Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Map modding

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Armored Brigade >> MODS and Scenarios >> Map modding Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
Map modding - 11/19/2018 5:05:17 PM   
storm rider


Posts: 217
Joined: 3/13/2013
Status: offline
I'm almost there, but I still have a few doubts.

The maps are all in 1:30 scale. 61.440x61.440km (2048x2048px). The bmps are all 24bit, 72px/in. The terrain file seems to be editable in-game and is the same size as the heightmap;


My main doubt is regarding the height range for the maps. The height file is just a raster image in BMP, and it seem to be a simple 2 colors, black to red gradient, but I noticed that one or other maps have a varying amount of green in their RGB range. I didnt find anything specified as vertical ranges, or vertical offset in any of table files, so I assume that the vertical range is within this 0-255 of red gradient. Sharp slopes seem to become automatically impassable terrain.

I already tried different sources, like Alos Palsar, SRTM 1arc & 3arc, aster and them exported as bmp, resized to 2048px in photoshop and imported ingame. I tried to set the color gradient as custom shaders in Global Mapper, in different vertical ranges, from say, 0 to 400m, 0 to 1000m, to the actual range of the terrain, or giving it offsets, but the resulting terrain is always extremely noisy, sometimes so noisy that its tiny slopes make the entire terrain impassable. I also tried to post process the height map in photoshop, reducing noise, giving some degrees of blur, it works, but it looses a lot of good resolution and the result is still unsatisfactory.

So, my questions are:
1- How should the bmp be processed and exported out of the GIS program?
2- How is the vertical range done?

Cheers

< Message edited by storm rider -- 11/19/2018 5:06:50 PM >
Post #: 1
RE: Map modding - 11/19/2018 5:19:35 PM   
22sec

 

Posts: 859
Joined: 12/11/2004
From: Jackson, MS
Status: offline
PM me your email and I will email you the custom shader for use in GB. It uses the red and blue channels.

< Message edited by 22sec -- 11/19/2018 5:20:00 PM >


_____________________________


(in reply to storm rider)
Post #: 2
RE: Map modding - 11/22/2018 7:53:49 PM   
storm rider


Posts: 217
Joined: 3/13/2013
Status: offline
Thank you 22sec!

I'm trying to get in game a portion of southern iraq, about the general location of the 73 easting. The thing is that whatever source I have (Alos Palsar, Aster, SRTM 1 a 3Arc) are extremely bumpy, rough and noisy. I tried smoothing it using photoshop and l3dt, but if I go just a bit overboard, the map becomes minecraft like. I've never been there myself to be honest, but from the pictures and stories from that campaign, the terrain that I have in mind is completely different from the terrain that results from all my DEM sources. In my head, it should be flat as far as the eye can see, with only slight barely visible rolling terrain which are just enough in some parts to allow for some reverse slope like defense lines. Perhaps all of them suffer from some desert anomaly that makes them look rough and bumpy to every single imaging satellites or even, from what I know, this region doesn't have a fixed topography profile because it's subject to a shifting sand top cover, as is the case throughout the Arabian desert and during those years it was rough as hell. Anyway, I would like to know if you have any suggestion for post processing it best.

Cheers

< Message edited by storm rider -- 11/22/2018 7:57:10 PM >

(in reply to 22sec)
Post #: 3
RE: Map modding - 11/22/2018 10:49:20 PM   
Issue8


Posts: 125
Joined: 12/15/2013
Status: offline
Height values are figured with the red and green channels. The blue channel is not currently used.

Red channels are 0-255 in meters. If a height value goes over 255, then add 1 to the green channel and then go back to red=0.

Formula is (Red Channel) + (Green Channel * 255).

For example: if a pixel value is RGB (171,1,0) then the height is (171) + (1 * 255) = 426

Another example: if a pixel value is RGB (107,2,0) then the height is (107) + (2 * 255) = 617

This was originally a design that worked with a program called Global Mapper (I think that is the name).

(in reply to storm rider)
Post #: 4
RE: Map modding - 11/23/2018 12:10:01 AM   
22sec

 

Posts: 859
Joined: 12/11/2004
From: Jackson, MS
Status: offline
What scale did you export from GM?

_____________________________


(in reply to Issue8)
Post #: 5
RE: Map modding - 11/23/2018 10:46:16 AM   
storm rider


Posts: 217
Joined: 3/13/2013
Status: offline
horizontal scale 30m/px, resolution 72: 61.440km = 2048px and 122.880km = 4096px

I'm installing QGIS so I'm gonna try some of its filters to see if I can get better results. What I think I need is something like an adaptive smoothing for srtm.

(in reply to 22sec)
Post #: 6
RE: Map modding - 11/23/2018 2:20:56 PM   
kevinkins


Posts: 2073
Joined: 3/8/2006
Status: offline
Keep us posted and take a lot of notes .

Kevin

_____________________________

“The study of history lies at the foundation of all sound military conclusions and practice.”
― Alfred Thayer Mahan


(in reply to storm rider)
Post #: 7
RE: Map modding - 11/23/2018 2:43:13 PM   
22sec

 

Posts: 859
Joined: 12/11/2004
From: Jackson, MS
Status: offline
I always make sure I am working from the same projection. I prefer to change my data to UTM in Global Mapper.





Attachment (1)

_____________________________


(in reply to kevinkins)
Post #: 8
RE: Map modding - 11/23/2018 2:44:10 PM   
22sec

 

Posts: 859
Joined: 12/11/2004
From: Jackson, MS
Status: offline
Next I prefer to export as a PNG file which I can later convert to a 24-bit BMP file for use by the game engine.




Attachment (1)

_____________________________


(in reply to 22sec)
Post #: 9
RE: Map modding - 11/23/2018 2:45:13 PM   
22sec

 

Posts: 859
Joined: 12/11/2004
From: Jackson, MS
Status: offline
Last, and most important is to make sure the image is exported at 30m x 30m per pixel.




Attachment (1)

_____________________________


(in reply to 22sec)
Post #: 10
RE: Map modding - 11/23/2018 2:47:14 PM   
22sec

 

Posts: 859
Joined: 12/11/2004
From: Jackson, MS
Status: offline
I typically have used SRTM 3-second arc data. I think it works best at this scale, and there is world wide coverage.

_____________________________


(in reply to 22sec)
Post #: 11
RE: Map modding - 11/23/2018 4:46:03 PM   
CCIP-subsim


Posts: 695
Joined: 11/10/2015
Status: offline
So it turns out I'm completely useless with getting GlobalMapper to work

Could I possibly solicit help from one of you with a height map for the Chechnya map I am currently working on?



Any chance you could export it out as an example? It doesn't have to be a precise fit, just something I could work with.
It would be immensely appreciated

(in reply to 22sec)
Post #: 12
RE: Map modding - 11/23/2018 4:54:36 PM   
22sec

 

Posts: 859
Joined: 12/11/2004
From: Jackson, MS
Status: offline
Sure, send me the coordinates you want.

_____________________________


(in reply to CCIP-subsim)
Post #: 13
RE: Map modding - 11/23/2018 6:44:30 PM   
storm rider


Posts: 217
Joined: 3/13/2013
Status: offline
I wasted a whole day-off trying to get QGIS to work with r.denoise/pyproj. I'm feeling completely frustrated. What a piece of garbage!

(in reply to 22sec)
Post #: 14
RE: Map modding - 11/23/2018 7:02:04 PM   
22sec

 

Posts: 859
Joined: 12/11/2004
From: Jackson, MS
Status: offline

quote:

ORIGINAL: storm rider

I wasted a whole day-off trying to get QGIS to work with r.denoise/pyproj. I'm feeling completely frustrated. What a piece of garbage!


Welcome to the wonderful world of map making. 🌍😬🍺

_____________________________


(in reply to storm rider)
Post #: 15
RE: Map modding - 11/24/2018 7:42:41 PM   
storm rider


Posts: 217
Joined: 3/13/2013
Status: offline
I made some good progress finally!

Does any know the exact location of the Battle of 73 Easting?

Most sources I have are a bit inaccurate and I'm a bit skeptical about them since I can't find any left over wrecks from this battle in google earth. There must still be dozens of destroyed tanks laying around there.

(in reply to 22sec)
Post #: 16
RE: Map modding - 11/24/2018 10:09:48 PM   
CCIP-subsim


Posts: 695
Joined: 11/10/2015
Status: offline

quote:

ORIGINAL: storm rider

I made some good progress finally!

Does any know the exact location of the Battle of 73 Easting?

Most sources I have are a bit inaccurate and I'm a bit skeptical about them since I can't find any left over wrecks from this battle in google earth. There must still be dozens of destroyed tanks laying around there.


The conventional location given is 29°32′41″N 46°37′33″E

Keep in mind that it's in the middle of a desert, and sands shift - so it would not be surprising to see no trace of the battle wreckage on any satellite photos.

I'd suggest a map layout roughly like this:


It starts a bit north of the Saudi border that way, but that also gives you all the main Coalition phase lines in one map and leaves a bit more room on the Iraqi side. Or you could push it a bit further south, or even try rotating the map a bit (you probably don't really need Kuwait in there, but that ridge running along the border is important).


(in reply to storm rider)
Post #: 17
RE: Map modding - 11/24/2018 10:14:00 PM   
CCIP-subsim


Posts: 695
Joined: 11/10/2015
Status: offline
(interestingly, Bing Maps has an aerial shot of the area - and there's at least a couple of things there that do look like wreckage, such as here: )

(in reply to CCIP-subsim)
Post #: 18
RE: Map modding - 11/24/2018 10:58:49 PM   
kevinkins


Posts: 2073
Joined: 3/8/2006
Status: offline
Perhaps this confirms the location. Or at least corroborates it.

https://latitude.to/articles-by-country/iq/iraq/4235/battle-of-73-easting

Will keep looking a bit more.

Kevin

_____________________________

“The study of history lies at the foundation of all sound military conclusions and practice.”
― Alfred Thayer Mahan


(in reply to CCIP-subsim)
Post #: 19
RE: Map modding - 11/25/2018 12:23:09 PM   
storm rider


Posts: 217
Joined: 3/13/2013
Status: offline

quote:

ORIGINAL: CCIP-subsim


quote:

ORIGINAL: storm rider

I made some good progress finally!

Does any know the exact location of the Battle of 73 Easting?

Most sources I have are a bit inaccurate and I'm a bit skeptical about them since I can't find any left over wrecks from this battle in google earth. There must still be dozens of destroyed tanks laying around there.


The conventional location given is 29°32′41″N 46°37′33″E

Keep in mind that it's in the middle of a desert, and sands shift - so it would not be surprising to see no trace of the battle wreckage on any satellite photos.

I'd suggest a map layout roughly like this:


It starts a bit north of the Saudi border that way, but that also gives you all the main Coalition phase lines in one map and leaves a bit more room on the Iraqi side. Or you could push it a bit further south, or even try rotating the map a bit (you probably don't really need Kuwait in there, but that ridge running along the border is important).




This is the location that I'm using. But I have the impression that it should be farther north. The other hint is that the Tawakalna division was deployed in a reverse slope, just after an imperceptible rolling hill.

The 61km square that I'm using is not actually centered on this location. I wanted to include as much of the terrain to the west so as to also include the forward scout elements of the RGFC, particularly on the 67 and 70 easting lines.

I made progress smoothing the srtms, but I'm still not quite happy.

Looking at the following picture, the terrain looks very smooth:

(70 easting)


General location

[image]https://imgur.com/XaywZ5W[/image]
In-game view

[image]https://imgur.com/a/9EFuuCj[/image]
Iso view

[image]https://imgur.com/59o3wK0[/image]
Minecraft terrain!


(in reply to CCIP-subsim)
Post #: 20
RE: Map modding - 11/25/2018 4:45:14 PM   
CCIP-subsim


Posts: 695
Joined: 11/10/2015
Status: offline
Yeah, I think it depends on how you want to model it and what the assumed scenario is

Technically yes, the Iraqi forces had never appeared in the southern 3/4 of the map I was suggesting, but it does cover the Coalition phase lines used in the operation. So your more northern suggestion makes sense as well!

I do feel like that ridge on the Iraq-Kuwait border is a pretty interesting feature though - maybe something to include in another map.

(in reply to storm rider)
Post #: 21
RE: Map modding - 11/25/2018 8:40:13 PM   
zacklaws

 

Posts: 403
Joined: 1/10/2007
Status: offline
I do not know if this is the location, but if you go onto Wiki for the Battle of Easting 73 and click on the coordinates, it will open up a menu for different mapping services. Click on the ACME mapper service satellite view and it takes you to the location of that grid, far more clearer than the likes of Google etc. Once there, just zoom in a bit and move the map slightly down to the South and South West and there is plenty of old Iraqi positions dug in. As they are circular in shape, and in clusters of three circles I get the impression there was a lot of armour dug in at that location and surrounding areas to, especially just a little bit further South and South West again. Also to the E and ESE of the grid is evidence of old Iraqi positions but very little further North. So at a guess, Battle of 73' happened amongst them positions somewhere. Was it all of them, or just a cluster of them?




Attachment (1)

< Message edited by zacklaws -- 11/25/2018 8:54:13 PM >

(in reply to CCIP-subsim)
Post #: 22
RE: Map modding - 11/25/2018 8:42:50 PM   
zacklaws

 

Posts: 403
Joined: 1/10/2007
Status: offline
And this is just a bit further South West from the previous picture




Attachment (1)

(in reply to zacklaws)
Post #: 23
RE: Map modding - 11/25/2018 9:12:13 PM   
zacklaws

 

Posts: 403
Joined: 1/10/2007
Status: offline
But, I have come across this picture which is labelled as the Battle of Eastern 73 which does not seem to tie it down with my two satellite pictures. But the clue of the road and what looks like a berm may make it easier to find.

https://www.flickr.com/photos/46051858@N03/with/23895795542/

And when you input that grid at the bottom of the picture into Google Earth, it takes you there. And some way away from Wiki's grid reference. Also one other thing which puts a spanner in the work for any of the possible locations that I have found, all sketch maps and diagrams etc I have seen, has a small village in it, I see no village in any of these screenshots so it puts everything into doubt.

And what puts this picture into doubt is, its not on the 73 Easting, unlike Wiki's which is. But, there is evidence of a battle in the picture, but not in Wiki's location, just positions with no wrecks!!




Attachment (1)

< Message edited by zacklaws -- 11/25/2018 9:31:57 PM >

(in reply to zacklaws)
Post #: 24
RE: Map modding - 11/26/2018 8:04:58 PM   
exsonic01

 

Posts: 1041
Joined: 7/26/2016
From: Somewhere deep in appalachian valley in PA
Status: offline

quote:

ORIGINAL: storm rider
I'm almost there, but I still have a few doubts.

The maps are all in 1:30 scale. 61.440x61.440km (2048x2048px). The bmps are all 24bit, 72px/in. The terrain file seems to be editable in-game and is the same size as the heightmap;

I'm trying to export a map using this setting. According to this post, the base map image for "terrain.bmp" work should have 2048 pixel and 72 pixel per inch. So, the output image map for "terrain.bmp" should be 28.44 inch (2048 / 72), is this correct?

I thought the inch value should be an integer value... is this OK to use 28.44 inch sized image?

(in reply to storm rider)
Post #: 25
RE: Map modding - 11/26/2018 9:40:24 PM   
Issue8


Posts: 125
Joined: 12/15/2013
Status: offline
The pixels per inch value is not used, not in any way. That information can be completely disregarded.

You should only be concerned that one pixel=30 meters. The height bmp and terrain bmp should be the same size.

(in reply to exsonic01)
Post #: 26
RE: Map modding - 11/26/2018 9:51:05 PM   
CCIP-subsim


Posts: 695
Joined: 11/10/2015
Status: offline
Yeah, the size is something that can arbitrarily be assigned in your image editor - and if something is off with it, it's never a problem converting it to something. I believe the standard 24 bit .bmp files use 72dpi by default.

The important thing is making sure your image is 2048x2048 pixels

(in reply to Issue8)
Post #: 27
RE: Map modding - 11/26/2018 9:59:14 PM   
Issue8


Posts: 125
Joined: 12/15/2013
Status: offline
By the way, maps can be smaller than 2048*2048. I don't know what the minimum is, but 2048*2048 is the maximum for now. In theory I suppose they could be any size, but for memory resource reasons they are currently limited to 2048.

I believe I have tested maps as small as 64*64. The main issue is if you want to play a large sized battle, you may not be able to play it on a small map.

512*512 is the largest current setting for any in-game battle, so if you make a map at least 512*512, then it will always be large enough for any game.

(in reply to CCIP-subsim)
Post #: 28
RE: Map modding - 11/26/2018 10:18:21 PM   
22sec

 

Posts: 859
Joined: 12/11/2004
From: Jackson, MS
Status: offline
I decided to go with 1024x1024 Maps. It’s 25% of the work of a 2048x2048 Map.

_____________________________


(in reply to Issue8)
Post #: 29
RE: Map modding - 11/26/2018 10:28:38 PM   
CCIP-subsim


Posts: 695
Joined: 11/10/2015
Status: offline
Makes sense! Thanks for the tip, that may be a good way for me to do test versions of my maps (making a small map instead of a big one with unfinished areas).

(in reply to 22sec)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [New Releases from Matrix Games] >> Armored Brigade >> MODS and Scenarios >> Map modding Page: [1] 2   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.204