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monks

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Re: Rendering some maps
« Reply #30 on: March 22, 2020, 02:13:00 pm »

The Minecraft group are not actually interested in moving over to Outerra. Just to clarify.

Yes, I'll be looking at the tmds because the input files into those tmds represent the very latest files. So it would be helpful to work backwards. I'm looking to trace latest base dem, mountains set and 3rd layer. The vectors always resided in the SHPs folders so no problems there.

 For the time being the .bts 'Test_*' appear to be the latest base dem.

monks

 
« Last Edit: March 22, 2020, 02:15:09 pm by monks »
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monks

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Re: Rendering some maps
« Reply #31 on: March 22, 2020, 03:05:16 pm »

ok, the best candidate for the latest material- that being the base dem and the mountains is the project 270912_New_Mountains_Extents_17_*.gmp. 4 of them numbered A1, A2, B1, B2.

 The 3rd terrain layer is the lowlands layer which fills in all of the content not covered by the the other two. It is only added to the terrain in the tmd. Do a search for:

Lowlands_x00_y00.png

You can find all of the tiles in a format useful to GM in the folder 40klowlandtiles.

There are 4 of them. This will give you the latest ones at the end of 2012....so looks like the end of 2012...early 2013 was the last outing of the project.
 They are in the folder 301012 which agrees with the date of the gmp above and with the Outerra build file in the following post below. So I've narrowed the final run down to between Sep and the Dec of 2012.

MakeRoomforShadowBuild\HILLS_MASK\40KLowlandTiles\301012

 I need to check the heights on the base dem with the heights in the "lops" to determine whether the base dem represents the final for output version from the project. The 'lops' were used to level off to a flat plane at fixed heights, the mountains areas. There are two ways to apply the lops. Either within the project itself or at export. Basically, if they are checked in the Control Centre they will be applied to the exported terrain.

 Forget the other projects for now.

There is a txt file called "How_to_rectify_an_image"...which gives you the instructions on how to get data of all kinds into the GM project...and also contains some info using Wintopo.

 The last project files are in kinda early 2013 I think. But the terrain in the GM project is extremely unlikely to have changed in that last year.

monks
« Last Edit: March 22, 2020, 04:50:27 pm by monks »
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monks

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Re: Rendering some maps
« Reply #32 on: March 22, 2020, 03:49:43 pm »

Look what I found...a list of all of the input files into the tmd on Dec 2012. I'll see if that proves to be the latest. It may well be. It looks like I put the south-east terrain in separately as "Africa"...I seem to remember using the Layout for that...not ideal...

OuterraBuild_December12_files.txt

Outerra Build Dec 2012

Tmd: Build271112_LowerDesert

Files:
Base
F:\MEDEM\HILLS_MASK\Base_10K_Coastlines2.hfz

Estuaries
F:\MEDEM\HILLS_MASK\Estuaries_test9.png

Rivers 4 x 20K tiles
F:\MEDEM\HILLS_MASK\40kRivers\40K_rivers_x%.2d_y%.2d.png

Lakes
C:\Medem\OUTERRA_BUILD_PROCESS\Lakes_10K_grey.png

Hills (dummy blank file)
F:\MEDEM\HILLS_MASK\Hills_Dummy.png

Mts Mask
F:\MEDEM\HILLS_MASK\Mountain_Extents_TEST9.png

Mordor Mask
F:\MEDEM\HILLS_MASK\test_grey.png

Wetlands Mask
C:\Medem\OUTERRA_BUILD_PROCESS\20K_Wetlands_grey.png

Real Terrain Lowlands 4 x 20K tiles
F:\MEDEM\HILLS_MASK\40KLowlandTiles\301012\Lowlands_x%.2d_y%.2d.png

Mask for Desert Coastline
F:\MEDEM\HILLS_MASK\DesertCoastlineMask10.png

Desert Terrain (Africa)
F:\MEDEM\HILLS_MASK\Africa_241012\Fix\Africa__x%.2d_y%.2d.hfz

Mountains 40K Mts exported from GM
F:\MEDEM\HILLS_MASK\40K_Mts\251012\Again\40kMtsNoHills_x%.2d_y%.2d.hfz

Mordor Mask Mask for Texture
F:\MEDEM\HILLS_MASK\Mordor_Extents2_20K_grey_2.png

Snow Mask Stops snow on Desert
F:\MEDEM\HILLS_MASK\Africa_SnowMask.png

Africa Mask Texture mask
F:\MEDEM\HILLS_MASK\AfricaMask_20K_2.png

Forest Mask for texturer
F:\MEDEM\HILLS_MASK\Forests.png

monks
« Last Edit: March 22, 2020, 03:52:10 pm by monks »
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monks

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Re: Rendering some maps
« Reply #33 on: March 22, 2020, 03:55:19 pm »

And here's another...it actually gives the "Africa" settings in the Layout view of WM.

FILE_PATHS.txt

F:\MEDEM\HILLS_MASK\Base_10K_Coastlines2.hfz
F:\MEDEM\HILLS_MASK\Estuaries_test9.png
F:\MEDEM\HILLS_MASK\40kRivers\40K_rivers_x%.2d_y%.2d.png
F:\MEDEM\HILLS_MASK\Lakes_10K_grey_2.png
F:\MEDEM\HILLS_MASK\Hills_Dummy.png
F:\MEDEM\HILLS_MASK\Mountain_Extents_TEST9.png
F:\MEDEM\HILLS_MASK\test_grey.png
F:\MEDEM\HILLS_MASK\20K_Wetlands_grey.png
F:\MEDEM\HILLS_MASK\40KLowlandTiles\301012\Lowlands_x%.2d_y%.2d.png
F:\MEDEM\HILLS_MASK\40K_Mts\251012\Again\40kMtsNoHills_x%.2d_y%.2d.hfz
F:\MEDEM\HILLS_MASK\Africa_241012\Fix\Africa__x%.2d_y%.2d.hfz
F:\MEDEM\HILLS_MASK\DesertCoastlineMask10.png

TEX
F:\MEDEM\HILLS_MASK\Mordor_Extents2_20K_grey_2.png
F:\MEDEM\HILLS_MASK\Africa_SnowMask.png
F:\MEDEM\HILLS_MASK\AfricaMask_20K_2.png
F:\MEDEM\HILLS_MASK\Forests.png

Africa settings:
x = 783.9 Km
y = -0m

Width = 1216.10 Km
Height = 512.05 Km
Width per tile = 608.05 Km
Height pre tile = 512.05 Km

--------------------------

F:\MEDEM\HILLS_MASK\Base_10K_Coastlines2.hfz
F:\MEDEM\HILLS_MASK\Estuaries_test9.png
F:\MEDEM\HILLS_MASK\40kRivers\40K_rivers_x%.2d_y%.2d.png
F:\MEDEM\HILLS_MASK\Lakes_10K_grey_2.png
F:\MEDEM\HILLS_MASK\Hills_Dummy.png
F:\MEDEM\HILLS_MASK\Mountain_Extents_TEST13.png
F:\MEDEM\HILLS_MASK\test_grey.png
F:\MEDEM\HILLS_MASK\20K_Wetlands_grey.png
F:\MEDEM\HILLS_MASK\40KLowlandTiles\301012\Lowlands_x%.2d_y%.2d.png
F:\MEDEM\HILLS_MASK\40K_Mts\251012\Again\Latest\40kMtsNoHills_x%.2d_y%.2d.hfz
F:\MEDEM\HILLS_MASK\Africa_241012\Fix\Africa__x%.2d_y%.2d.hfz
F:\MEDEM\HILLS_MASK\DesertCoastlineMask10.png

TEX
F:\MEDEM\HILLS_MASK\Mordor_Extents2_20K_grey_2.png
F:\MEDEM\HILLS_MASK\Africa_SnowMask.png
F:\MEDEM\HILLS_MASK\AfricaMask_20K_2.png
F:\MEDEM\HILLS_MASK\Forests.png

Africa settings:
x = 783.9 Km
y = -0m

Width = 1216.10 Km
Height = 512.05 Km
Width per tile = 608.05 Km
Height pre tile = 512.05 Km

monks
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monks

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Re: Rendering some maps
« Reply #34 on: March 22, 2020, 04:04:41 pm »

This is the entire build process and sundry other instructions I think...

This 34 KB one not the 30 KB one is the latest...Workflow_for_OUTERRA_BUILD.txt

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monks

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Re: Rendering some maps
« Reply #35 on: March 23, 2020, 03:12:38 pm »

The folder MakeRoomForShadowBuild contains the files which go into the World Machine tmd build.

The World machine input files are in the HillsMask dir.

The parent folder contains other important files. I'm going through the files one by one in my list to see which are there. If I find them all, it might be possible to reconstruct the tmd. Setting up a directory path structure would probably enable opening of it good to go, presuming your machine can open it of course. I'm on 32 GB.

//I found them all. There are 4 terrains. Base dem. Mountains. Lowlands. Africa (south east lower corner). All in tile form. The lowlands went in as a png. The rest are hfz.

So, I'll try and recreate the file structure and then open up the tmd.

I'm also in the middle of creating a tiled gmp with all of the terrain and vector layers in one place.

monks
« Last Edit: March 23, 2020, 03:26:30 pm by monks »
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monks

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Re: Rendering some maps
« Reply #36 on: March 24, 2020, 05:59:11 pm »

This is the tmd for the last build dates 310113.  ;D It has 16 file inputs, many are tiled sets. I rebuilt the whole dir structure but it didn't load any files. Tmd loaded fine. So I'll try rebuild it manually. I reckon all of the files going to the Mincraft peeps could just as easily be exported from the tmd network as from Global Mapper.

 I might not do things the same way this time around. The tmd might be different. So much has changed with WM anyway in 7 years.

https://my.pcloud.com/publink/show?code=XZX6SMkZHhoyPaP0QABXDqTV7xjE684cUUQX

monks
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