Dev Diary PMC Taiwan Chiayi ArmA 3 Terrain

2021-10-14 Terrain Builder

2021-10-14T02:39:00Z New editing day has started. Well actually I already did some work for PMC Africa Niger Tongo (tongo) terrain and now switched over to taiwan chiayi. Basically today we bring this baby to Terrain Builder.

Used GraphicsMagick to Darken Merge Picturemap Satellite Texture Tiles, while that was processing I created terrain builder project.

Then I was importing heightmap but ASCII Grid heightmap.asc had no ocean seabed data, then I was investigating whats going on and concluded that its not done even though tool pipeline does not include this step anymore which means I did it already. Well I started to do it ... and about half way through I realized that there already was heightmap done with ocean seabed data, tool pipeline was correct, I should have just searched for the ASC file and sure enough it was there when I did. Heh what a mess Smiley ;)

So imported heightmap.asc into terrain builder with ocean seabed data, then was ready to import satellite mask but the BMP images were not done yet, so had to run graphicsmagick bat for them first.

Got satellite mask imported.

PMC Taiwan Chiayi ArmA 3 Screenshot

And satellite texture imported, we got a full house.

PMC Taiwan Chiayi ArmA 3 Screenshot

2021-10-14T04:09:00Z Terrain builder generate layers started. Also on semi related note E:\ drive has only 132gb free space at the moment, it will soon run out when processing these huge terrains. I could already delete taiwan taipei and kaohsiung satellite work files, but I want to see them in-game first to make sure they are fine.

2021-10-14T04:51:00Z Was going through real world data terrain tool pipeline and saw that I need to separate OSM vegetation areas into individual files ... well I started to do that and much later figured out that yeah, I already did this heh. Oh man, trust the fucking tool pipeline text, if its not listed there then YOU HAVE ALREADY DONE IT! hehe

Ran Terrain Processor forest task with 1 hectare density and temporary roads.shp file, to get the base line number of objects, it was 663k so again with quick calculation we could do 15 hectare density, I set it this time to 16 and generated new objects. This generated 7.975 million objects, hmph, should have cranked the density up some more.

2021-10-14T06:10:00Z Terrain builder generate layers finished. Next I imported Terrain Builder Template Libraries and roads smoothed heightmap. Then started to import those 7.975 million vegetation objects.

Then just Convert Layers PNG to PAA Fast bat, Separate Data Layers for smaller PBOs with _run_Separate_WRP_Dir.bat and moveObject re-pathing of layers RVMAT's.

2021-10-14T07:06:00Z All done, terrain project is ready for pboProject binarization (PMC Editing Wiki: search "binarize"). However I wont start that now as it could be another 10hrs task.

2021-10-14T07:50:00Z After having a lunch and looking at list ot stuff to do, I just somehow felt like nah... that is it for today, I'm going to watch TV and chill rest of the day.

2021-10-14T15:19:00Z Well decided to run pboProject binarization before going to sleep, so just started it. Actually did taiwan kaohsiung just now which took 40min, odd as taiwan taipei took 10hrs yesterday.

2021-10-14T15:52:00Z Binarization finished, heh, nice.

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