2022-02-22T20:39:00Z New editing day has started, woke up and obviously global mapper satellite texture export had finished.
Exported ArcGIS 17 level preview image for new 2022 satellite imagery download, using 25m cell size.
2022-02-22T22:30:00Z GIMP edited sat_A1.png and sat_A3.png to clone stamp tool brush clouds off.
Last night when I global mapper exported satellite texture tiles I made a mistake to export 4 x 4 grid, this creates 20480 x 20480 pixel resolution tiles which are extremely heavy to edit in GIMP. I'm writing this paragraph as sat_B1.png has been exporting/saving for several minutes now and I got bored.
I'm afraid I need to delete those tiles and go back to global mapper and export 8 x 8 which generates 10240 res tiles which are much more light weight to save in GIMP. Terrain builder importing is no consideration as everything goes through PGW world file grid images.
2022-02-22T22:58:00Z Global mapper started to export 8 x 8 tiles... sigh, oh well this is another two or so hours, cant remember how long it takes. I need to write this down for the next time I'm returning from Farming Simulator 19 editing time period and cant remember shit about ArmA 3 editing.
Global mapper is very accurate about estimated time to finish counter, it now says 0150hrs, so oh wow 2h 50min uuh
While waiting I downloaded new OSM shape files for ukraine. Latest download was very recent as I made PMC Ukraine Yenky terrain, this was october last year, so relatively recent.
2022-02-23T02:03:00Z Global mapper satellite texture tiles export done and now GIMP loading sat_*.png images to check them out.
2022-02-23T03:11:00Z GIMP clone stamp tool brushed several sat_*.png tile images for clouds, now its lunch break time.
2022-02-23T03:47:00Z Lunch break over, back to GIMP clone stamp tool brushing last satellite texture tiles.
2022-02-23T03:49:00Z Finished GIMP clone stamp tool brushing clouds off. The last batch of images had no clouds to brush off.
Global mapper imported OSM shape files, cropped them into areas, lines and points layers. Then removed "bad" roads which have not much use in arma3. This went somewhat badly, the road feature count was over 9000 and when I deleted "track" labeled roads, it plummeted to 1200 which looks like almost no roads at all heh. Hmm might need to revisit the roads layer again.
2022-02-23T04:59:00Z Finished adding RGB color values to OSM natural area styles.
2022-02-23T05:03:00Z Started to global mapper export Sat_Mask PNG images in 8 x 8 grid tiles. This should not take too long as they are low amount of colors, these images export rather quickly.
2022-02-23T05:30:00Z Global mapper finished exporting Sat_Mask.
Next ran _run_graphicsmagick_convert_Sat_Mask_PNG_to_BMP_with_white_fix_8x8.bat file to GraphicsMagick convert global mapper exported Sat_Mask PNG images into BMP image format. This includes changing background white RGB 255,255,255 color to some grass or something which PMC_Terrain_Data addon layers.cfg is using.
Then ran _run_graphicsmagick_darken_and_picturemap_tiles_8x8_green.bat which is the backbone of making satellite images usable in terrain builder, which is darkening and converting PNG to BMP image format, including generating picturemap_ca.tga and L3DT texture map images.
Deleted old layers images using _run_delete_project_rvmat_png_paa_files.bat file. Was eyeballing the case sensitive terrain project directory name which is PMC_ukraine_donetsk and PMC_ukraine_donetsk_cfg, I don't like the uppercase addon tag which doesn't work in linux dedicated servers. Knowing terrain builder, the project most likely breaks if I rename the dir (tag), but then again it doesn't matter as I'm going to import satellite texture/mask anyways.
Decided to rename all these ukraine terrain addon tags to lower case like they should be.
Terrain builder deleted all raster layers, cleared unused data which had a lot of files, then saved project and exited.
2022-02-23T05:58:00Z Terrain builder started to import satellite mask.
2022-02-23T06:06:00Z Done and started to import satellite texture.
2022-02-23T06:34:00Z Finished terrain builder importing satellite texture.
Changed terrain builder mapframe properties for satellite texture/mask to 81920 x 81920 resolution. Then started to generate layers.
2022-02-23T07:47:00Z Texture has been generated, now started on mask.
Soon after I started to really get bored while waiting for terrain builder generate layers to finish so I could proceed editing THIS terrain. Sure I could have edited some others but the unfortunate side effect from these dev diary texts and video captures is that... it limits my editing speed and multitasking a great deal, I simply cannot edit two three maybe even four terrains at the same time running the data through my tool pipeline if I also have to write text like this and capture videos.
Hopefully this dev diary business wont slow me down so much that I would decide to stop writing these, because I truly believe that dev diaries are worth in gold 5, maybe 10 years from now or lets say two game engines into the future if you want to put it like that.
Its the waiting that I hate the most, I just cant stand it. Perfectly good editing time is wasted while I'm sitting on my hands waiting for piece of shit 32bit single threaded slow ass windows tools to complete their tasks
2022-02-23T08:54:00Z Terrain builder generate layers finished. Exported WRP. Right after started convert layers PNG to PAA fast bat, 26 core heh.
2022-02-23T09:12:00Z Convert layers PNG to PAA fast 26 core bat finished, CPU fan was screaming through the conversion heh.
There was so many RVMATs that the old free moveObject could not handle the WRP re-pathing. My WRP moveObject bat file was so old that it still used the free tool directory / exe.
2022-02-23T10:00:00Z Started pboProject binarization.
Forgot to write when it finished.
2022-02-23T10:50:00Z Tested in-game, crash to desktop (CTD) on loading. Its because satellite mask is "too detailed" with too many RVMATs. Actually the old 32bit moveObject is correct when it complained about too many RVMAT indexes. This sucks.
PMC Ukraine Donetsk now with detailed satellite mask comes down to 42,241 data_layers\ RVMAT files. This results arma3 CTD when loading the terrain.
So dunno what the best solution is, probably merging tons of terrain type layers.cfg RGB colors, or as Jakerod suggested in PMC discord to use 2048 resolution surface mask tile size.
Anyways that is tomorrows work, now I'm already way too tired and mind going blank, no more editing today. Calling it a night.
2022-02-23T11:06:00Z Well, I thought that just for the knowledge information gain I am going to generate layers with 2048 res surface mask tile size just to see how many RVMAT files it generates, this can run overnight so tomorrow morning I have fresh data waiting for me.
2022-02-23T16:05:00Z Heh.. let the processes run while I watched a movie and once movie was over checked in-game how the 2048 pixel resolution surface mask tiles work... and they loaded ok no more CTD. Not only that but also the "mosaic" mapview bug is gone. Also maybe I was imagining it but it felt like loading larger texture tiles was faster now, but that needs more testing to verify.
Note: I'm keeping PMC addon projects in Western Digital 4tb Green hard disk drive (HDD), I just don't have SSD/NVMe capacity to store all of them. While releasing this dev diary I checked the HDD space used for my current pbo addons, it was 285gb, all released PMC torrents currently seeding are 245gb in 7-zip archives. Most of the PMC terrains have not been binarized in my HDD, mostly due file size usage. Anyways point was that HDD is slow to load arma3 stuff, just a reference to the satellite texture in-game mapview loading speed.
And now, now I'm calling it a night heh.