2021-10-22T08:35:00Z Back to Taichung editing, today we proceed to go through our real world data terrain tool pipeline, would be nice to get this terrain binarized, but lets proceed one step at the time.
First task for today was to do GEBCO ocean seabed heightmap data.
Global mapper exporting GEBCO featured ocean seabed heightmap data.
Imported OpenStreetMap (OSM) shape files into global mapper and cropped them to areas, roads and points layers.
There was over 100,000 road features so reduced those roads, got the feature count down to 5345, should work great with arma3.
Global mapper assigned colors to OSM shape areas, then started to export Sat_Mask 8 x 8 grid tiles images.
While global mapper was tied down to exporting that satellite mask image set, I started another global mapper instance and did OSM shape file transformation to UTM 31N projection for Terrain Builder use. Then created mod.cpp with proper info and also terrain addon destination directory for arma3.
I always get frustrated when long process is running and cant do anything but wait. This is especially hard now as I'm writing these dev diaries and recording videos, if I didn't record videos I could bounce across several terrain projects and nibble few edits here and there while global mapper was busy doing its thing, but this doesn't really fit into my one project per dev diary video style.
Once global mapper finished exporting mask images I immediately started with texture, then used GraphicsMagick to fix the global mapper saved satellite mask images RGB background white color to RGB 250,250,250 which PMC_Terrain_Data layers.cfg uses.
Looks like satellite texture export takes roughly 40min. We wait again...
2021-10-22T10:55:00Z In the mean time I created terrain builder project, imported heightmap.asc, created mod.cpp and destination addon directory. Edit: Umm dejavu, already said to have done that previously heh. Then ran Terrain Processor for heightmap road smoothing and obj_forest object generation.
On foreground global mapper is exporting satellite texture tiles and on the background terrain builder is importing 1.16gb sized LBT object export file from terrain processor. Working hard, as usual, pushing shit in and out
Then used GIMP to go through all sat_*.png satellite texture tile images, it was pretty OK overall, but yeah there were clouds and patches, I mean what large terrain doesn't, but yeah, got some clone stamp tool brushing to do again.
Also I hate doing those coastlines free hand selection in GIMP, well let me rephrase that... I love editing in GIMP, but doing just insane amount of coastline selections for hours and hours and hours just makes you want to scream and jump out of the window. All taiwan terrains have western side coastline and taipei has north and a bit east, plus that penghu or whatever island terrain obviously has full 360 coastlines on several small islands which was pure horror to do selections for (already did them, luckily). Guess this is one of the main reasons why these little wannabe bitches in the community aren't doing large terrains, they just don't have the guts to work this much for a single terrain when they can make some useless 2km piece of shit within hours (assuming they would knew how). Aaanyways.
Checked how many objects terrain processor generated, it was 12.416 million, whoah
It was not my intention to go well over 10 million objects, I'd like to keep that a rough limit per object layer in terrain builder, I have faint memory of some terrain import failing with more than 10 million objects per LBT terrain processor file, apparently it works fine here.
2021-10-22T11:55:00Z Lunch break to cook food and eat.
2021-10-22T13:07:00Z Feeding time over and belly is full, now back to editing.
Hmm grumble grumble guess I'll start GIMP editing all the sat_??.png images now to get them good looking for in-game use. Oh man I dread the coastline free hand selection creation, oh well you gotta do what you gotta do.
2021-10-22T15:10:00Z Finished GIMP painting satellite texture, clone stamp tool brushed clouds out and did the usual coastline free hand selection and ocean seabed pattern fill plus did mask colors from that selection as well. Uuh...
Started terrain builder up and noticed the freshly imported 12.416 million object layer file ... was 3kb in size, so indeed my memory served me well, the project saving FAILED. I need to keep objects below 10 million per object layer to make sure terrain builder saves the project properly.
2021-10-22T15:43:00Z Started importing satellite mask while satellite texture was still being Darken Merge Picturemap Satellite Texture Tiles by graphicsmagick.
Satellite import finished, looking good.
2021-10-22T16:33:00Z Started to generate layers, this will take a while again and I'm getting more and more frustrated as I cant edit in the speed I'm used to when not doing dev diary and video recording. Oh well, these dev diaries and videos rulez so I cant imagine not doing them.
Anyways lunch break is soon with food cooking so that takes my time nicely while waiting.
Looking at the real world data terrain tool pipeline 00.txt file there is not much to do before terrain is ready for binarization, I might be able to switch into the next taiwan terrain today.
2021-10-22T16:37:00Z Food cooking and lunch break, I'm starvin' ...
2021-10-22T17:35:00Z Feeding time over, lets eat some terrains.
So back from lunch... and into the waiting hehe, satellite texture generation ETA 13min and then we still have satellite mask to go. Uuh.
Convert Layers PNG to PAA Fast bat in action, putting CPU cores to full use
There was no hurry to binarize (PMC Editing Wiki: search "binarize") this terrain but decided to run pboProject right away after everything was done, it can run on the background when I switch into the next terrain editing.
2021-10-22T19:31:00Z pboProject finished binarizing the terrain, we're done here (until further edits)