Dev Diary PMC Chechnya Grozny ArmA 3 Terrain

This is dev diary for PMC Chechnya Grozny ArmA 3 real world data terrain by PMC.

We have been writing development or developer diaries to PMC Tactical Forums for two decades, these addon dev diaries are spread to many forum topics. One example PMC Tactical Forums: Vietnam: The Experience Neverending development diary 2007-10-13. On 2020 things changed in Farming Simulator 19 editing community when we started to write detailed dev diaries as web html pages because we had no forum, now in 2022 the same dev diary story telling continues in ofp/arma community.

These dev diaries are my current on the fly thoughts and emotions, if I feel shitty I will clearly state that. I try to avoid it but sometimes there might be hilarious profanity rants when things don't go exactly as I planned, so if you are "offended" by few curse words you probably should stop reading now Smiley ;)

Also these dev diaries are written to many addon projects and sometimes repeating the same lines of text or taking exact same screenshots feels stupid so there might be text just listing boring "I did XYZ and then ZYX" type of info without further details. And remember; this is NOT a tutorial, this is entertainment Smiley ;)

Time stamps are Universal Time Coordinated (UTC).

2017 Project Started

Somewhere deep in PMC Tactical forums lays the secrets of PMC Chechnya Grozny terrains project starting date, at least I think it does. Currently when writing this dev diary there are no other entries to use, sorry about that.

2021-10-04 Project Continued

2021-10-04T19:36:00Z This page created Smiley :)

Today decided to get some progress for PMC Chechnya Grozny and PMC Libya Msallata terrain releases, it starts by taking in-game look of the current builds, how they look and what needs to be done before release. Overall these terrains are labeled as release ready, a huge amount of work was done for satellite texture/mask back in ... ugh last year I think. Note: this paragraph was copy-pasted to dev diary libya msallata page as well.

Took in-game mapview screenshots to show elevations, roads and forest blobs. First northern section.

PMC Chechnya Grozny ArmA 3 Screenshot

Then southern section.

PMC Chechnya Grozny ArmA 3 Screenshot

Quite large forests in this terrain, nice. Still overall vegetation coverage is perhaps low, should be no problem to get thick forests done, maybe.

Verified what I'm seeing in-game to my bugs list and it seems to match pretty good, did not find any new issues which is good.

Found several more satellite texture ArcGIS world imagery Black Tiles when carefully scanning through the mapview with texture turned on. Surprising.

Three airfields were on ... config.cpp class names{} but they looked like something out of Terrain Builder Keypoints as they had completely wrong icon.

Discovered that satellite mask is probably missing or something wrong with layers.cfg because its the same for everywhere, looks like the default first stratis Ground Detail Texture (GDT) / clutter config. Looking at Global Mapper directory which is the satellite source, there are GIMP source files and Sat_Mask_* full set of tiles, so apparently I did create these in 2020-12-04.

After in-game test is completed I need to go over those images and verify why mask all looks the same.

Roads look okay, width is matching good.

PMC Chechnya Grozny ArmA 3 Screenshot

Found some unique locations from OpenStreetMap (OSM) shape file data which created very nice vegetation, it would be shame if I remade everything using just GIMP satellite texture painting to create a mask with more detailed vegetation coverage. Of course in the end it would be better, but man it would be a lot of work.

PMC Chechnya Grozny ArmA 3 Screenshot

That looks pretty decent for coming straight off of OSM download data.

2021-10-04T22:11:00Z In between here I checked out PMC Libya Msallata in-game as well and had a lunch. Now back to grozny. Looking at the files and local notes, Terrain Processor generates 5.814 million objects using OSM vegetation shape files with 50 hectare density.

Satellite mask, I had all 4 x 4 global mapper style grid tiles for mask in BMP image format. The RGB colors used was: 50,50,255 ... literally, all and I mean every single one of the tiles were just that, RGB 50,50,255 heh, ouch, yeah guess its technically a mask... but just not very good one Smiley ;)

Also I only had GIMP XCF images for sat_A1-A3, B2, C2 and D1-D3. So whatever I'm going to do with satellite texture or mask, I need to re-export that whole thing from global mapper. So I might as well Terra Incognita re-download the arcgis 17 level satellite imagery just to fix those black tiles.

2021-10-04T22:32:00Z Terra incognita download of Chechnya_Grozny_143km_1_arcgis_17_level started. So now we wait, this will take... well probably all day I would say.

PMC Chechnya Grozny ArmA 3 Screenshot

Because I already had previous satellite imagery downloads I then loaded this project in global mapper and started to export satellite images, it was 2020-10-30 downloaded ArcGIS world imagery 17 level download.

Edited mod.cpp because it had outdated satellite resolution listed, also added official homepage link to the first description line.

Class names{} was empty so needed to investigate why. Well, it includes the three airbase names with type="hill" but found nothing else, I do these terrains with strict tool pipeline which includes making class names{} and if global mapper has no OSM layers then that suggests there is no usable data available.

2021-10-05T01:09:00Z Data was downloading and exporting, this is a perfect time to grab some chow...

2021-10-05T01:37:00Z global mapper finished exporting.

2021-10-05T01:42:00Z Feeding time over, lets get back to editing.

Downloaded russia northern caucausus federal district OSM data from Geofabrik OSM. Ran them through global mapper transform and export procedure. Used PMC OSM Places CSV2HPP Converter to create arma3 config.cpp compatible text. But this whole process was a bust, all the names were in hijo de puta commie scum language and when ran with our tool it crashed, there was 545 entries and one of them had some bad data. Decided to forget whole location / place names setup because who could understand what those cyrillic garbage chicken finger characters mean anyways.

Checked out OSM landuse shapes, they were much better than in the 2020 data, so cleaned them out and exported new OBJ_ shape files. Was browsing some of the farmland, forest and meadow etc areas and I must say they are really accurate, sure there were some with sloppy shapes but overall, very impressive. I definitely need to re-download OSM data for other terrains maybe even yearly basis and check them out, they might surprise me with detail.

2021-10-05T03:20:00Z Took backups from the whole chechnya_grozny* Terrain Builder project dir, just in case I would mess something up. All the current files mounted up to 21gb uncompressed, 7-zip of course pushed the shit in real TiGHT.

Scanning the drive:
25 folders, 22468 files, 22511356711 bytes (21 GiB)

Creating archive: 2021\PMC.Chechnya.Grozny.Terrain.Builder.Project.2021-10-05T0319.7z

Add new data to archive: 25 folders, 22468 files, 22511356711 bytes (21 GiB)

Files read from disk: 22467
Archive size: 19876459907 bytes (19 GiB)
Everything is Ok

Gotta love 7-zip compression.

Global mapper assigned colors to all OSM vegetation shape FCLASS umm features.

PMC Chechnya Grozny ArmA 3 Screenshot

Now that looks so nice.

Assigned same RGB colors to the terrain types shapes as PMC_Terrain_Data layers.cfg config file has. Then exported Sat_Mask_ from this layer. The area which has no shape coverage will be white, hmm I need to figure out how to fill in that some "filler" layers.cfg RGB color, maybe like grass or something neutral.

PMC Chechnya Grozny ArmA 3 Screenshot

Brought the OSM shape files to terrain processor and ran the existing Terrain Processor TPP Templates into them, had to tweak some roads.shp directory settings but after that all ran smooth. Forest generated with hectare density 1 total of 466k objects.

Created GraphicsMagick bat file to convert Sat_Mask_*.png images with while color RGB 255,255,255 into BMP image format with RGB 250,250,250 color which is layers.cfg pmc_gdt_strdrygrass class. Then ran it. Edit: 2022-04-25T06:37:00Z, this bat file ended up being used in all the 2020 released PMC terrains. Good bat Smiley ;)

2021-10-05T06:01:00Z Terra incognita finally finished downloading NW corner, the immediately started to download the next corner Smiley ;)

In terrain builder started to refresh from the source all Sat_Mask_*.bmp image tiles which I just converted with graphicsmagick, hopefully everything is matching up to PMC_Terrain_Data layers.cfg values.

2021-10-05T06:45:00Z Started to generate layers, yup satellite texture is not updated yet but it will take probably two days to get it downloaded, so I'm going to check how this mask work as of now, if any edits are needed then I can do those before new satellite texture is ready.

Then fixed Latitude / longitude config, it was completely missing so inheriting from stratis. Got the center coordinates for our terrain and converted them into arma3 lat/lon decimal numbers, just need to verify in-game that I didn't goof this up with the negative latitude north side of the equator thing.

2021-10-05T08:38:00Z Finished generating layers, now I'm dead tired, cant wait to get some well deserved sleep.

2021-10-05T15:56:00Z New editing day has started. Overnight the second corner piece terra incognita download had finished, good. Going to start third one right away.

Recorded some dev diary video with my usual ScrollLock key while starting that terra incognita download... until I realized that I shut down OBS for overnight sleep heh, oh well didn't record anything then. Started OBS (it got v27.1.3 hotfix) and recorded short clip about terra incognita downloading already.

Took backup of old ASCII Grid heightmap.asc file and then exported whats in terrain builder, should be the same but did that export anyways. Then created terrain processor road smoothing TPP file, I had a template but had to change roads.shp and heightmap.asc paths, got it right at first try, no crash, nicely done Smiley ;)

Then created Airfield_Runways shape layer and poly lines for all three airfields. Set width for terrain builder and database properties for the shapes, then exported to _data\roads\ dir as airfield_runways.shp file. Then used global mapper to load both airfield_runways.shp and roads.shp files and exported them out to roads.shp which is read by arma3. Okay airfield runways are done. Good start for a day Smiley :)

Brought heightmap.asc into L3DT along with L3DT_Texture_Map.png which is 8192 x 8192 pixel resolution image of satellite texture. Found the three airfields and smoothed them out using heightmap tools smooth brush. Then exported heightmap again into terrain builder source directory.

In terrain builder imported this new smoothed out heightmap, now roads and airfield runways should be nice and smooth.

2021-10-05T17:36:00Z Only three more bugs in "chechnya grozny" bugs list, I'm getting excited! Smiley :D

Terrain processor forest task got updated with hopefully only big tree object types. I took these object names from PMC Poland Suwalki forest task, I recall these should be good looking CUP tree objects. Used the new OSM forest shapes and generated objects using hectare density 10 which is really low... it generated 4.680 million objects, yikes! Smiley :o

This means that unfortunately I am not able to create thick forests for this terrain after all, there is just too much space to cover, for example quick calculation tells us that the hectare density 100 would generate 46.6 million objects which is way over the amount we can actually import into terrain builder or export into WRP file.

Oh well this is 143km terrain so what do you expect, you cant have it packed full of thick lush forests.

Proceeded to generate another set of objects leaving out meadows this time, they looked bad with bushes on farm fields. Used forest hectare density of 20 which generated 9.363 million objects. Then started to import these object files into terrain builder, the big forest file takes forever to import close to one hour or so.

2021-10-05T20:56:00Z Terrain builder froze when saving the project with all those objects in it. I did save it after importing the small amount of object files, but the big whopper 9 million file imported fine and when saving it froze. Now the only question is, did the whole terrain builder project break or was that just a fluke freeze.

Luckily project did not break so started to import this 9 million object forest file again. It worked ok, what a relief heh. Exported WRP and it has 9.448 million objects now Smiley :)

Next ran Separate Data Layers for smaller PBOs bat file to get the generated layers PAA files into correct _data_layers_0 directories, ran moveObject for RVMAT's and then it was pretty much ready for pboProject binarization.

2021-10-05T23:15:00Z Binarization (PMC Editing Wiki: search "binarize") done and checking it out in-game, first impression from mapview is that it looks very nice regarding forest object blobs.

North side.

PMC Chechnya Grozny ArmA 3 Screenshot

South side.

PMC Chechnya Grozny ArmA 3 Screenshot

With large 143km terrain size we cant press in thick forest density Smiley :(

PMC Chechnya Grozny ArmA 3 Screenshot

Something went wrong with heightmap roads smoothing, they don't look very smooth to me ...

PMC Chechnya Grozny ArmA 3 Screenshot

It is really difficult to find sexy screenshot camera angles, feels like no-one location does justice for the magnifient scale of the terrain, you cant just compress it into one screenshot, you have to actually be there for the full experience.

PMC Chechnya Grozny ArmA 3 Screenshot

Farmland area with some tree patches.

PMC Chechnya Grozny ArmA 3 Screenshot

2021-10-05T23:42:00Z Started to download last terra incognita corner piece as previous just finished downloading.

2021-10-06 Black Tiles Are Evil

2021-10-06T16:42:00Z New editing day has started. Last night finished downloading last terra incognita arcgis world imagery corner piece but was too tired to write it down. Today starts by inspecting those arcgis images using irFanview. Didn't take many images to go through before I found first black tile in them, sigh. Well it was worth the shot.

Actually looks like this download has even more black tiles which is very odd.

Next investigated why airfield runway poly lines wont show up in-game, ie roads.shp file. Well turns out everything was done right in roads.shp but when pboProject binarizing _data addon was not in the addons to binarize list, go figure. All fixed now.

2021-10-06T18:20:00Z Satellite imagery black tiles bothered me, wasn't ready to give up yet. Used terra incognita to re-save the oziexplorer images, which means terra incognita reads the CACHE dir for image source and just saves oziexplorer images without actually downloading anything. Well this worked, the first oziexplorer corner piece I re-saved had all black tiles gone. Awesome! Smiley :)

Edit: 2022-04-25T06:47:00Z since that moment I've added tool pipeline step to irFanview check all terra incognita saved satellite image tiles for these black tiles, this task/step has saved us from many black tile bugs.

2021-10-06T22:40:00Z Global mapper created map catalogue for these new arcgis 17 level satellite image downloads and exported satellite texture in 2m/px scale.

Inspected new arcgis world imagery downloads and copy-pasted all missing black tile locations as small rectangle selections from there into my existing GIMP XCF images. This way I didn't have to do any clouds clone brushing which was already done last year. Worked pretty well on sat_A3.xcf at least.

2021-10-07T00:55:00Z Next used GIMP to export those already edited XCF images from last yer into Sat_ PNGs.

2021-10-07T04:49:00Z Finally got all black tile-less satellite texture tiles imported to terrain builder.

2022-04-25 New Editing Year

2022-04-25T06:49:00Z New editing day has started, actually whole new YEAR Smiley :)

Just finished reading this dev diary through which was actually very thorough with images, nice. I can tell this was one of the first "full detail" arma3 dev diaries I wrote post 2020 and my enthusiasm for adding details shows heh.

What I can tell from the above this terrain is looking pretty good already. Since 2021 editing cycle I have learned how to do forest object generation much better, for starters I could use 4 x 4 grid tile setup for OSM shape areas which allows me to generate more denser forest per grid tile. Also I have much more improved CUP Chernarus terrain processor TPP file setup today, its completely remade since this terrain was edited in 2021.

As usual returning to an old terrain it starts by checking it out in arma3 just to get my bearings.

Well there was few "2021" issues, terrain builder surface mask resolution needs to be increased to 2048 to remove the "mosaic" 2d mapview bug, airfield class names{} case is not correct its straight up keypoints class name, roads.shp is broken which needs terrain builder import/export shuffle and forest objects need terrain processor new generation.

In that list we had couple of items which take a loong time to process, so this wont be a quick fix, but I'm in no hurry, got plenty of other editing to do while long processes are running in the background.

First editing task was to symlink E:\ArmA3.Store\Arma3tools_pmc_real_world_data_terrains\ into p:\pmc\ dir. Technically chechnya is russia but I have no such dir, so PMC Chechnya Grozny is sort of wrongly named as chechnya is not the country but russia is, and its located in that generic so called nameless terrains root dir.

Then I deleted all layers RVMAT and PAA files by running _run_delete_project_rvmat_png_paa_files.bat file. Next I went to delete terrain builder object layers dir file... except it was not there, huh that is interesting.

Proceeded to copy terrain processor files from PMC Ukraine Chernihiv project dir, it was just the closest dir at hand. These included roads.* copying and *.LBT deleting bat files, edited the roads bat and ran it so now we have grozny roads.shp file in this dir to be used with terrain processor TPP files.

Launched terrain builder and loaded chechny grozny project up. Changed mapframe properties surface mask from 1024 to 2048 resolution which after generating layers fixes the 2d mapview mosaic bug.

2022-04-25T07:30:00Z Started terrain builder generate layers.

PMC Chechnya Grozny ArmA 3 Screenshot

This process will take few hours, in the mean time I can do some other work for example exporting new OSM natural areas for object generation.

Tools hard at work.

PMC Chechnya Grozny ArmA 3 Screenshot

As can be seen, got OSM areas exported. Did them in 4 x 4 grid tile setup under the usual obj_ file name. Then moved obj_??_forest.* files into grozny TerrainProcessor/ dir. There I realized that my ukraine forest generation TPP files are for 2 x 2 grid tile setup, so that needs to be upgraded as well.

Did not find any CUP Chernarus TPP file setup for 4 x 4 grid tiles, not at first glance anyways. Had to do "dir /s /o /b *.tpp" scan for my whole terrain project library hehe.

Found out that across all the terrain projects the ones that had 4 x 4 grid TPP files were: PMC Germany Wolfsburg, PMC Poland Hulskie, PMC Poland Krynki, PMC Poland Suwalki and PMC Taiwan Taipei, that's it, no other terrain has this big grid setup. It was kind of surprising, I recall more terrains used this, but guess not.

Right now I don't have ANY 4 x 4's for CUP Chernarus TPP file setup, gotta create one. This is easy, except the tweaking. What if the generated objects is just way too large, then you have to drop density and it has to be done for SIXTEEN (16) files, uuh. Hmm wonder if I could setup powergrep4 mass replace for that, hmm most likely not.

Creating TPP files with copy-paste fingers hurting so bad ...

PMC Chechnya Grozny ArmA 3 Screenshot

Hopefully these 4 x 4 grid files now come in good use without need for further editing.

Of course the hectare density is a problem with huge terrains, if you generate more than 18-20 million objects... its most likely not going to work first in terrain builder and most likely after that in arma3. Even before arma3 the obstacle is addon PBO file size, with 18 million objects you already are getting very close to 2gb WRP PBO and 2gb is the limit.

Best option is a sheer luck that your terrain has small enough shapes for 4 x 4 grid tile area not to generate more than 18 million objects, if it goes above that, well then you just have to edit SIXTEEN (16) terrain processor TPP files to reduce the hectare density and in worst case scenario you have to do that edit several times to find the "18 million sweet spot" heh.

Who said terrain developing ain't fun, eh Smiley ;)

2022-04-25T08:20:00Z Finished creating 4 x 4 grid tile CUP Chernarus TPP files, copied them to chechnya grozny terrainprocessor/ dir, hmm good to go for first test.

Ran the first A1-4, B1-4 and C1-4 but then realized that I global mapper exported the non UTM 31N projection OSM shapes, so terrain processor just generates objects into the shape coordinates its given, it doesn't care or even know that these are not UTM 31N projection shapes. Sigh, need to go back to global mapper, transform the shapes to UTM 31N 200,000/0 terrain builder setup and then copy the 4 x 4 grid tile shape files into terrainprocessor/ dir heh.

Some of the C1-4 range TPP shapes generate huge amounts of objects, I can tell by the CPU fan screaming and long processing time. Hmm I might have to drop the hectare density. Also this is annoying that if I just drop hectare density from these huge areas, then in arma3 you can clearly see the edge where dense forest switches to sparse and that is not going to look nice, at all.

But dunno if its acceptable compromise, if A, B and possibly D (we have to see) shape grid tiles would generate OK amount of objects then maybe these few tiles could be left with smaller density, hmm hmm.

At least now I have a baseline: C1, C3 and C4 are the BIG shapes. When these finished the object counts were 4 million or below, hmm well for 16 layers that is still a lot of objects for a single layer / TPP generation, but hmm.

In the mean time got new obj_??_forest.* shape files done in global mapper, all transformed etc, copied them to terrainprocessor/ dir.

Then started first run of all these fancy TPP files.

Too bad I could not screenshot the mayhem of 8 terrain processor tasks running at the same time, there was not enough screen real-estate to fit them all Smiley :)

While waiting terrain processor's to finish I fixed the class names{} airfields case. Also terrain builder finished generating layers, I wanted to start Convert Layers PNG to PAA Fast bat, but dunno if I have enough cores, oh well you only live once, lets do it hehe!

PMC Chechnya Grozny ArmA 3 Screenshot

Still while editing terrain processor to finish I edited WRP and Data separation bat files so they work with _043 file name range.

At this point while two terrain processor tasks were still running I could already see D2 generated 7 million objects, that combined with the several other 3-4 million ones... yeah this setup generates way too many objects in the C and D grid rows (or is it column always confuse those two heh).

Looks like I have to radically cut the tree hectare density to HALF on C and D grid rows, this is stupid as if I edit tree hectare density then more bushes (and maybe even rocks) gets generated as the "space" has more ... well, err space left for these objects. So I have to reduce hectare density on both trees and bushes. Hmm maybe I could try one run with simply the bush generation task disabled completely, who knows maybe this could help, hmm, interesting to find out.

Of course I could only reduce the density on the biggest grid tiles, but that would then increase the borders between high density and low density forests. Hmm.

D grid row is the bad boy neighborhood in the south (from top to bottom A, B, C, D) with mountains and huge forests. I could imagine some missions where some resistance / rebel hideouts are located in the forests and if these are completely out of density whack compared to other forests, it definitely wont look nice.

Fucking big terrain problems Smiley ;)

I got 99 problems but little girlie men terrain ain't one! Smiley :D

Last terrain processor grid tile to process was D1, it took excruciatingly long. Convert layers PNG to PAA fast bat finished before D1. Then I did the WRP and Data addon dir split and moveObject layers RVMAT re-pathing, while D1 was still processing.

I'll wait D1 out, but its absolutely clear to me that radical reduction of hectare density need to be done to it and hmm basically all D row grid tiles. Hmm I should probably just kill the terrain processor task to save time, its failed attempt but it will be good to see how many million objects does it generate heh.

Thinking now of reducing tree density by half and disabling bushes generation task. That might do a quite nice reduction, who knows maybe I wouldn't even need to reduce trees that much when bushes are disabled, hmm.

2022-04-25T10:07:00Z Last terrain processor task, D1, finished.

Lets see a long list of results, as usual k means thousand and m means million:

A1: 636.5k
A2: 169.1k
A3: 5.9k
A4: 303.9k
B1: 498.8k
B2: 170.4k
B3: 746.8k
B4: 356k
C1: 4.475m
C2: 1.581m
C3: 3.780m
C4: 3.368m
D1: 6.310m
D2: 7.060m
D3: 6.304m
D4: 3.354m

Its way too much but lets count the combined amount anyways: 39.11 million unless I mistyped hehe!

Yeah that is like almost twenty million too many objects Smiley ;)

Lets go hardcore on the C and D rows now. Hmm lets start from the biggest, D2. Cut trees from hectare density 125 down to 64, nice round number. And to disable all the post tree tasks which were two bush tasks, I left three rock tasks in with hectare density 1, hopefully they wont clutter up the layer too much.

2022-04-25T10:29:00Z Terrain processor was running D2 and I was extremely bored of waiting, even though I have tons of other stuff to do on the side I don't really want to drop everything in grozny project while running off to satisfy my impatient mind so to speak, I'm afraid you cant get anything done if you run around bunny hopping from one project/task to another like an idiot.

Technically it is easy to click buttons or edit files, but you can loose track of what you're doing so easily that such bunny hopping might do more harm than good.

Anyways.

2022-04-25T10:34:00Z Okay D2 finished processing, generated objects 5.510m heh.

Okay so cutting tree density to half clearly didn't do it, so what to do next. Okay lets cut tree density to hmm 50 which is silly looking stupid "few trees in a field" look and then completely disable the rock generation tasks.

If that still generates too much objects, then I don't know what to do other than make stupid looking "few trees" tasks with even lower hectare density...

2022-04-25T10:37:00Z Aand again we run terrain processor D2 file... uuhh... Smiley :(

It generated 4.317m objects heh oh my. Maybe I should actually visually check how fucking huge these shapes are to get some idea whats going on.

If hectare density 50 generates this much objects... it basically means I'm not creating any forests in D2 grid tile, as anything less would be ridiculously stupid looking "few trees on a field" Smiley :(

2022-04-25T10:51:00Z And perfect timing, now is my lunch break which gives me time to think of something to do with these gigantic forests and the problems they are causing ...

2022-04-25T11:19:00Z Feeding time over, back to forests.

To make some progress I terrain builder imported roads.shp ...

PMC Chechnya Grozny ArmA 3 Screenshot

... and exported it right back out again. Now roads.shp should be fixed in arma3.

But man that forest density is bothering me big time Smiley :(

Changed D2 TPP tree hectare density to 20 which is stupid, but what else am I gonna do. This generated only 1.777m objects which is doable.

Then did the same for D1, D3 and D4. Shameful to generate forests with hectare density 20 Smiley :(

For the C1 row I set tree hectare density to 50 and disabled rocks and bushes (while crying uncontrollably).

Generated objects for the C1 row, didn't write down how many they were, overall eyeballing they looked to be "ok", so even though its slightly dangerous to edit half blind, I'm going to save terrain builder project and start importing all of those, lets hope its not over 18 million objects...

2022-04-25T11:53:00Z Terrain builder object importing has begun.

But uh oh, when the first LBT import finished terrain builder screamed about missing template libraries Smiley :(

Its always something hehe. Alright so need to remove the old templatelibs, save project, exit, delete the old files and copy new ones into the dir, then start importing objects again.

I don't usually, hardly ever, do this, but killed terrain processor from task manager as apparently you cannot abort object import when it has several LBT files in batch.

Then did bunch of stuff in batch, in a nutshell deleted template libraries, saved project and exited. Then deleted obsolete shape layer roads file, started terrain builder loaded project, deleted unused data, imported new templatelibs, made sure no objects/shapes layer obsolete err layers are present, none were. Okay then imported new templatelibs, saved and then started to import the FIRST LBT file alone, just to see everything runs OK before pressing the button for the remaining millions of objects in rest of the LBT files.

It went through OK, we are good to go.

2022-04-25T12:11:00Z Terrain builder started toimport rest of the LBT files (15 out of 16). And now, we wait...

I am increasingly impatient today, right now I would like to turn on PMC Gaming computer and go play some Farming Simulator 22 Spring Creek 12km terrain, but I'm trying to keep focus on arma3 or some editing computer stuff, because if I go to play FS22 its for sure rest of the day, I wont be back to arma3 editing before tomorrow Smiley ;)

2022-04-25T12:29:00Z That's it, cant stand waiting here while importing is underway, I'm off to play some FS22, most likely calling it a night regarding chechnya grozny, so cu Smiley :)

2022-04-25T14:35:00Z Object import had completed while I was away, exported WRP which got 16,566,763 objects, nice.

Hmm actually I'm going to call it here, nothing left to do other than binarize for arma3 check.

2022-04-26 A Very Short Editing Day

2022-04-26T08:13:00Z New editing day has started. Lets get this terrain binarized while having a days first meal...

2022-04-26T09:04:00Z Had some issues with pboProject bat files, forgetting moveObject re-path the WRP, but now finally binarization finished, we are good to go for arma3 check.

However... I have... honestly, and embarrassingly zero interest of doing that right now, after morning computer chores and days first meal is done now, all I want to do is play Farming Simulator 19 PMC Iowa Garden City 8km Start From Zero 2022 savegame Smiley ;)

2022-04-27T08:23:00Z New editing day has started, whats next hmm well that arma3 check, how does everything look in-game.

Well forgot to binarize pmc_chechnya_grozny_data addon which has the fixed roads, airfield runways do seem to be smoothed, forests look good, satellite texture/mask is OK now with new surface mask resolution, overall everything looks good as soon as I binarize _data addon.

2022-04-27T08:30:00Z Binarized _data addon. Hmm whats next, guess its just starting the release procedures.

Unfortunately shortly after I had zero motivation to continue, this is the usual burnout boredom since I've been doing computer stuff at home every day since august 2016, nothing unusual but of course bummer when you wanted to edit but suddenly are struck down with burnout.

2022-04-28 v0.2 Release Day

2022-04-28T07:31:00Z New editing day has started. Hopefully today we get to do some work instead of running off to play Farming Simulator 19 for all day again...

Edited mod.cpp for more accurate google/maps and homepage links and terrain specifications as well.

2022-04-28T07:45:00Z Release procedure started, for real this time Smiley ;)

Was going to add pmc_chechnya_grozny class name into PMC "worldSize" mission pack compilation bat terrain list, but it was already there, good.

Was going through the release procedure checklist / steps and uh oh, in mission editor terrain select screen the latitude / longitude coordinates were middle of the atlantic ocean, err did grozny just join North Atlantic Treaty Organization (NATO) or what Smiley :)

Okay so lat/lon config needs fixing, hmm I thought it was already done, guess there is minus character in front of the longitude value, just a hunch (has happened before).

And I was correct:

latitude = -43.3603131667;
longitude = -45.7493157778; // this is wrong ;)

Longitude cant have negative value on it (at least this part of the globe).

2022-04-28T08:20:00Z Got it binarized, went in arma3 and everything was fine, proper coordinates are set. Then proceeded to take the mandatory web page screenshots.

Screenshot taking is always the highlight of my day (not).

2022-04-28T08:37:00Z Base web page php files created, now just need to fill in the content.

2022-04-28T09:06:00Z Official homepage, changelog and screenshots pages are pretty much good to go, now just need to move this dev diary text into its own web page resting place.

2022-04-28T09:12:00Z Dev diary moved to this final page and smiley images added, now begins proof reading and link adding, another of my least favorite activities, uuh my copy-paste finger is ready run out of the room scared!

2022-04-28T10:35:00Z Proof reading and link adding complete, copy-paste fingers are off the torture racket.

2022-04-28T10:45:00Z Uploaded web pages to our web server, final online checking begins.

2022-04-28T11:37:00Z PMC Chechnya Grozny v0.2 has been released! Smiley :cool:

PMC Chechnya Grozny: Changelog, Dev Diary, Screenshots. Back to PMC Terrain's page.