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Messages - monkschain

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1
Bug Reports and Help / Locked out of my projects
« on: February 15, 2014, 01:27:06 AM »
 Hi, I have 2.2 on C drive, and 2.3.3.1 on F.
I just uninstalled 2.3.3.1 and then installed 2.3.6.1. I installed on F again. Now when I try to open up my latest tmd WM crashes. This isn't a dev build so that's not the problem.
I then uninstalled and tried to reinstalll 2.6.6.1 on E drive instead. Again the same problem.

 Now since uninstalling the F version my 2.2 won't open the tmd because of missing devices....so I just loaded all the macros into the toolbar and tried loading the tmd form there. Again, missing devices. I have not used any devices other than the following: Basic coverage, Simple Layer, Blend Layer, and possibly Coloriser2. I loaded them all in and I'm still getting the same error. After loading all of those devices to the toolbar, and restarting WM, they all disappear. I tried loading an older project and I'm getting a runtime error with that one.
 I need to get multi res support, but I'm now locked out of everything. What would you recommend?

//EDIT
I managed to get into one of my older projects with 2.3.6.1 after I either added the macros in 2.2 or reisntalled to F drive. I'm honestly not sure.
 I posted about this in my last post in the multi res support thread but decided to delete what I'd said because I (effectively) solved the problem by reloading  the source files again int other devices, but I didn't really get to the bottom of the problem it seems as WM is doing the same thing again. THe problem is that WM cannot find any of the tiled input source files. The stream specifiers are blank in the input devices. I don't set use relative paths when I load files. All non-tiled sources are fine. That was the problem with 2.3.3.1,. It's the same with 2.3.6.1.
 I don't know what the difference between this older project that loads and the ones that crash WM are. The only difference I can think of is the new project had the tiled files relocated and loaded. It's a bit of a mess this...and it's why I stay with older builds, because I seem to get this problem quite a lot. It's probably in part due to me not fully understanding the installation process. I'd love to use the dev build (and help with development) but installing two versions always seems to create problems.

//So I'm down to using 2.3.6.1 on C only, and thankfully I've manged to get the projects back on track. You might want to look into the tiled inputs though Stephen. The other problems..well, the crashes I think were possibly created by my F drive which is an SSD drive. It seems to be a bit unstable when it's required to do anything major. It's funny how WM crashed when running from that, but only failed to load devices from C. Even though tmd and file paths were identical.

monks

2
Bug Reports and Help / Re: Multi res support
« on: February 14, 2014, 02:41:52 PM »
That's awesome, thanks! I had a problem but I've just edited it out in this post since I solved it.

monks




3
Bug Reports and Help / Multi res support
« on: February 08, 2014, 07:12:50 AM »
Hi Stephen, with the multi res support is it possible to do the following:

Import and store a terrain render extent at higher res than the surrounding terrain? In other words import high res terrain.

With a higher res terrain patch, export it and the surrounding lower res terrain as one single terrain at the lower res. So basically resample the high res and merge into the surrounding?

It'd be useful if I could set up a render extent, export that, model it at higher res elsewhere, reimport it back to the same extent but at higher res. Is this possible?

Did you implement the scale imported layout devices to new world extents? I'm still using 2.3.1 here....

Ta,
monks

4
Geology and Terrain / Re: Re-creating Middle Earth
« on: December 23, 2013, 08:50:40 AM »
Hi Construc, it's a lot of work. Yopu could use layouts set out on 3 levels. Large, med, small. Use channelling erosion to cut additional valleys. I did create the Misty Mts using just layouts. The number of splines I used was silly...depending on what resolution you are working at, the numbers can get very large.
 What's needed is either a layout tool which can procedurally generate ridge networks, or a new type of erosion that can cut the river networks- coming at the problem from different sides.
 I opted to use real world data in the end. That's fixed res of course, but you could apply certain methods to increase the resolution and networks. I think Wilbur might be a promising app to do this but it's limited in filesize to run 16K px.

 Nice map that!

monks

5
Bug Reports and Help / Export a mesh plane?
« on: October 14, 2013, 03:20:09 AM »
Is is it possible to export a mesh plane? I don't want any height, just a 2D plane. Has anyone tried this?

monks

6
General Discussion / Re: OS Open Data ASCII etc data to World Machine?
« on: October 01, 2013, 01:26:40 PM »
Can't think of anything free off-hand you could use- you might try this- it might open ASCII...been ages since I've used it...
http://freegeographytools.com/2009/3dem-website-is-gone-but-3dem-still-available-here

If you're willing to pay, then Global Mapper software is your best bet for conversion.
 I've got a dev friend who has an app which can convert to a hfz which WM supports...though it's highly likely that it won't be a simple .exe- he might possibly convert file for you though...long shot...they're pretty obscure file formats for procedural terrain modelling- but they're standard fare for GIS.

//actually I could just offer to convert it here if you don't have any luck..I guess it depends how many files

monks

7
Macros and Plugins / Re: looking for an advanced color macro,
« on: September 14, 2013, 04:27:43 AM »
For snow, use a combination of Height/Slope and then add the flow map to the output of those two. With this you will get the flow lines in the snow like in the picture. Make sure you limit the height of the flow map as well so that the flows stop at a certain height.You might also want to use a equaliser device on the flow output so that you can see them more easily. Bias/gain is also a useful device for changing output. You might also want to limit the flows to come off areas where there is actually some snow (flows will not necessarily correlate to snow cover as it's erosion output after all). You could use a layout to do that, create a polygon a mask which will exclude areas where there is no snow)- there may well be easier more procedural ways to do that. You can then use the total output as your snow for input into the splat creation devices.

monks

8
Macros and Plugins / Re: Create Splat Map from basic coverage macro.
« on: September 08, 2013, 10:58:47 AM »
Throwing some more info in here. I had to create two splat maps, which I thought would add to the complexity but it really didn't thankfully after Stephen explained here: http://forum.world-machine.com/index.php?topic=2298.0

Also I found that there is a problem with opening splats in Photoshop- it made the whole learning process more difficult. Photoshop doesn't handle png alphas really very well- the way it displays them. There is a plugin you can get here - IF it works in your version (it didn't in mine). http://www.fnordware.com/superpng/
And splats and normal image alphas are not necessarily the same thing...image alphas are opacity. whereas splat alphas refers to transparency- the opposite. This is a useful link from another terrain software website. This fills in some more details: http://www.bundysoft.com/phpBB2/viewtopic.php?f=4&t=1919

 If you're creating splat maps from a coverage macro, remember that you can go inside the macro itself and grab the individual components such as height/slope/lightmap, etc. Wenda shows how to do that in his great vids here. It's either in the 1st or 2nd part. http://www.youtube.com/watch?v=p0o3bqoM0Qg
 I thought though that creating the coverage myself was easier.


Hope this will help anyone searching this subject on the forums.

monks

9
General Discussion / Re: flow map generation
« on: September 06, 2013, 03:57:53 PM »
Can't you just output an erosion device not connecting it to the final height output? I've done this before myself. Just have a separate erosion device not connected to outputs but get your flow map off that. Or duplicate the device that is inputting into the erosion device- plug that into another erosion device and get flow from that. Thst way you can still get erosion, and a flow map from erosion that is not affecting the terrain.

monks

10
Bug Reports and Help / Re: Question about creating 2 splat maps
« on: August 30, 2013, 03:56:16 PM »
 :D...that raised a smile, roads made of rock?...I might be lucky. That clears things up!

monks

11
Bug Reports and Help / Re: Question about creating 2 splat maps
« on: August 30, 2013, 05:39:28 AM »
Thanks Stephen, that helps. Does it matter what I use for the splat 2 transparency input? For eg, if I used the roads input, I don't really understand how that contributes transparency, since it's mostly set to 0. Or does it not matter?

monks

12
Bug Reports and Help / Question about creating 2 splat maps
« on: August 29, 2013, 03:35:05 PM »
 Hi, I'm new to splats so pardon me if it's an obvious question. I'm creating two splat maps (2x4). The first splat map essentially covers the entire terrain at all heights. The second splat I'd like to use for the following: Snow cover, sand, a deposition map confined to a specific area, and road placement. My first splat consists of Height, slope, wear, with transparency from a global depo map- that works fine.

I'm guessing the 2nd splat will have areas that are black- ie no cover from anything. My understanding is they will both have to be put through the same splat converter with 8 inputs. My question is, is this ok to do? Will the two separate splat maps sum to 1? will I need two transparency inputs or just one? What would I use for transparency in the 2nd splat?...I haven't really much of a clue how this setup works.

 Can anyone explain?, thanks.

monks

13
Macros and Plugins / Re: Create Splat Map from basic coverage macro.
« on: August 27, 2013, 01:50:07 AM »
Good post Brian and yes the converter with the example tmd makes life a whole lot easier.

monks

14
Feature Requests / Re: Precise control over Layouts rescaling
« on: August 21, 2013, 03:32:29 PM »
That's great news- having to change the world extents was something I didn't foresee. It created a few unepexcted problems.

monks

15
Feature Requests / Re: Precise control over Layouts rescaling
« on: August 21, 2013, 04:30:58 AM »
I solved my problem. My problem had its root with the layout generator and my roads. I had to change the world extents after creating the roads in layout. When you do this all of the shapes go out of kilter with the terrain. There is no accurate way to rescale them at the moment. So to get around this I had to create another tmd which resampled the terrain and textrures to get to the new world extents. But when you do that with the textures, you lose the alpha channel that was output from the first tmd. Don't know why that is. So I had to output the alpha as a 8 bit bmp herightmap  from the first tmd (from the splat converter output) and plug that into the bitmap alpha in the 2nd tmd. The alpha is then rewritten into the final texture output.
 A resize to world extents button for layouts would be very useful. I could have avoided the need for 2 tmds. Sorry to triple post here but it might be useful for any one else that has similar problems.

monks

16
Bug Reports and Help / Re: png exports losing alpha channel
« on: August 21, 2013, 04:24:17 AM »
I solved my problem. My problem had its root with the layout generator and my roads. I had to change the world extents after creating the roads in layout. When you do this all of the shapes go out of kilter with the terrain. There is no accurate way to rescale them at the moment. So to get around this I had to create another tmd which resampled the terrain and textrures to get to the new world extents. But when you do that with the textures, you lose the alpha channel that was output from the first tmd. Don't know why that is. So I had to output the alpha as a 8 bit bmp herightmap  from the first tmd (from the splat converter output) and plug that into the bitmap alpha in the 2nd tmd. The alpha is then rewritten into the final texture bitmap output.
 A resize to world extents button for layouts would be very useful. I could have avoided the need for 2 tmds. Photoshop not handling pngs correctly is another issue! Sorry to triple post here but it might be useful for any one else that has similar problems.

monks

17
Bug Reports and Help / Re: png exports losing alpha channel
« on: August 20, 2013, 08:10:34 PM »
This is a strange one. Here's the problem: http://forums.adobe.com/thread/1095996

Made strange by the fact that Photoshop displays alphas in all other formats from World Machine just fine. Photoshop somehow merges the alpha in pngs into the rgb channels- not sure quite how they do it but it makes the whole process of working with png alphas opaque- no pun intended.

 So, that suggests to me that the pngs could be ok to use in other programs. I'll have to try one in the app I'm using tomorrow.

monks

18
Thanks for that! The png losing alpha is more serious though. I've posted about it. I'm in a bit of a fix at the moment with this.

monks

19
Bug Reports and Help / Re: Unity crash after replacing splat map
« on: August 20, 2013, 03:02:44 PM »
I find that the png export with alpha doesn't contain any alpha when I open it in Photoshop. Other formats seem ok. Is this related perhaps?

monks

20
Bug Reports and Help / png exports losing alpha channel
« on: August 20, 2013, 02:51:15 PM »
Does anybody else have this problem? My alpha channel to PNG export is plugged in and yet when I open up in Photoshop cs6, alpha is not there. Yet it is there in the bitmap export. Png export it is not there. Both are 8 bits/chan.

Thanks,
monks

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