This is dev diary for PMC Taiwan Taipei 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).
2021-10-07T04:50:00Z Started to work on taiwan terrains, at this point I don't know WHAT terrains I'm going to create, at least taipei and then something in the south, but we'll see how this develops.
2021-10-07T07:37:00Z Got bunch of stuff done, was a bit excited and recorded videos while editing without writing anything down heh, ouch, how did that happen
PMC Taiwan Taipei 81.9 kilometer x 81.9 kilometer terrain has been born.
Chose 81 kilometer (km) terrain, did the preliminary work with Global Mapper and started Terra Incognita downloads. Also created Terrain Builder project already, moved ASCII Grid heightmap.asc there and imported it in.
Now terra incognita is downloading second satellite imagery corner piece.
Yeah I know; whats the point of dev diary if you don't write one, well this was my mistake, with creating a brand new terrain lost all focus and just kept editing
2021-10-07T07:59:00Z Terra incognita is downloading 2nd corner and will probably download still when I go to sleep today, I cant be able to stay awake to do any satellite texture work, it will be something for tomorrow. Updated Latitude / longitude config values just now.
Downloaded GEBCO ocean seabed data and merged it with SRTM data.
This is global mapper view of the user created grid I chosen, not sure if this is a good location but its a start.
2021-10-07T16:45:00Z New editing day has started, overnight while I slept terra incognita finished downloading last corner piece.
2021-10-07T18:25:00Z Global mapper was exporting satellite texture in 8 x 8 grid tiles.
2021-10-07T18:57:00Z Global mapper finished exporting and I had inspected first row of satellite texture tiles, meaning sat_A1 through sat_A8 PNG images. They were ALL full ocean tiles.
This made me think that arma3 does not use ocean and its bottom, not really. Sure we have diving so saying "ocean bottom is not used" is not technically true, but when you have 81km terrain with few (several?) kilometers of just empty ocean... that is huge amounts of megabytes in satellite texture/mask images wasted for no reason. Even if you were enthusiastic diver or wanted to drive/sail boats a lot... its a huge vast ocean out there plenty of space to do that without needing so much empty water.
Hmm not sure if I'm going to re-design current taipei coordinates but I will definitely write empty ocean thoughts (empty thoughts? haha) down for future reference and additional terrains the land mass MUST be bulk of the terrain coverage.
Two terra incognita ArcGIS exoported Black Tiles on sat_B3 tile image. Doesn't matter as its ocean, but if more such black tiles appear over landmass, then we have an issue.
Went through all satellite texture tiles in GIMP to make a list of stuff to fix.
Full ocean tiles: sat_A1 - A8 whole full row. sat_B1 - B3, B8, C1
Coastline tiles: sat_B4 - B7, C2 - C4, C7, C8, D1, D2, F8, G8, H8
Clouds: sat_C5, C6, D6, D8, E2, E5, E6, E8, F6 - F8, G3, G6 - G7, H2 - H6
Black tiles: sat_E4, G8, H5
Arcgis world imagery satellite quality was actually quite bad overall, its fine but was still surprising, I thought taiwan would have better coverage. For example PMC Israel Gaza Strip 81km terrain has absolutely perfect satellite imagery.
Created _run_ocean_sat_A1_copier.bat file which copys sat_A1.png image into all the other full ocean satellite texture tiles. No point of painting them all individually when you can just copy A1 over the rest. This is also why having a lot of water in arma3 terrains feels so dumb, why waste perfectly good satellite texture/mask space for something which is not used much (or duplicate area).
I'm not happy how my ocean seabed sand seed texture looks like, but its what I have now.
2021-10-07T20:31:00Z I'm now GIMP painting the coastlines, this is very accurate work, need to be careful how to use free hand selection tool and draw along the coast. There are many spots where you cant really tell from the arcgis world imagery if its ground dirt/sand or just some murky water, but heh well you just have to use your best judgement then
But yeah this is another not "hard" work but, something like that, this certainly is not an easy or quick task. Anytime you create terrain with coastlines, be ready for the additional satellite texture / mask and heightmap work it requires.
Was GIMP editing those coastlines for satellite texture and messed up, I did file -> overwrite to save the PNG and then proceeded to color mask while it was still saving, well naturally it saved pixel by pixel live so image turned like mixture of texture and mask, heh hilarious. Only ruined three images but overall effect is that I had to re-export satellite texture from global mapper, another half an hour job. Oh well. I wont be making the same mistake ever again.
2021-10-07T22:07:00Z Global mapper finished re-exporting, created sat_A1 as ocean seabed sand texture, then copied it over to all other full ocean tiles.
2021-10-07T22:46:00Z Had a lunch and now just finished GIMP painting sat_C4 which was the last tile I did before discovered my mistake. Now we continue as if nothing happened heh.
2021-10-08T00:04:00Z Finished GIMP drawing coastlines, uuh that was a lot of work.
Used terra incognita to re-save (not download, just save) satellite corner pieces to fix the random black tiles. Its unfortunate that terra incognita seems to create these buggy tiles sometimes, its rare but still ruins the party when you find one or more in your satellite texture. Now I had to create a new tool pipeline task to check new terra incognita downloads using irfanview, just to make sure they don't need to be re-saved.
2021-10-08T02:52:00Z In GIMP fixing clouds, clone stamp tool brushing them off. Not very fun to destroy satellite imagery, but the fact is that having pure white clouds in satellite looks much worse than anykind of fake clone brushing. White clouds are eye sore in satellite texture.
Depending on the severity of clouds, it takes close to 10min to clone brush one satellite tile.
Before and after.
2021-10-08T04:49:00Z Finished GIMP clone brushing clouds off, Darken Merge Picturemap Satellite Texture Tiles with GraphicsMagick. Next would be satellite mask creation but my tool pipeline does not have that information, not even "do mask" simplicity heh. Basically I should use vegetation shapes in global mapper, assign layers.cfg colors to them and then export mask tiles from there, after that would have to fix the background white color for those areas which did not have shapes.
2021-10-08T19:29:00Z New editing day has started. Last night when I first saw the low resolution preview image of satellite texture I was utterly disappointed, it looks so trashy with huge patches and those clone brushed cloud areas which few of them can be easily seen even from a low res preview.
Here are the original ArcGIS 17 level source image (left side) and edited final satellite texture (right side).
Looking at that final satellite texture its clear to see that ocean seabed sand texture is way too bright even after darkening the original source. Overall the satellite is not very dark, I'm using normal graphicsmagick darkening bat file settings which are as following, first number is darkening where 0 is completely dark and 100 is no darkening, second number (80) is color saturation.
_run_graphicsmagick_darken_and_picturemap_tiles_8x8_desert.bat
gm convert -modulate 70,80
_run_graphicsmagick_darken_and_picturemap_tiles_8x8_green.bat
gm convert -modulate 90,80
In GIMP loaded the ocean seabed sand seed pattern texture and darkened it a lot, brought down brightness -50 in value slider. Then loaded all the satellite mask XCF images and texture PNG images with coastlines into GIMP and shuffled selection over the texture and finally pattern filled this new darker pattern to it. Did this to all coastline tiles, plus sat_A1.png which is full ocean and then copied it over to other full ocean tiles.
2021-10-08T21:21:00Z When finished that task used graphicsmagick to generate brand new darkened Sat_Tex_ images, here is the preview result.
Somehow ocean seabed sand brightness still doesn't feel dark enough, but I guess that'll have to do for now.
2021-10-08T22:42:00Z Global mapper assigned colors to all OSM area shapes, this is now our satellite mask. Then started to export Sat_Mask_ in PNG images. However inspecting first PNG I discovered that "empty pixels" is saved as transparent, hmm I had that option ticked, didn't I, ok gotta fix that. This was my second time exporting OSM shape areas to mask method, I'll learn
After exporting was done checked few of the PNGs and indeed all "non mask" areas were transparent, so decided to re-export it with the transparency option disabled. Checked Sat_Mask_A1.png and now it was RGB 255,255,255 white, good.
Next used graphicsmagick to convert Sat_Mask PNGs to BMP with white RGB fix. Goofed up there was the bat I ran was for 4x4 tiles, well then I fixed it for 8x8 and ran it, except yeah I fixed it for NUMBER EIGHT tiles but it was still only 4 CHARACTER tiles, A-D instead of A-H heh, oh well fixed that and ran it for the third time
When all that was done used terrain builder to import satellite mask and texture.
Satellite texture import felt like it took forever, but now its in. Next is generate layers heh.
2021-10-09T01:13:00Z Terrain builder generate layers texture started.
2021-10-09T02:25:00Z mask started
And of course I forgot to write down when satellite mask generation finished, its on dev diary videos heh. Next I used Convert Layers PNG to PAA Fast bat, as usual. Then Separate Data Layers for smaller PBOs bat, then layers RVMAT re-pathing using moveObject.
2021-10-09T05:05:00Z Started to work on new taiwan terrains
2021-10-13T05:43:00Z New editing day has started. Took a few days off from taiwan taipei editing because was working on other PMC taiwan terains and for example yesterday I did not edit any terrains as it was PHP + MySQL learning day. But now here we are and plan is to get stuff done so we get to test and eventually release these taiwanese terrains.
Didn't read the above text few 9th (edit: few? what does few 9th mean? haha) but what I recall is that taipei is ready for binarization but it doesn't have objects yet and coastline heightmap has not been smoothed out. Now I'm going to create terrain processor OSM shape file setup to generate some vegetation.
2021-10-13T06:31:00Z Copied Terrain Builder Template Libraries into source\TemplateLibs\ dir, copied basic Terrain Processor TPP Templates files into TerrainProcessor dir and configured Smooth_Roads.tpp, then ran it. Next imported this new heightmap into terrain builder.
Got A3_Stratis_Forest_Sparse.tpp project working using obj_forest.shp shape file, in usual manner ran it through with hectare density 1 to see if it works, well initially it didn't as I have "obj_foerst.shp" typo in there and terrain processor got crashing before I found the bug. When ran it generated 759k objects which is huge amount for hectare density 1, we can multiply that each time we increase density, so density 20 would be 15 million objects already, whoah that is crazy... man those shapes are indeed huge then.
On quick calculation to aim for less than 10 million objects, for now, we can only use hectare density of 13, ouch. So proceeded to run that next.
Used hectare density 13 for trees, 10 for bushes and rocks, this generated 8.394 million objects. Going to import those to terrain builder now even though I know these objects look extremely sparse, but we'll see what to do about the density lateron, most likely shapes need to be split into multiple shapes so the terrain processor generated LBT fils can be smaller, smaller terrain builder object layers. I recall there was some issue with terrain builder trying to import more than 10 million objects per object layer.
2021-10-13T07:26:00Z Started to pboProject binarize (PMC Editing Wiki: search "binarize"). Was odd that my example pboproject bat file was out of date, it had -w=p:\ parameter which is not supported anymore, hmm wonder where I got this bat file from, oh well fixed it and pboProject is happily running now.
2021-10-13T07:52:00Z Did some small edits to real world data tool pipeline, pboProject bat file for this and another taiwan terrain, upgraded it to more fancier setup with those updated command line parameters, then it was just boring waiting.
I wanted to edit something else on the side as my day only has 17hrs of good editing time and it is wasted if I just watch pboProject screen while its binarizing terrain for over an hour...
While pboProject was binarizing I did some work for PMC Taiwan Chiayi terrain, cooked food and ate. This binarize did take a long time.
2021-10-13T13:11:00Z pboProject is still binarizing, this is crazy its now been what, five (5) hours of binarizing!
Checked windows task manager and binarize_x64.exe is processing as memory usage is slowly increasing, so its not stalled/frozen like what can happen with too rough heightmaps, but man it does take forever. I am surely going to do other 81.9km terrains overnight when I go to sleep, there is no point sitting and waiting for this long time.
I mean I'm 99% sure its not frozen, this is just crazy large terrain with satellite texture/mask and 8.3 million objects, this is big boy country we aren't binarizing little girlie men terrain in five minutes
2021-10-13T16:46:00Z pboProject still binarizing hehe. I see from task manager that CPU usage goes up and down every few moments and I can also hear CPU fan speeding up at those times, so binarize is definitely doing something, I believe its the 8.3 million P3D objects that are being binarized.
I took a long nap today so my sleeping schedule is off the whack, I am dead tired right now and don't even know if I should go to sleep or is this just the usual "been up 12hrs yawns". But I'm bored to death waiting for binarize to finish so decided to go to sleep. Cant wait for tomorrow to see if binarize finally finished.
2021-10-21T11:08:00Z Back editing taiwan stuff. Added RoadsLib.cfg from root master location using symlink.
Fixed latitude / longitude coordinates where lon was negative, putting it to US west coast hehe.
2021-10-28T01:30:00Z Back to taipei editing, kind of. WRP in the addon dir was already with several million objects, so I just pboProject binarized it for in-game use (meaning started to...).
Class names{} had several question mark characters so investigated that and gee whiz, of course pmc_names.hpp was not UTF-8, heh that was a easy fix
Finally pboProject finished... ten (10) hours later!
*** pmc taiwan_taipei Start time: 2021-10-28T0125 pboproject pmc_taiwan_taipei_data_layers_08 pboproject pmc_taiwan_taipei_data_layers_07 pboproject pmc_taiwan_taipei_data_layers_06 pboproject pmc_taiwan_taipei_data_layers_05 pboproject pmc_taiwan_taipei_data_layers_04 pboproject pmc_taiwan_taipei_data_layers_03 pboproject pmc_taiwan_taipei_data_layers_02 pboproject pmc_taiwan_taipei_data_layers_01 pboproject pmc_taiwan_taipei_data_layers_00 pboproject pmc_taiwan_taipei_data_layers pboproject pmc_taiwan_taipei_data pboproject pmc_taiwan_taipei_cfg pboproject pmc_taiwan_taipei End time: 2021-10-28T1140
There is something seriously wrong with taiwan taipei terrain builder project as pboProject takes insane amount of time to binarize it.
2021-10-28T15:48:00Z Checked it in-game and ... no objects show up and the class names{} config fix I did, was not there, I mean there was still ? question mark characters in location names.
Loaded the project up with terrain builder... except it didn't load, it was in the loading "mode" for eternity, did not clock it but it was over 15min for sure. Decided to kill the task in task manager but waited few more minutes just in case. Huge project with 8 million objects does NOT load this long.
2021-10-28T16:45:00Z Started global mapper, plan is to export OSM area shapes in 4 x 4 grid tiles so we can get smaller object layers for terrain builder. First exported cropped_areas.shp, then loaded it up and did the usual UTM 31N transformation.
OSM areas in global mapper.
When exporting 4 x 4 grid tiles it did not save A1 for me, because it was ocean and had no OSM data, that is very nice, no data no export.
Here are the terrain processor generated forest object counts. A3 1.019 million, A4 202k, B1 8.8k, B2 539k, B3 646k, B4 1.611 million, C1 345k, C2 1.058 million, C4 1.582 million, D1 1.333 million, D4 340k, D2 1.619 million, C3 1.622 million, D3 1.778 million.
2021-10-28T17:26:00Z Checked terrain builder and it is still loading taiwan taipei project, oh yeah she's dead, time to remove the rotting corpse... by task manager ending the task.
Looking terrain builder in task manager, it does vary on CPU usage about 3-4.5 % and memory usage is fluctuating, so it appears to be doing something... but that is a moot point, nothing takes this long and I have new object import LBT files coming so its killin' time.
Then went to \Source\TerrainBuilder\pmc_taiwan_taipei.Layers directory and deleted LBT_Forest_001.tv4l file which was 323mb size.
Started terrain builder and loaded taiwan taipei project, it did load quite slow but came up after about... ugh didn't time it but felt like minute or no more than two.
2021-10-28T17:35:00Z Started importing those 4 x 4 grid tile OSM shape areas terrain processor LBT import files (mouthful). Total of 15 files. I really like how few objects there are on each of those, none of them have more than 2 million so if this doesn't work with terrain builder object count wise, then dunno what to do other than to reduce hectare density a great deal in terrain processor which results into shit looking sparse forests.
Once finished I exported WRP and it got 13,743,136 objects, then saved project and all went OK.
2021-10-28T18:17:00Z Started to pboProject binarize WRP addon, now its interesting to see if it still takes 10 hours.
2021-10-28T18:47:00Z Finished, whohoo!
Checked it in-game and forest looks nice, ok roads for some reason are still dirt/gravel but ignore that for now.
2022-04-18T05:26:00Z New editing day has started. And again its actually new editing YEAR
Today I alredy released PMC Taiwan Kinmen and PMC Ukraine Yenky terrains, I feel excited as a horny dog so attacking the LAST terrain on this mega terrain release batch I got going on (talking about all these new 2021+2022 terrains). Taiwan taipei is last in the list, after this there is nothing planned but most likely few more releases follow, but that has to be after few days break once taipei is out.
Just finished reading this dev diary page, it was very interesting read with many screenshots and a lot of details, I can tell that I was enthusiastic when starting taipei as mouth was running so much, nice heh.
Today's plan is to assess if this terrain could be released and if so... maybe I have enough time for today to get this third release out which would be awesome, but no expectations, just one step at the time. As usual I'll start with arma3 in-game check to see how the terrain looks and works.
Checking in arma3 got few more items to my issues list, nothing too bad. Biggest task is to do the ocean coastline water creeping to land, that will take some time.
Global mapper dir was completely empty, no work files left, ugh. So started to export satellite mask because that is needed to fix the water creep.
Exportin' ...
Started terrain builder and went to find airfields, found three, wow. Created Terrain Builder Keypoints for these airfields so they are easy to find and also to get them on config.cpp class names{} 2D mapview.
Then created shapes layer called airfield_runways and drew poly lines for all these airfield, well, runways
Exported WRP then opened created .HPP file in text editor and copy pasted the keypoint classes into pmc_taiwan_taipei_cfg\pmc_names.hpp file, now we got arma3 location names for these airfields.
Used another instance of global mapper (first is still exporting satellite mask) and opened airfield_runways.shp, assigned ID/ORDER feature values to them and exported back out. Then imported roads.shp so these shapes are now merged, then exported roads.shp back out again. Then imported roads.shp to terrain builder and guess what? Ding! Ding! Ding! Correct, exported it right back out again
2022-04-18T06:20:00Z Started GIMP loading Satellite.Mask/ XCF images and merge them with equivalent Sat_Mask_??.png images, uuh... I want this automated so bad
2022-04-18T06:38:00Z Finished that RGB color shuffle, Sat_Mask_??.png images with ocean coastlines are now done, also did Sat_Mask_A1.png which is first full ocean tile, painted it RGB 0,0,150 blue ocean color and copied to all the rest of the full ocean tiles.
I really really need to get that GIMP shuffle done with ImageMagick bat file
It was time for global mapper shuffle for ocean coastline stuff. This is the semi new tool pipeline I have, seems to be working good so far. Here I am doing the, err umm the ... uhh dunno which part
This took a while as my tool pipeline text file states on the left. Need to find something else to do while tools are busy processing...
Hmm there is still ways and hours to go before this terrain is release ready assuming everything goes according to plan, but I am going to start release procedures now already, mainly creating the web page php files. I just cant stand sitting here idle without anything to do while global mapper is processing data.
Added pmc_taiwan_taipei to PMC "worldSize" mission pack compilation bat terrain list, gotta get them missions for all terrains.
Updated bisign key generator and 7-zip release packing bat files, felt so wrong to do that as terrain is being still edited heh. But gotta optimize time use
Yeah buddy heightmap-final.asc exporing!
Next imported heightmap-final.asc into L3DT and imported L3DT_texture_map.png, then smoothed airfield runways. Then copied terrain processor helper files, roads.* copying and *.LBT deleting bat files into its dir, edited and ran the roads bat file, then started roads smoothing using the airfields smoothed heightmap as source. Oh and I also used global mapper to delete airfield runways from the roads.shp file, so it wont cause any funkyness.
Forgot to put heightmap.asc coordinates to 200,000/0 so terrain processor failed heh, oh well, easy fix.
2022-04-18T07:18:00Z Okay ocen coastline water creeping operation is now done. Uah.
Terrain builder exported WRP with 1,374,136 objects. Edit: neverming, just keep reading
2022-04-18T07:23:00Z Started pboProject binarization, alright, things got done
Was edited web pages for taipei and noticed the object count, 1.3 million, well that cant be right, wasnt it more like 13 million before, hmm. Binarize is already running so need to see what happened with objects, hopefully this is not one of those terrain builder projects which break when many objcts are imported.
2022-04-18T07:49:00Z Going to move this dev diary from localhost to the actual web page file now, can start proof reading it while binarize is still running and by the looks of it, the objects are broken so need even more time to fix them and do another binarize process.
2022-04-18T08:02:00Z Binarize finished and few moments ago started to proof read this dev diary, which got halted now of course as its time to check PBOs in arma3.
Hmm there is perfectly fine forests in arma3, how is that possible if there was only 1.3 million objects, hmm might I have made a typo, missing one number so instead of 1,300,000 it should have been 13,000,000 hmm
Airfields look good, forests definitely have over 10 million objects, coastline looks great. There was one location in the coast which had similar bizarre elevation narrow line as PMC Taiwan Kinmen just earlier had, dunno where is that coming from in the global mapper tasks. It can be easily fixed with L3DT and I'm going to do it now.
Checked out time of the day and still over six hours to go, yeah this terrain gets released today no doubt in my mind
Imported latest heightmap into L3DT and had a lot of problems finding the damn elevation line, went over the area twice and could not see it. Only after you zoomed in real close it appeared, hah. So lowered the elevation line to -3.01m which is OK ocean coastline depth.
Exported WRP and indeed I was blind as a fucking bat, it was 13,743,136 objects
Then started pboProject binarization just for the WRP addon as no other addon had been changed and it takes few minutes to binarize those others. But now we wait and I'll come back to proof reading this dev diary
2022-04-18T08:53:00Z Binarize finished, time for another in-game arma3 check.
Everything looks good in-game, ocean elevation odd line is gone, poof. And with perfect timing, its my lunch break. Awesome.
2022-04-18T09:26:00Z Feeding time is over, back to proof reading. Continued release procedures by generating bisign keys.
2022-04-18T09:50:00Z Finished proof reading and adding links to this dev diary. Next need to take those screenshots, its another good chunk of time and effort spent.
2022-04-18T10:28:00Z Screenshots taken, sorted, renamed, edited and converted.
2022-04-18T10:51:00Z Uploaded web pages to our server, one last look that all images etc are working and then its time to release last terrain addon in this huge batch of new 2021-2022 terrain projects heh.
I had to actually check but the first arma3 terrain release in 2022 was 2022-03-18T22:40:00Z PMC Ukraine Mariupol, just realized it is one month to this day!
All taiwan and poland terrains and ukraine yenky was created in 2021. Rest of the ukraine terrains were created 2022 when the war broke out. So its been one month of straight terrain releases, I have only taken mere hours worth of breaks to play some MP but its been full blast no excuses motherfucker attitude to release these terrains.
I am SO burnt out right now, its all a big blur to me, every day been working on terrain editing to get each project ready and then comes the release procedures. Oh man it has been exhausting and awesome at the same time.
Now it feels so fucking good to have last release good to go, just press the evil big red button heh. Almost surreal feeling that holy shit has it really been one month of straight up releases, editing for month is nothing anyone with the right mindset can do it, but pushing out releases at this pace has been crazy!
But enough bullshit, its time to release last of the 2021 terrains
2022-04-18T11:15:00Z PMC Taiwan Taipei v0.1 has been released!
2022-04-21T07:42:00Z New editing day has started, or not really. See Dev Diary PMC Taiwan Kaohsiung 2022-04-21T07:34:00Z timestamp for details, sorry I wont be repeating the same thing I just wrote there
First I deleted existing layers RVMAT and PAA files. Then loaded the project in terrain builder and did that 2048 change. Then started generate layers, this will be running on the background.
2022-04-21T07:52:00Z I had three (3) terrain builders generating layers
2022-04-21T10:03:00Z Generate layers finished when I was at PMC Gaming computer.
2022-04-21T11:50:00Z Started convert layers PNG to PAA fast bat.
2022-04-21T12:16:00Z Finished convert layers PNG to PAA fast bat.
Then moveObject re-pathed WRP file and edited separate WRP and Data addon PBO bat files. Next ran the separate WRP and Data bat file. Then started moveObject re-pathing layers RVMAT files.
Taipei is now ready for binarization.
PMC Taiwan Taipei: Changelog, Dev Diary, Screenshots. Back to PMC Terrain's page.