Importing Mesh / Heightmap

How can I import a mesh output from WM2 into 3dsmax 2013 and maintain the same length and width. I have tried everything but the import always ends up requiring scaling which I can not use in the 3dengine.

For example where 3dsmax system units is set to 1 unit = 1meter and I export the Mesh Output with normailised configuration, I would expect that the circa 8000m x 8000m would show up when I import the OBJ file but instead it shows less than one meter in 3dsmax and the 3dengine.

I used the roads and rivers example supplied with the purchase.

Could you do us a favour (Stephen) and import the mesh output of the Roads and River example and check this out - if you can get it to work perhaps tell us what was wrong. I think I must be doing something wrong as it is hard to believe that this sort of thing would not have been picked up before.

The same happens when I convert the OBJ file to FBX using the FBXConverter (autodesk) and the mesh is tiny tiny… where I am expecting 8000m x 8000m approx. Similar when I import as a FBX into UDK

The only way I could get it to work was to use the heightmap from WM in UDK but this is not a good outcome as I can not apply the textures… can only apply through 3dsmax at this stage.

Hi there,

Yes, the mesh output generally assumes that you can freely scale the output to be whatever you need – by default it exports in WM units, where 1 WM unit = 8 km, thus a 8km x 8km section exports as a 1x1 bounding area.

Tell ya what, since its a very simple change I’ve added additional coordinate output options in 2.3.4, which is being released momentarily. The previously labelled “meter” option actually should have been labelled “metric” or “kilometer”, since that’s what it was.

Your choices are now:

WM internal : scale described above
Normalized: 0…1, no matter what size the terrain square
Kilometers: sized to the terrain size where unit = kilometer
Meters: sized to terrain size where unit = meter.

So for your use case simply select “Meters” from the output size.

It could probably be useful to have other coordinate scalings available such as feet, etc, but the above is simple and does most of what is needed!

Thank U…
Looking forward to try it out

Thanks Stephen

Will we receive an email or some sort of notification when this is ready?

I’ve been pretty bad about getting email notifications out in any kind of regular manner. However, it will always be posted on the forums here. In addition, if your upgrade checker in WM is enabled and set to the Dev channel, you can always see when a new version is out.

I just uploaded the new version for download. Check out the other thread in the dev board for more details on what’s changed!

Have the update and that all works as far as geometry goes. I can now get matching meters from WM to MAX but as you know, the Diffuse Map and Normal map only fit correctly when the mesh is created with normalised which does not support the meters change (from what I can tell).

I am now finding that I need to add UVW mapping for the WM output bitmaps to render correctly when using meters option in MAX. As mentioned this does not occur when using WM Export Normalised output for mesh and the bitmaps fit and render correctly

So, it’s great that I can now see the correct geometry but the UVW mapping is painful. Is it possible to do both the normalization and the meters - I am not sure if I am on the right track here but I hope you get the picture.

Hi there,

You’re right, normalized UV maps do make the most sense.

I’ve changed this over already, and assuming everything else looks good when 2.3.4 goes to the release channel I will have it change this behavior.

Hi Stephen,

I am glad I made some sense. Look forward to the release version of 2.3.4 in this case and for the time being I will just do my own UV mapping with WM 2 bitmaps. Let me say you definitely have a great product here and I will be upgrading to the full tiled version soon.

Regards
Peter

xrumer888@outlook.com