. Adjust your box, adjust it horizontally and vertically (in the front viewport or left). (optional) You can assign to the box a transparent material, got to material editor, select another gray sphere, click on standard, pick architectural, in the template choose the glass - clear, edit the transparency to 90. Apply the material to your box. Adjust your box. Save your progress with a renamed max file. 13) Let's cut this area, go to create tab, dropdown menu "compound Object", select the box, boolean button, in the operation sub-menu, it will be "intersection", click "pick operand B" click your area, exit modifier. You have know a 4km area. Save your progress with a renamed max file. 14) (optional) In case you are interested in the high res texture , it is time to create our reference texture file for the high res texture (you will need it for the area of the hd texture tiling operations). We will use the top view and render it at a high resolution, to do so, maximize your viewport, zoom the model in order to have the whole high, open the render menu, the teapot with a menu on side icon, in the top linear menu. In the output size select 20000x20000 (middle of window) (big as you will need to crop it), hit render (bottom right). Save the render with floppy disk icon top left, png format, max colors. Save your progress with a renamed max file. 15) It's time to create the height map texture. Got to the material editor, select a new gray sphere, set the self illumination to 100, click on the diffuse square, a new menu appear, select "gradient". The material menu change, invert color 1 and color 3, 1 become white, 3 become black, with the vertical bar. Apply it to your area (you will loose the textures data now), select your area, ckick "assign material to selection" in the material editor (third icon under the materials). Now, with your area selected, go to the modify tab (top-right), select the "UVW Map" modifier (it's a the bottom of the list), in the options, alignment menu, select Y, you will see a yellow square appear on the front view, now click "fit", it will align to the height, check the front/left view for that. Top corner of the viewport, click realistic-materials-realistic materials with maps. In the view you should now see something looking like a basic height map. Video reference: 16) render the top view, 20k, save in png (best contrast result), 10k, save, 5k, save. You render it bigger so you can then crop in photoshop, in different resolutions, 16384, 8192, 4096 17) Once the file are cropped in a foto editor, you can now import them in World Machine for post height map edting. 18) (optional) You can capture high res texture from google earth, zoom in, and then tile them, you have a file with the area you need to cover. Google earth need to be configured in order to not change view angle and the north when you pan around during the hand tiling operations. Still didn't find a way to get HD textures of an area without doing it manually. Still looking for a free and good HD google earth texture tiling software. WM editing I will here just suggest some stuff, be sure to correctly check the preferences of WM and the project setup, use the +1 option of the tile. Start with your heighmap texture (correct the setup and height span) and blur it a litlle to avoid hard edges, do not use the WM generators (in my experience), just use the erosion module and the outputs (splat converter) erosion module setup (fast and good imho)(very sandy look) Channeled Erosion No Filter 10-20 iterations 0.000 to 0.254 Rock Hardness (this is the quatity of deformation the land will have so lower is better for short erosion duration) 0.504 to 1.000 Sediment Carry (self explaining) 0.754 to 1.000 Filter strenght (how much the two above filters are to be apllied) Random Seed (this is the one you should play with until you find the one you like) Yes Geo Enhancement 0.502 to 0.800 (more or less is too much) Interpretive Yes to Scale Yes to Mask 0.5 to 0.125 Channeling Depth 50% to 75% Post Channelling another erosion module setup (less fast but more realistic for hills) Channeled Erosion No Filter 50 iterations 0.111 Rock Hardness 0.508 Sediment Carry 1.000 Filter strenght Random Seed (this is the one you should play with until you find the one you like) Yes Geo Enhancement 0.502 Erosive Power Interpretive Yes to Scale Yes to Mask 0.125 Channeling Depth 75% Post Channelling Cheers, May you have a good one!