This is dev diary for PMC Poland Krynki 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
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
Time stamps are Universal Time Coordinated (UTC).
2021-10-24T11:52:00Z Created this page
Edit: working title for this project was "PMC Poland Kruszyniany" but on 2021-11-15 it was changed to "PMC Poland Krynki" to be shorter, easier to remember and write. So until that timestamp down somewhere on the page, we are talking about the working title name
THiCK OpenStreetMap (OSM) data coverage.
Then cropped OSM shapes and exported cropped SHP files. Calculated ASCII Grid heightmap.asc header coordinates.
2021-10-24T12:36:00Z Assigned colors to OSM areas and started to export satellite mask. Now we wait, for both PMC Poland Hulskie and this terrain processes to run heh, UAH!
2021-10-24T12:53:00Z Global mapper satellite mask export finished.
2021-10-24T13:15:00Z Finally Poland Hulskie's Terra Incognita download finished and I get to start downloading this terrains 4 corner pieces, this will take a while again.
2021-10-24T17:56:00Z Started to download corner piece 3 which is SW corner. Half way there.
Created brand new BPW world files for 4 x 4 grid tiles satellite 65.5km 1 meter / pixel terrain setup (wow, a mouthful). Luckily I remembered the formula how to do that so it was pretty quick to get them done. Of course I need to test them if they are correct, but yeah.
2021-10-24T21:52:00Z Terra incognita downloads finished, alright lets get to play with satellite imagery.
GIMP painting satellite texture tiles was painful again, some nasty big clouds in couple of the tiles.
Edited sat_B4.png as last image, and now its getting very late and I'm actually running out of hard disk (HDD) space, only 73gb free left in E: editing drive which ain't much in grand scheme of things (Western Digital 4tb Blue HDD).
2021-10-24T23:50:00Z I'll better call it a night here and continue tomorrow with full day ahead of me.
2021-10-25T11:33:00Z New editing day has begun, back to GIMP, back to these pesky clouds
Got those clouds clone brushed and pattern filled off, was terrible job, man do I hate clouds in satellite imagery so much.
Then copied Terrain Processor TPP Templates files into the dir and edited to suit this terrain, did usual test run with 1 hectare density and for obj_forest shapes it generated 659k objects, so with quick calculation for 10 million per object layer I could use hectare density 15 before it goes much over 10 million. Hmm I need to separate these shapes into smaller grid tiles so I can pack more objects into the WRP by dividing them between smaller object layer imports.
2021-10-25T12:25:00Z Started to import satellite mask, after that texture.
Terrain Processor generated 5.158 million objects, which is much less than it should, that means the settings are "too tight" most likely tree MINDIST is way too high so it cannot place more trees.
Satellite mask imported to terrain builder.
In terrain processor TPP file for forest I pumped up hectare density to 50 which in theory would go way above the 10 million per LBT file import limit, but... it only generated 8.559 million objects which is perfectly fine. Hmm, odd.
Hmm maybe my TPP multiple task knowledge is not as THiCK as I thought heh, what I mean is with single task there is no question hectare density dictates how many objects you can generate as long as MINDIST is not crazy large (like above 10), but now with multiple tasks I guess its a mixture soup all those things together so one TASK doesn't dictate that much anymore, uhm difficult to explain.
Anyways 8.559 million objects is pretty nice forest, not as thick as it should be but for 65.5km terrain with a lot of forest area shapes, its pretty decent. Gotta see in-game how sparse the forest actually is, most likely I'll come back and tweak these terrain processor task values to squeeze in more trees.
2021-10-25T12:53:00Z Satellite mask and texture import complete, started to generate layers, this will take a while...
2021-10-25T14:10:00Z Satellite texture generation finished, now started satellite mask, ETA 43min.
2021-10-25T15:19:00Z Layers generated, now started to import objects, looks like its ETA is 2hrs, whoah! hehe
Hmm guess I'm off to do something on the background, I'm not going to sit here fiddling my thumbs for two frigging hours.
2021-10-25T17:12:00Z Objects import finished, WRP exported and now running Convert Layers PNG to PAA Fast bat.
After layer PNG's were converted then re-pathing layer RVMAT's took quite the while, once done it was just pboProject binarization left before this terrain is in-game.
And now I'm waiting again, cant continue editing the next terrain because its for country of ukraine and it needs its own p:\pmc\ symlink mount, cant do that before poland binarization is complete. So waiting game mode is in effect.
2021-10-25T18:23:00Z pboProject finished binarizing (PMC Editing Wiki: search "binarize"), aayeah. Now off to edit some ukraina terrain
2021-10-26T18:12:00Z Todays editing started several hours ago as I tested all the new terrains in-game, new meaning the ones I created within past week or two (lost track of time). For some reason this terrain crashes to desktop (CTD) on mission editor load. No idea why.
I first reduced roads.shp feature count (Remove Bad OSM Roads) from about 8500 to about 6000 or so, still crashes. Then reduced it further to 2600, still crashes, then went evil on it and deleted whole _data.pbo so 0 roads and it still crashes.
Exported WRP without objects, still crashes.
Now I'm pretty lost that what the hell could it be.
2021-10-26T18:56:00Z Terrain builder project saving froze with FILENAME.tv4p.tmp in the dir, I managed to escape that cleanly by simply file - close the project, then deleted huge 8.559 million objects layer file and tried again, worked fine. So I exported WRP again, ran moveObject to it and then started pboProject binarizing, lets give it another try.
Binarizing did not work, still crashes in-game so I'm going to delete and re-create whole terrain builder project and hopefully its getting done right now. I'm not going to write play-by-play's about this, only the conclusion.
2021-10-26T20:43:00Z In global mapper loaded up transformed_areas.shp, separated forest FCLASS out of all the areas. Then split those individual 11,000 forest areas into two layers, I made first one 5000 areas/features and second was just tad over 6000. Then exported these as shape files and moved them to terrain processor directory. Edit: apparently this was not a regular "2 x 2 grid tile" file setup but some bizarre manually separating bunch of FCLASS layers heh, what fucking newbie we got editing here haha.
In there made a new epoch / livonia trees, rocks and bushes using TPP project file for "Forest_1" which was the 5k feature forest, then another for "Forest_2".
Idea here is to split up the forest objects into smaller object layers in terrain builder, I cant import much over 10 million objects per object layer, I would prefer it to be less than 5 million in fact.
2021-10-26T23:41:00Z Well binarized terrain and still the same crash, so now its most likely terrain builder mapframe properties that are somehow wrong, dunno what else could it be.
2021-10-28T21:50:00Z Back to this terrain which name I cannot remember as its mumbo jumbo garbled polish stuff heh. Okay so this one crashes, still no idea what might cause it, but lets start digging around.
Loaded terrain builder project up and took at look at satellite mask and texture, saw nothing out of the ordinary there, then erased the existing heightmap (just a try) and imported the global mapper fresh heightmap.asc in, exported WRP and then it was another binarization time.
2021-10-28T22:56:00Z No dice, still crashes. Now deleted Terrain Builder Template Libraries fully from terrain builder menu and then from HDD. Not sure what hardcore basics stuff I could try.
Then commented out everything I thought might be suspicious in the config.cpp and binarized, no dice, still crashes.
I'm fresh outta ideas
2021-11-11T14:12:00Z Back to this difficult name polish terrain
So was thinking how to fix this damn CTD issue, logic tells me that if its not objects or heightmap, it must be either satellite texture or mask. Now I deleted satellite mask raster layers and imported placeholder yellow bmp image, stretched it over the 65536 x 65536 meter area, then started to generate layers.
My hope if that there was something iffy with the previous satellite mask, too many colors or something weird. If this test fails now then only thing left is the satellite texture but cant imagine what could be wrong with it. If I use some other imagery for the satellite then heh there is not much left of this terrain anymore
Anyways, now we wait, terrain builder generate layers for texture ETA is about 1hrs 20min.
2021-11-11T16:22:00Z Terrain builder generate layers finished, exported WRP and saved project. Then started convert layers png to paa fast bat with 26 cores setup, go go go!
2021-11-11T16:36:00Z Convert layers png to paa bat finished, then it was just splitting the WRP data up (Separate Data Layers for smaller PBOs) and hitting pboProject start bat. I am feeling very optimistic that it would be the satellite mask that was broken, mostly because if it isn't... then hell man I have NO idea what else to try. Only thing comes to mind right now would be to completely re-download and re-create the source data; heightmap, satellite texture / mask. Heck maybe even try with blank flat 6m elevation heightmap just in case. Anyways we are not there yet, this blank mask image will work... trust me... I know what I'm doing...
Once WRP splitting was done I ran pboProject ... and error came up:
Missing File Summary P_000-000_L08.rvmat : a3\map_data\gdt_forest_pine_nopx.paa P_000-000_L08.rvmat : a3\map_data\gdt_forest_pine_co.paa
Err what the HELL is going on with my p:\ installation now, after arma3 v2.06 upgrade I ran my usual bat file to clear p:\ and unpack arma3 addons there. WHAT went wrong... for fucks sake.
Okay time to unpack all that crap all over again. Ran my _run_arma_3_after_game_upgrade.bat and yeah it will not unpack roads_f.pbo and several others, no idea whats going on now except that mikero fucked up extractPboDos again.
2021-11-11T17:56:00Z Finally all a3\ PBO's unpacked and hopefully ready to go, time to run pboProject again.
2021-11-11T18:30:00Z Checked in-game and we have solved the crashing issue... it was satellite mask, that blank single color low res BMP stretched over to whole terrain fixed the CTD. Wow, first time ever had that happen.
Really great feeling to get this terrain fixed, its now without a mask so "fixed" is kind of so-so term, but at least its in-game and I know what was the cause so I can avoid it in the future.
And the cause was the mask, need to do detailed inspection of the BMP files in global mapper project dir to see why arma3 didn't like it, most likely wrong colors or something like that, perhaps those BPW files were wrong or something, just dunno before thorough examination.
2021-11-13T08:22:00Z Woke up today and started to global mapper export satellite mask. Once done ran GraphicsMagick white background color fix and PNG to BMP conversion to the tiles, then started to importing into terrain builder.
I won't be recording dev diary videos for this because most likely this doesn't work and the hours long footage raw files already has this footage so why not show the same thing twice.
2021-11-13T08:32:00Z Import failed, forgot to unpack (copy in this case) BPW files into global mapper project dir before importing, so all the tiles were stacked in bottom left corner, oops. Copied BPW files in the dir and lets try this again
Satellite mask imported to terrain builder.
2021-11-13T08:47:00Z Started to generate layers.
2021-11-13T11:14:00Z Generate layers finished, boy do I wish this was not for nothing... so bored of waiting terrain builder to finish. Plus now I still have the usual PNG to PAA shuffle before pboProject binarizing.
Terrain builder generated 37,338 layers RVMAT files. I have never paid much attention to these, my understanding is that when you have several colors in satellite mask terrain builder generates more RVMATs instead of just the same number as surface tiles in layers dir. No idea, as I said I never paid any attention to this as it doesn't matter in every day terrain editing.
SCOTTY! I NEED MORE POWER!
2021-11-13T12:26:00Z pboProject finished binarizing, tried arma3 in-game... still crashes, oh well it was worth the shot
Decided to fall back into single color satellite mask placeholder to get this terrain in-game and working, I'll figure out the detailed proper mask later. Jumped through all the hoops and started to generate layers.
While terrain builder was generating layers I started to work on proper OSM shape files for terrain processor use, I really want to crank in as many forest tree objects as I can, lets see if I can make terrain builder GAG
Forest_A1.tpp with hectare density 1 generates 32.1k objects. Below I'm going to list numbers in short format, I'm sure you figure out what they mean:
A2 21.8k A3 8.7k A4 9.2k B1 67k B2 51.2k B3 28.9k B4 19.4k C1 42.5k C2 40.8k C3 55.8k C4 16k D1 28k D2 40.7k D3 63k D4 109.9k
Then I calculated hectare density for each shape tile by dividing 2500 (2.5 million) with the value of hectare density 1 generated object count, for example A2 is 21.8k so its 2500/21.8 == 114.6 so we know that this tile can generate objects with hectare density 100 just fine and still be below our desired amount.
A1 78 A2 115 A3 287 A4 272 B1 37 B2 49 B3 87 B4 129 C1 59 C2 61 C3 45 C4 156 D1 89 D2 61 D3 40 D4 23
2021-11-13T14:15:00Z Started to experiment with the above numbers by generating objects, lets see what kind of object counts we get when we limit hectare density to 100 or what our above number suggests. Again new list of numbers (k is thousand and m is million):
A1 537.9k A2 337.8k A3 143.9k A4 155k B1 1.114m B2 879.6k B3 416.9k B4 308.8k C1 736.7k C2 708.2k C3 654.7k C4 251.7k D1 488.3k D2 624.1k D3 592.3k D4 767k
All this counted together comes to ... only 8.716m objects. Hmm, that is, odd. But lets see in-game how forests look.
2021-11-13T14:47:00Z Generate layers with single color satellite mask finished. Now more through hoops jumping to get project ready for binarization.
All hoops jumped, now its ready for binarization but I'll first import those new objects generated by terrain processor.
2021-11-13T17:47:00Z All done, WRP exported and binarize running.
Tested and it works in-game, awesome.
Then switched to PMC Gaming computer to test with proper 4k hardware machine where I actually play games. I was really impressed by the heightmap elevations, how good OSM forest shapes were and the overall look of the terrain. Took some screenshots and uploaded to PMC discord while flying camera and then driving quad bike all terrain vehicle (ATV) around roads.
2021-11-14T08:40:00Z New editing day has started, this terrain looks pretty nice already but forests need more thickness and roads object clearing was too wide as 20m value, it was 12m first which was too tight so maybe 15m would be better value to use, going to fix that today and generate/import new objects.
Used terrain processor road smoothing task to generate new heightmap, imported it to terrain builder. For some odd reason terrain builder imported it as 40,960 meter area, hmm, was a quick fix but really baffling why terrain builder did that.
2021-11-14T11:23:00Z Finished editing terrain processor TPP task files for enoch / livonia vegetation forest objects, added trees and tweaked MINDIST values for all object names. Man that made my copy paste finger hurt, now I will never edit these final TPP split grid files again, all edits must be done in single small TPP test file.
Generated objects with those 16 terrain processor TPP files, then started to import LBT files to terrain builder, again more waiting as it takes a very long time to import those objects.
2021-11-14T16:26:00Z Terrain builder finally finished importing LBT objects, then I exported WRP right away just in case terrain builder would crash on save. Total objects 21,435,491 aka 21.435 million
That is a new terrain builder PMC object count highscore! Whohooo!
However WRP is according to windows explorer 2.08gb, hmm was wondering if that is over the 2gb PBO limit, it was confirmed when I ran moveObject to it.
moveobject Version 2.73, Dll 8.27 "pmc_poland_kruszyniany.wrp" file length exceeds 2gig, or simply can't be determined Internally generated throw. See stderr for msg failed
Oh well, back to tweaking object counts
Edited terrain processor TPP files, reduced bush hectare density from 100 to 10 and trees 100 to 95. Dunno why bushes density was 100 which is way too much for bushes, but they were the last task to generate so maybe it had not much meaning as other objects already too so much "density space" from the shape. Anyways that tree density hopefully drops the object count enough so they all fit into WRP file under 2gb size.
On first attempt with terrain processor I need to write down the generated object counts to make sure combined count is below 21 million so they fit into a WRP. Here are the numbers.
A1 1.122m A2 777.1k A3 395.1k A4 419.6k B1 2.332m B2 1.825m B3 861.6k B4 625.2k C1 1.531m C2 1.469m C3 1.347m C4 513.4k D1 998.9k D2 1.267m D3 1.206m D4 1.552m
Thats about 18.2 million, we are good to go, lets start importing that shizzle to terrain builder. First of course delete the existing object layer files in windows explorer before loading the project up.
2021-11-14T18:03:00Z In PMC discord honger suggested that maybe I should rename this terrain to "Krynki" as its the administrative district where this terrain is located. Sounds pretty good to me.
Damn that means I need to rename several different items, terrain itself, batch files, this dev diary as well as video dev diaries too heh. Oh well, not a big deal I guess.
2021-11-14T21:25:00Z Terrain builder finished importing objects, again heh. Exported WRP, total object count 18,245,250. Then launched pboProject binarization.
In-game check looks good.
Overall looks real nice, poland suwalki (gap) has 18.1 million objects I believe so now kruszyniany (working title) is officially the highest object count terrain we have, cool.
2021-11-15T09:15:00Z New editing day has started and today is a big change: terrain will be renamed from "PMC Poland Kruszyniany" to "PMC Poland Krynki" which is shorter and easier to remember/write
This means I need to change all the files, terrain builder project directories, all addon dirs, pboProject bat files, etc etc. So many files to edit and most likely terrain builder also breaks, a lot of fun, eh.
First manually changed all terrain builder addon directory names, then ran powergrep4 to $PBOPREFIX$ (which is bogus unused file, sigh. PMC Editing Wiki: search "$PBOPREFIX$"), bat, cpp, txt and rvmat files to search and replace strings.
Then changed arma3 addons dir name and deleted the existing PBOs, next changed global mapper project dir and GMW file names.
moveObject repathed WRP and _data_layers RVMAT files. Once that was done ran pboProject to binarize this "new" terrain.
2021-11-15T10:27:00Z pboProject finished binarization, alright.
Checked it in-game and things are looking good. This was now probably the last edit before release, maybe.
Image of all PMC Poland terrains as of today: PMC-Poland-Terrains-2021-11-15.jpg
2021-11-16T11:54:00Z Terrain Builder project broke after importing all the millions of objects to it. Noticed it first time after doing heightmap road smoothing in terrain processor and imported new heightmap. After rebuilding heightmap it was all black in the "heightfield" raster layer and WRP export came out like the project was broken. This happened after changing terrain name so the project could have broken in that stage already. So overall... just re-make the whole terrain builder project to get proper class name to it as well, its just simpler like that. You can try to copy the object layer files in windows explorer so you dont need to import them from LBT files for hours.
Hopefully that covers everything you need to know when you return to this terrain editing
2022-04-10T14:29:00Z New editing day has started, hey its actually new YEAR!
Just woke up after spending two days just editing/playing arma3 MP on dedicated server (mostly playing), but when waking up today I just had that feeling for terrain editing, when opening 00.txt real world data terrain tool pipeline text file I was happily surprised to see poland krynki as next terrain on the list, I love editing this terrain, good european rolling hills woodland environment. So just finished reading this dev diary through, got up to date whats been done... and now its time for a days first meal.
2022-04-10T15:02:00Z Feeding time is over, now lets begin editing some big ass european rolling hills woodland terrain
First I deleted the _08 layers PAA and RVMAT files and addon directories. Then moved terrain builder objects layer files to the main source dir so they wont be loaded, imported heightmap_smoothed_roads.asc which I have to assume its the properly smoothed out roads, rebuilt terrain and removed the new ASC layer.
Then changed mapframe properties surface mask pixel resolution from 1024 to 2048, this will fix the too many layer RVMAT config files and also arma3 2D mapview zoomed out "mosaic" bug.
However now I need to global mapper export satellite mask grid tiles.
Maybe 15min wait or so, nothing too bad.
Then terrain builder imported roads.shp shape file as its now broken straight outta global mapper, arma3 cant read it properly.
And exported it right back out again, now its fixed, arma3 reads it just fine.
While global mapper was still exporting, I already started to setup web page php files for PMC Poland Krynki terrain, gotta optimize time use when there is nothing to do while waiting long processes to finish. Speaking of which, we got today plenty of those, terrain builder satellite mask import, generate layers, convert PNG to PAA and then finally binarizing, ugh. A lot of free time to edit web pages.
2022-04-10T15:31:00Z Template web page php files done and strings renamed properly. Also created release procedure list even though we are not even close to release yet, but just doing a little prep work on the side while waiting
Then used graphicsmagick and ran _run_graphicsmagick_convert_Sat_Mask_PNG_to_BMP_with_white_fix_4x4.bat to RGB color convert as well as PNG to BMP convert the Sat_Mask_??.png images.
Once graphicsmagick finished its voodoo, terrain builder started to import Sat_Mask_??.bmp images.
2022-04-10T15:46:00Z Satellite mask import finished, looking all colorful and peeerdy.
Then right away started terrain builder generate layers, this will take a few hours.
And now we wait. While waiting I can continue editing those web page files, getting them as ready as possible with the files I have in hand right now, meaning don't have screenshots yet.
Added pmc_poland_krynki class name to PMC "worldSize" mission pack compilation bat terrains list. This will generate bunch of missions for this terrain.
Updated mod.cpp with accurate google/maps and homepage links.
2022-04-10T21:04:00Z Ugh, while waiting for terrain builder to finish got tired, so quickly that had to go take a nap without even writing down a time, just got up now and obviously generate layers had finished.
Saved project and exited terrain builder, moved objects layer files back to the layers dir, loaded the project back up and exported WRP.
That is a whole lotta objects, unless I'm mistaken its the official world record right now, PMC Poland Suwalki has 18.1 million objects and this one has hundred thousand or so more. PMC Balkans ... dunno which, kosovo? cant remember, it had 20 million something in some experimental build but it was never released so it doesn't count.
Ran moveObject re-path WRP, then started convert layers PNG to PAA fast bat again. Soon we get to start binarizing this biatch.
Still waiting to get the first (is it first?) 2022 in-game arma3 look on the terrain, but I'm going to move this dev diary already to its final destination in the actual web page php file so I can start putting in links and proof read it slowly while binarize (soon) runs.
At this point made a mistake, once convert layers PNG to PAA fast bat had finished, I without thinking just ran pboProject bat file... even though I needed to separate WRP and Data addons and re-path RVMATs before that. Uh oh, idiot
Speaking of idiots, pboProject has now moved the terrain builder project Source/ dir into p:\temp\ and I don't want to mess around with that so I'm going to get that tool just run its course which is probably going to be 45min if it processes all the 18.2 million objects normally, it should abort quick though as the RVMATs are pointing to a empty dir, dunno. Oh well, gives me more time to work on this dev diary link adding and proof reading.
2022-04-10T21:52:00Z Was looking at pboProject and it was sloooooowly copying some shit around, yeah forget that man, I ain't doing slow shit like that, so I windows task manager killed the process. File explorer browsed into E:\PDrive\temp\pmc\pmc_poland_krynki\ dir where I found the source/ dir, moved it back to terrain builder project dir.
Ran the WRP and Data separation bat file and started moveObject re-pathing of layers RVMAT config files.
All done, started pboProject binarization, lets hope my little goof up did not break anything nor did I forget anything else
2022-04-10T22:50:00Z But uh oh, pboProject binarization failed because layers RVMATs were not properly re-pathed, oh man did I forget to run moveObject for WRP then, geez. Well been editing PMC Editing Wiki new namespaces and pages so more info can be found and these dev diary pages can have official PMC links instead of 3rd party ones, so yeah might have easily made that mistake when working without a tool pipeline.
So I ran moveObject for WRP, then double checked by running the "_log.txt" bat as well and it outputted:
//pmc_poland_krynki.wrp pmc\pmc_poland_kruszyniany\data\layers\p_000-043_l08.rvmat pmc\pmc_poland_kruszyniany\data\layers\p_000-044_l08.rvmat pmc\pmc_poland_kruszyniany\data\layers\p_000-045_l08.rvmat pmc\pmc_poland_kruszyniany\data\layers\p_000-046_l08.rvmat
Yikes, thats not terrain of ours!
Seems like terrain builder internal project is still pointing to that mumbo jumbo nobody can pronounce or write except honger polish name heh, alright so I need to fix that temporarily in my moveObject _MASTER_paths.txt file, simply by adding that mumbo jumbo class name there.
But after running moveObject I realized there was ending \ in the path name which fucked it all up. So had to load project up with terrain builder and export WRP again, sigh. Then once again, hopefully the last fucking time now, ran move-motherfucking-Object to re-path WRP...
It worked, finally.
2022-04-10T23:04:00Z Started pboProject binarization, AGAIN. Lets make it good this time, good i say, GOOOOOOD!
2022-04-10T23:47:00Z Timing couldn't been better, just finished initial GIMP, GraphicsMagick, PMC Heightmap Clipper, PMC OSM Places CSV2HPP converter, GEBCO, ArcGIS etc pages for PMC Editing Wiki and boom, binarize finished... with an ERROR. And now I'm starvin' gotta get some chow...
2022-04-11T00:16:00Z Feeding time is over, now lets continue fixing that broken ass terrain hehe!
Was looking at binarize log which says pmc_poland_krynki\data\layers but where the fuck does it read \ instead of _ as its set in RVMATs and WRP. I do NOT get it!
Ran the WRP moveObject log creating feature once more, just to double check (even though I already checked it). Output _log.txt file shows:
//pmc_poland_krynki.wrp pmc\pmc_poland_krynki_data_layers\p_000-043_l08.rvmat pmc\pmc_poland_krynki_data_layers\p_000-044_l08.rvmat
So again I'm asking there the fuck does this bitch find the wrong path, aarrgh!.
Went and deleted P:\TEMP\ completely, erased everything to oblivion, poof! Lets binarize AGAIN to see if that helps, as I'm running out of ideas here.
2022-04-11T01:11:00Z Negative, we have NO go
Seriously what the hell is going on now?
Checked out pboProject log in p:\temp\ and it shows:
pmc_poland_krynki.wrp:validating... checking for missing files... pmc_poland_krynki.wrp: missing \pmc\pmc_poland_krynki_data_layers\p_000-043_l08.rvmat ... pmc_poland_krynki.wrp : \pmc\pmc_poland_krynki_data_layers\p_085-085_l08.rvmat missing file(s) pmc_poland_krynki.pbo not produced due to error(s)
Say what now again? How are there layers up to 085 file name range as I just generated layers to 043 range, ugh...
Went to terrain builder mapframe properties and it says clearly tiles in row: 43
So why the hell does pboProject/makePbo complain about missing RVMATs that are not even used in this terrain. _WHY_
0:29:13: Cannot load material file pmc\pmc_poland_krynki_data_layers\p_000-043_l08.rvmat ... 0:29:15: Cannot load material file pmc\pmc_poland_krynki_data_layers\p_085-085_l08.rvmat
It feels like there is some old WRP file laying around now which gives false readings. Checked _run_pboproject_pmc_poland_krynki.bat which I use to binarize and it reads pmc_poland_krynki_addons.txt file which clearly states:
pmc_poland_krynki_data_layers_04 pmc_poland_krynki_data_layers_03 pmc_poland_krynki_data_layers_02 pmc_poland_krynki_data_layers_01 pmc_poland_krynki_data_layers_00 pmc_poland_krynki_data_layers pmc_poland_krynki_data pmc_poland_krynki_cfg pmc_poland_krynki
So all addon processing files are working properly. Hmph.
2022-04-11T01:33:00Z Terrain builder exported WRP for what, third time now? Ran moveObject log into the WRP, it shows _42 range RVMATs just OK, ran moveObject re-path WRP, all looks still good as the path changed. Then started pboProject binarization. I don't know what would have changed, but this now triple checking that everything is OK, if it fails now... then I just simply need to get medieval with this bitch.
2022-04-11T02:18:00Z Still the same error, missing RVMATs up to 085 range... I simply do not get it. Okay I promised medieval shit, so gets crank up the heat...
Deleted p:\temp\ dir, then moved terrain builder object layer files away from the dir, loaded project in terrain builder and exported WRP, my theory was that the 18.2 million objects somehow broke the terrain builder project and it exports "bad shit" to WRP.
Well inspected WRP and, just by coincidece saw that there are lower case file name like this:
//pmc_poland_krynki.wrp pmc\pmc_poland_krynki_data_layers\p_000-043_l08.rvmat ... pmc\pmc_poland_krynki_data_layers\p_085-085_l08.rvmat
Now that is alredy the culprit right there, "but! There is more!" hehe. The _log.txt output from moveObject -L continues to show file names in this case:
pmc\pmc_poland_krynki_data_layers\P_000-000_L01_L08_N.rvmat ... pmc\pmc_poland_krynki_data_layers\P_042-042_N_L20.rvmat
Err, say what... there are TWO (2) lists of layer RVMAT's now in my WRP file. How in the world I managed to create such WRP?
First the wrong 000 to 085 which is too much, the old set and then from 00 to 042 which is the correct set from last generate layers.
I have never ever seen such mangled up WRP before
This happened because I renamed terrain builder project, instead of deleting everything and re-creating it from scratch. Go figure, the more I use these tools the more odd stuff I see over the years
Well at least on the bright side I figured out what the issue was and learned a valuable lesson: you cannot rename terrain builder project.
I'm going to document this, to share with the community and then... well shiet dude, I have to export global mapper satellite texture first, then put in the clouds fixed grid tiles, graphicsmagick convert it and only then I get to re-create the whole terrain builder project by importing all that shit. Aww maan!
2022-04-11T02:35:00Z Global mapper satellite texture export started, sigh.
2022-04-11T03:51:00Z Was moving my local notes pages to PMC Editing Wiki with such a passion that forgot to check and global mapper probably finished close to half an hour ago already, time flies when you're editing wiki pages hehe.
2022-04-11T03:57:00Z Created brand new pmc_poland_krynki terrain builder project
Imported heightmap and then started to import satellite mask BMPs while I went to prepare the satellite texture grid tile images in global mapper dir, those need to be opened in GIMP as XCFs and then saved out to PNG, so I can get my 2021 done edits in. These are the clone stamp tool brush off the cloud puffs edits.
Satellite mask finished importing, saved terrain builder project, I mean why not. Continued opening and exporting GIMP XCF satellite texture tile images.
Was chuckling that I had myself convinced that krynki gets released today, hah, don't get your hopes up and make plans too far ahead, you never know what will fuck up and eat half a day of work to fix
2022-04-11T04:29:00Z Terrain builder started to import satellite texture tiles. Slowly making progress.
Once it finished then started generate layers right away, this again takes couple of hours so dunno, hopefully get to see end result before going to bed tonight.
2022-04-11T04:47:00Z Generate layers started, here we go, again
Now, hmm I'm going to do some chores on the background, grab a bite to eat while this whole process gets to the point that we are ready to binarize.
2022-04-11T05:13:00Z Started proof reading and adding links to this dev diary.
2022-04-11T06:22:00Z Finished proof reading and link adding this dev diary, now all it needs is screenshots. But now, is my last meal for today, again starving...
2022-04-11T06:53:00Z Feeding time over. Terrain builder finished its thing too. Restored objects layer files in the dir, loaded project up and exported WRP.
Lets convert some layer PNGs...
2022-04-11T07:25:00Z Started pboProject binarization, once again, hopefully the last time before release.
Binarize was still chewing on the WRP addon, I started to get tired.. correction, eyes started to get sore/tired, didn't feel tired yet, however decided to start watching TV while waiting for this process to end. Binarize finished successfully. However after finishing TV watching it was already so late in the night for me that decided to leave arma3 in-game check for tomorrow.
2022-04-11T17:10:00Z New editing day has started. I left DOS CMD console box open since last night when pboProject finished binarizing, now woke up, did morning computer chores, ate days first meal and now its time to start arma3 and go check how krynki looks, crossing fingers everything works ...
Aayeah arma3 in-game check is success; roads.shp working, forest tree lines look great and thick enough (they better with 18.2 million objects hehe)... and what else, there was no airfields so.
Yesterday release procedures were already started, did everything was possible without having arma3 access while terrain builder was processing. So now web pages are pretty much done (like this one you're reading now), next is to crank arma3 video settings to ULTRA and take those dreaded screenshots for web pages. Right now starting by creating bisign keys and the actual release 7-zip packet, then screenshots.
Updated mod.cpp just prior to packing the 7-zip release package, well going to in-game there was one error, "overview =" was listed twice (doh!) and arma3 crashed on it, hehe nice error checking there
So fixed that, deleted the now broken release packet, then went to in-game to take the screenshots. Then got screenshots sorted, renamed, edited and converted.
2022-04-11T19:11:00Z Screenshots are in localhost web pages and looking good, release packet uploaded to our "seedbox" and two torrents are seeding (there are no leechers because its not released yet). Alright, its time to put web pages online and take a one last look that everything is working before pushing the evil big red button for the release
2022-04-11T19:38:00Z PMC Poland Krynki v0.1 has been released!