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 Post subject: 16 bites tiff
PostPosted: Fri Feb 19, 2010 8:43 pm 
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Joined: Wed May 13, 2009 3:31 am
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16 bites tiff to use with shiVa.


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 Post subject: Re: 16 bites tiff
PostPosted: Wed Feb 24, 2010 4:29 am 
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Programmierdochfix
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Location: Braunschweig
Could you please check, if this heightmap loads correctly?
Its a 16 bit greyscale image, using the whole range of values 0..65535 to span a height range of 150 meters.


Attachments:
hm_16bit_grey.tif [2.27 MiB]
Downloaded 814 times
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 Post subject: Re: 16 bites tiff
PostPosted: Sun Feb 28, 2010 9:55 pm 
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Programmierdochfix
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Please let me know, if this tiff can be imported. If so, I can immediately prepare an updated plugin download for you.


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 Post subject: Re: 16 bites tiff
PostPosted: Mon Mar 08, 2010 5:04 pm 
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Hi Ralf,

I'm a programmer of ShiVa. I just tested you file, and it seems correct except that ShiVa currently does not handle LZW compression. So it expects uncompressed TIFF files.

Here is the ShiVa import log:

- Width : 1024
- Height : 1024
- Samples per pixel : 1
- Bits per sample : 16
- Configuration : planar
- Compression : LZW --> has to be Uncompressed

Thanx for your time.

:)


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 Post subject: Re: 16 bites tiff
PostPosted: Mon Mar 08, 2010 8:47 pm 
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Programmierdochfix
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Hi NiCoX, welcome on board.
Thanks for looking into this issue.

Thats an uncompressed heightmap exported from PnP.
Will this work?
Attachment:
hm_16bit_grey_uncompressed.tif [2.01 MiB]
Downloaded 741 times


By the way: as mentioned, I'm using the whole 16 bit value range for the mapping of the height values used within the terrain. This ensures maximum vertical resolution, but you'd have to set the correct scale factor when importing the bitmap into your engine. Is this ok for the ShiVa engine? Or do you expect a fixed/predefined scaling? for example centimeters?


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 Post subject: Re: 16 bites tiff
PostPosted: Mon Mar 08, 2010 9:12 pm 
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Can you zip the file, cause I have quick time that want to open when I try to download it.


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 Post subject: Re: 16 bites tiff
PostPosted: Mon Mar 08, 2010 9:31 pm 
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Programmierdochfix
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Here it is...
Attachment:
hm_16bit_grey_uncompressed.zip [1.52 MiB]
Downloaded 757 times


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 Post subject: Re: 16 bites tiff
PostPosted: Tue Mar 09, 2010 8:34 am 
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Hi Ralf,

Just tested: works great :)

Quote:
you'd have to set the correct scale factor when importing the bitmap into your engine. Is this ok for the ShiVa engine? Or do you expect a fixed/predefined scaling? for example centimeters?

No problems for ShiVa, there is a scaling factor at import time (in this case was 0.005).

Thank you for your support, I'm sure this will be a good news for lot of ShiVa users :)


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 Post subject: Re: 16 bites tiff
PostPosted: Tue Mar 09, 2010 11:41 am 
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Programmierdochfix
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Thank you very much,

here is the updated PlugIn dll. Simply extract it to the PlugIns directory of PnPTC.
Attachment:
PnPTCBMPHMapExportPlugIn.zip [95.47 KiB]
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 Post subject: Re: 16 bites tiff
PostPosted: Tue Mar 09, 2010 1:02 pm 
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Thanks for the plug-in.


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 Post subject: Re: 16 bites tiff
PostPosted: Tue Mar 09, 2010 9:53 pm 
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Programmierdochfix
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Please let me know, if you need anything more to bring your terrains into ShiVa. What about the texturing? I'm quite sure that most parts can be exported with just small modifications to the existing plugins, if at all.


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 Post subject: Re: 16 bites tiff
PostPosted: Tue Apr 06, 2010 2:48 am 
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Ralf wrote:
Please let me know, if you need anything more to bring your terrains into ShiVa. What about the texturing? I'm quite sure that most parts can be exported with just small modifications to the existing plugins, if at all.


I would like to know how to do it. I found this:
Is there a way to do this?

Use ortho photos : If checked, the creation process will apply provided textures to chunks.


The ortho photos must be placed in the project's textures folder, and have to be named using the following format : HEIGHTMAP_LLLL_CCCC.tga, LLLL meaning the line index, and CCCC meaning the column index.

For example, if you use the HeightMap named Tahiti, with a size of 4x4 chunks, you must provide 16 textures : Tahiti_0000_0000.tga, Tahiti_0000_0001.tga, Tahiti_0000_0002.tga, Tahiti_0000_0003.tga, , Tahiti_0001_0000.tga, Tahiti_0001_0001.tga, ... , Tahiti_0003_0003.tga.


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 Post subject: Re: 16 bites tiff
PostPosted: Tue Apr 06, 2010 7:21 am 
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Programmierdochfix
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ok, the naming of the files for the simple chunks is similar to the way PnP exports them by default.
But what are ortho images? How do they look like? Are those texture maps?


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 Post subject: Re: 16 bites tiff
PostPosted: Tue Apr 06, 2010 2:00 pm 
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Ralf wrote:
ok, the naming of the files for the simple chunks is similar to the way PnP exports them by default.
But what are ortho images? How do they look like? Are those texture maps?


These are the texture maps.


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 Post subject: Re: 16 bites tiff
PostPosted: Tue Apr 06, 2010 2:57 pm 
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Programmierdochfix
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Hmm, ok the naming convention used by the PnP exporter is a little different.
Is it possible for you to use a different naming convention when loading the terrain?
Otherwise I'd have to add a functionality to customize the file naming.


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