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Using real USGS terrain data for maps

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    Using real USGS terrain data for maps

    I can convert US Geological Terrain and elevation data to 3DS, but it errors out in UnrealEd. I think it is because it has too many polys - does anyone know for sure, or how many poly's a level can have?

    Does anyone have any experience in pulling in DTED or DEM data to UT2?

    Thanks!

    #2
    Perhaps you could break it up in to smaller pieces for import, or convert it to a greyscale bitmap and use it as a terrain heightmap.

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      #3
      Tried Terredit with the grayscale and I don't get near the detail I want.

      When breaking them up, I'm not sure I can get the coordinate accuracy when I put it back together.

      My only thought is to manually edit the mesh to reduce poly's, or find something that can smooth a mesh to reduce poly's.

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        #4
        I once tried to do this with Ordanance Survey data from here in the UK and the best I could get was having the "floor" of the map as a static mesh.

        It wasn't pretty when I fired up the level :lol:

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          #5
          Well, your heightmap can't be of an insane resolution, so if the detail isn't what you where hoping for, then I think you should give up. A height map of 512 x 512 is really the max you should use, IMO.

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            #6
            Sounds good - Thanks!

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              #7
              for the love of god, dont use a 512x512 heightmap!!!

              2(n-1)^2. that is the formula for terrain polycount, where n is the size of the heightmap (we assume its square). thats 522,242 polys. ouch.

              256 at most. even still its 130,050.

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                #8
                I think for a really massive terrain, 512 x 512 should still be possible (I'm talking very large maps here, with some well placed anti-portals).

                Not that I've ever used a 512 x 512 heightmap.

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                  #9
                  Originally posted by BabyNuke
                  I think for a really massive terrain, 512 x 512 should still be possible (I'm talking very large maps here, with some well placed anti-portals).

                  Not that I've ever used a 512 x 512 heightmap.
                  I tried once, and with the terrain, one light and one static mesh it took UEd 1 hour to rebuild it. It didn't run that bad in-game though.

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                    #10
                    Just to test, I once tried a 2048 x 2048 heightmap. It crashed during rebuild, couldn't take it anymore

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