2022-03-29T07:47:00Z New editing day has started... with "off the books" operations. Yeah continuing where I left off last night, trying to come up with a new tool pipeline to get SRTM online source heightmap data into arma3 so that the stupid fucking water creeping through land will not happen.
Once I get this sorted out or give up on it, I'll update this dev diary.
Just for reference, binarization time with 10 million objects:
*** pmc taiwan_chiayi Start time: 2022-03-29T0735 pboproject pmc_taiwan_chiayi_data_layers_04 pboproject pmc_taiwan_chiayi_data_layers_03 pboproject pmc_taiwan_chiayi_data_layers_02 pboproject pmc_taiwan_chiayi_data_layers_01 pboproject pmc_taiwan_chiayi_data_layers_00 pboproject pmc_taiwan_chiayi_data_layers pboproject pmc_taiwan_chiayi_data pboproject pmc_taiwan_chiayi_cfg pboproject pmc_taiwan_chiayi End time: 2022-03-29T0817
Binarization time without objects:
Start time: 2022-03-29T0911 ... End time: 2022-03-29T0950
2022-03-29T09:56:00Z Just finished experimenting with the tool pipeline to get proper ocean coastline done without any annoying water creeping into land areas.
I'm not going to list everything needed to be done, but lets just sum it up that now it works in-game, taiwan chiayi terrain is the first one to have accurate coastline done from GIMP satellite texture tile selecting and painting coastlines.
The quality accuracy of the coastline now depends solely how carefully GIMP selection was done.
Right now taiwan chiayi heightmap is as good as it gets. Next going to add objects back in, smooth out airfield runways, then roads and I believe that is it before first release.
Its been too many hours without releases, I'm starting to get the shakes
2022-03-29T10:15:00Z L3DT smoothed heightmap for the only airfield runways. Then started terrain processor road smoothing on top of that new heightmap.asc file.
Then restored the object layer files into terrain builder dir, started the project up and imported the new roads smoothed heightmap, rebuilt terrain, deleted heightmap layer, exported WRP, saved project and exited. Then moveObject re-pathed WRP as usual. We are ready to binarize.
Objects in the WRP was 10,729,528 total. Hopefully they look OK, not too dense or sparse heh.