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Quick Overview
Lets make a new L3DT climate using arma3 textures. We use sand, grass and rock textures and copy existing L3DT demo climate to our template, as to keep it simple for this tutorial.
Prepare ArmA 3 Satellite Textures
These are called L3DT materials or “seed” textures, more of this below.
Lets start.
Go to p:a3map_data and you see lot of gtd_*.paa files, these are ground detail textures. Open gdt_grass_green_co.paa with texview2 and save it as .tga format, save it to some temporary directory away from p:a3map_data dir. Do the same for gdt_rock_co.paa and gdt_beach_co.paa textures.
These textures are not very good sources for L3DT satellite seeds, but they'll do for this tutorial.
Open these .tga texures in photoshop / gimp, resize down to 512 x 512 resolution and save as PNG format.
Name the textures as following:
gdt_grass_green_co.tga to PMC_grass.png
gdt_rock_co.tga to PMC_rock.png
gdt_beach_co.tga to PMC_sand.png
These gdt textures as name says are ground detail textures and are not suited for satellite texture use, gdt are looked at 1m altitude where satellite texture is from 100m and above, there is huge difference on the texture “features” or details between these two types.
If you have lot of small feature / details in these L3DT material / seed images they make crappy looking satellite. You'll see when you experiment with textures and most likely will be surprised how featureless they have to be.
Please note that when we resized 2048 res arma3 gdt textures into 512 res L3DT materials, they.. may or may not look good at all. You should use your mad artistic skillz and grab / create some proper 100m altitude satellite images for these L3DT material / seed textures. I believe the gdt_grass_green_co especially looks like crap, but it doesnt matter in this tutorial, later you can experiment with some proper textures.
Create New Climate
Open L3DT, use resources → climates → climate manager. Select “Demo-grass-rock-sand” and click Copy button.
Write in climate name “PMC Grass Rock Sand”.
Use browse “…” button in file name field, it opens file/dir browser for “C:Users<USERNAME>L3DTresourcesPro 16.05.3.1 x64Climates” directory on the L3DT v16.01 pro 90 day trial version, yours may differ and it will when new versions are released. Point is we are looking at “Climates” directory.
Now create a new directory here, RMB click the empty browser area and type in “PMC_Grass_Rock_Sand” and hit enter to create this directory. Then browse into this directory and adjust the suggested file name “PMC Grass Rock Sand.cli.xml” to be without spaces, like “PMC_Grass_Rock_Sand.cli.xml” and save.
Now you're back in Climate Editor dialog, next add your name / nick / alias to author name field. This doesnt really matter but hey if you're making a new climate why not tag it with your name so if you happen to share this with your friends they see your name there. Note; this doesnt mean you have to use your real name, unless for some odd reason you actually want to.
Leave Climate Editor dialog open and move the three PNG textures we created earlier to ClimatesPMC_Grass_Rock_Sand directory.
Back to climate editor dialog, double LMB click “1: Grass” to open Land Type Editor.
Create New Materials
Click manager button to open material manager dialog. Double click « new material » to open material editor.
Give it name “PMC_grass”, use file “…” to browse into ClimatesPMC_Grass_Rock_Sand directory and type in file name “PMC_grass.mat.xml”, click save.
On texture/bump-map layers part double LMB click « new texture layer » to open layer editor.
For file name use “…” to browse into ClimatesPMC_Grass_Rock_Sand and choose PMC_grass.png texture. Tick “Relative to TX/HF” and click OK.
In material editor click OK to close.
Now you are back in material manager. Repeat the exact same steps for PMC_rock and PMC_sand, you should be able to do it :)
Okay now you have created two more materials, so in material manager list you have “PMC_grass”, “PMC_rock” and “PMC_sand” which should be on the bottom of the list (but it doesnt matter). Click OK to close material manager.
Now you should be back in “Land Type Editor - Grass” and material name suggests “std_grass”, ugh STD? :x
Use the drop down manu to choose PMC_grass instead, we dont want no STD's ;)
Click OK to exit land type editor for “grass” and then repeat the same steps for “2: Rock” and “3: Sand” using, you guessed it, PMC_Rock and PMC_Sand materials.
Now you should be back in Climate Editor dialog.
If you want, you can use Author's notes button and type in some description like “PMC really basic arma3 climate” but this is optional.
Click OK to close climate editor, your new climate is ready to use! :)
Important New Climate Info
We created a new directory for our climate. We stored new materials in this directory. What does this new directory achieve? Well if you want to share this new great climate of yours with your friends and community, all you have to do is to 7zip pack “PMC_Grass_Rock_Sand” directory and you are set.
You could use existing materials from other directories, but then your climate is hardcoded to these directories and if you share the climate then anyone using it has to have the materials which your climate is referring to. Kind of like required addons in arma3 in fact.
So please, when making a new climate:
- create new directory (no spaces/special characters)
- add your author name and possible notes to describe what climate it is and who made it
Game Development Community
by Chris Sargent· in Torque 3D Professional· 04/10/2010 (1:48 pm) · 18 replies
I'm just not sure of what settings I should be using because I don't want a 1 kilometer by 1 kilometer land mass.
Thanks in advance.
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I'm trying to figure out what I need to do to reduce that which as I stated I think has to do with the high resolution textures L3DT is creating.
Now if you want to try to get more performance out of your terrain you can lower the visible distance, reduce the draw distances of shadows, and lower the detail draw ranges.
In the end i had to resort to basic lighting setup to bypass the issue completely, i havent looked into it in any more detail as other things have stolen my time and attention, but back in earlier betas i was testing the terrain with 2048 maps and having less problems with framerate, perhaps you could bypass the L3DT exporting and do the steps manually, import the heightmap and use the alphamaps to set terrain textures (tho tbh the texturing resource by Konrad makes a better texture painter than alpha maps) and see if that actually changes anything.
I expect that the guys have something in mind here as far as optimising is concerned if theyve removed one form that was working.
OH i just remembered, the l3dt exported waterblock has its own problems... and is pretty massive, you need to change the texture from noise.dds to ripple.dds did i mention the waterblock was massive? and that it also seems to render all the time, maybe that was an issue too?
I hope I'm not too late to join this thread.
> I'm trying to figure out what I need to do to reduce that which as I
> stated I think has to do with the high resolution textures L3DT is
> creating.
Assuming that you have a modern GPU, I doubt the lag would be due to large texture sizes; it's more likely to be geometry. To reduce the triangle count, the easiest approach would be to reduce the heightmap size. Depending on implementation details in T3D with which I am not familiar, you may also get some mileage from smoothing the terrain in L3DT [this was effective with Atlas, but maybe not with T3D].
Tangentially related, I recall from another thread on this forum that it's generally not recommended to use textures in T3D that are larger than 4096x4096 pixels (see Tom's post at bottom). If you're making 1k x 1k heightmaps, you should therefore ensure that the texture resolution in L3DT is 4x or lower. Alternatively, you can reduce the heightmap size if you want higher-resolution textures.
> OH i just remembered, the l3dt exported waterblock has its own
> problems...
Ah, thanks for the feedback. It seems I'd been a bit careless in setting the 'gridElementSize' parameter in the water block. I will fix this for the next update.
Cheers,
Aaron.
Update: I've now modified the exporter such that the water block's gridElementSize parameter is set to 10 times the terrain grid spacing, which should be a safe default value that won't hit performance too much. If you find that the water block grid is too coarse, you can easily fix it using the T3D world editor. I've also added a checkbox in the exporter to toggle water on/off entirely. The updated exporter will be included in the next developmental build of L3DT, which should be ready next week. I'll post back here when it's available for download.
An alternative perhaps would be to use a waterplane instead of a waterblock, although i dont understand torques metrics counting with wateblocks, but i'm pretty sure the waterplane is significantly less expensive than waterblocks
A new developmental build of L3DT for Torque with an updated T3D TER exporter is now available from the Bundysoft site. If you don't already have access to the developmental build downloads section at Bundysoft, please e-mail sales@bundysoft.com and I shall send you the appropriate links and download instructions.
@Bloodknight: Thanks for the tip. I'll look into swapping the water block for a plane in the next release.
Best regards,
Aaron.
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That new build works perfectly. I just generated a terrain similar to the one that was giving me such low fps and i'm at 111 fps with the new build. Thanks you much for your work!
I really like working with L3DT. I recently started testing T3D's limitations with multiple terrain blocks and found myself trying to manually export the tiles of a mosaic map to get a complete terrain made up of multiple terrain blocks. What I was aiming to test is loading and unloading terrain blocks based on need. I found myself wishing that the T3D exporter could export mosaic maps as individual terrain blocks. Doesn't even matter if it can arrange them properly in the .mis file.
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This would be useful even if you aren't trying to use multiple terrain blocks. It would allow you to have terrains in multiple missions that have matching edges. Even if there's a load screen, it can break immersion further if the terrains are vastly differing at the 'transition' point.
for example, you can export your 4096x4096 heightmap into 64 512x512 heightmap 'tiles' and manually import them.
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i tried this on a smaller scale in beta but it all went horribly badly for me
I don't think there will be and problems in making the exporter split the map into multiple TER files for T3D. I'll have a look at this presently, and post back here when it's ready for testing.
Cheers,
Aaron.
PS: The multi-TER exporter will refrain from writing a mission file until such time as T3D supports MegaTerrain for TER v7. In the mean time, you'll have to construct the mission file yourself.
Quote:That's quite alright. I don't mind assembling things in T3D, it's mainly the terrain height range that is an issue when manually doing the individual image exports and import into T3D that is a pain. That and the time versus using a purpose built exporter.
PS: The multi-TER exporter will refrain from writing a mission file until such time as T3D supports MegaTerrain for TER v7. In the mean time, you'll have to construct the mission file yourself.
Thanks for looking into it. As I mentioned in my previous post, I'll find it useful whether I can get T3D to be happy with multiple terrain blocks or I use a single block at a time with edges that at least match up. The only difference will come down to how I design the terrains (ie. making sure features are well away from edges if using only 1 block at a time).
I've uploaded a new developmental build of L3DT for Torque (v2.8 build 24) that includes an updated TER plugin that can export tiled sets of TER files for T3D. The new menu option is 'File->Export->Torque 3D->BETA TEST->Export Torque MegaTerrain (v7)'.
Please let me know if you find any problems with this (experimental) export option, or if you would like any other changes made.
Best regards, and good luck!
Aaron.
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PS: If you (or other interested readers) do not already have access to the developmental builds page for L3DT for Torque at Bundysoft, please e-mail sales@bundysoft.com to receive the relevant download links and instructions.
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