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50 Mtr Per Pixel resolution


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#1 O_WolfPac

O_WolfPac
  • Posts: 1294

Posted 31 October 2012 - 00:40

Hello All,

Ive been playing around with the editor and have hit a problem i just can not find resolve so im posting here for advise.

Ive been messing around making maps for rof for many years now and enjoying it greatly
I have made an Island in a huge ocean " lets call it Oceania " and then started texturing the island with photo aerial photos of the actual island , snag is the height data is lower res than the photos ,,, i think ..


i would like to change the pixel resolution of ROF
At present maps are based on 50 mtr per pixel and even though this is okay i know it can be greater quality , granted if the map is Huge and the size of our large original rof map that would be a massive task but im talking about 1 small island in an ocean thats no more than 3km in any direction in size coast to coast.
Takig into account Verdun 5x5Df is roughly 16km map edge to edge.


I have tried editing land_setup.ini , and the results did nothing , but maybe i am not doing something correct so im asking please

[setup]
numberOfLods=5
quadsInSector=16
quadSizeX=50
quadSizeY=50

textureStep=0.0078125
viewDistance=500
fogStart=2
fogStop=300
saveLandscape=1
textureQuadSize=800
fastRender=0
maxRiverLod=3



I changed these figures
quadSizeX=10
quadSizeY=10
Thinking this was the pixel resolution

How do i control the pixel size of height map within the flight engine

How do i lower the 50mtr base pixel resolution to lets say 25mtr or better still 10 mtr per pixel.

Best Regards
Tony
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#2 O_WolfPac

O_WolfPac
  • Posts: 1294

Posted 31 October 2012 - 09:12

Also what does this mean or rather do >

SurfaceTypeScale1=0.03125
SurfaceTypeScale2=0.001953125
SurfaceTypeScale3=0.00390625

from the textures.ini

0.03125 divided by 16 = 0.001953125
so is this a scale of Quadsize
0.03125 divided by 8 = 0.00390625



quadsInSector=16
quadSizeX=50
quadSizeY=50
textureStep=0.0078125
textureQuadSize=800

16 sectors times by 50 pixels = 800 quadsize
how is texturestep value connected to all this ? what does it do ?
SurfaceTypeScale3=0.00390625 which is 0.03125 divided by 8 which is half of a sector so times 2 because 2x8 = quadsInSector=16 which is textureStep=0.0078125

typemap.bmp is 16 different colours
What does Typemap.bmp do ?
texturemap.bmp and oreintationmap.bmp controls the tile layout location and direction

how do i alter these values to make 50 mtr height values per pixel , 10 mtr height values :)

Sorry for the ramble but numbers !
I would of posted this in the private sectors but it would not be replied to so figured maybe by an off chance typing it down would help make sense of it
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