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Old 4th August 2006, 05:01 AM   #11
Mossie
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Default Re: XYZ data into AC3D

Ok, found that pf file format, I assume is:

grid x grid y
pos x pos y height z
pos x pos y height z

Or should it be
grid x grid y
height z
height z

If the first then I've a new error
"myalloc 8 failed
unable to alloc 8 bytes"

I think this is a file error, thoughts please.
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Old 4th August 2006, 05:27 AM   #12
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Default Re: XYZ data into AC3D

It should be:

grid_x grid_y
height_z
height_z...

e.g. I made this up:

3 3
1
2
2
3
1
2
3
4
2

This is a 3x3 grid of points.
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Old 4th August 2006, 06:18 AM   #13
Mossie
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Default Re: XYZ data into AC3D

Thanks, got that to work, now have a 10 x 10 km model textured with google earth.

Heavy on the PC, but working. Will have to work with smaller sections, otherwise PC will stall.

Thanks Andy.
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Old 4th August 2006, 08:13 AM   #14
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Default Re: XYZ data into AC3D

Sounds great - can you post a piccy?

Did you extract the data from Google Earth?

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Old 4th August 2006, 09:01 AM   #15
Mossie
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Default Re: XYZ data into AC3D

Post a pic later, need a better viewpoint. The data was extraced from GIS source, we use for the game engine terrain, but texture from google earth.

Next is to build the town on it and then discard the terrain before putting in game.

A lot of work, but this is an experiment to see how usefull this approach could be in building a real town in detail.

I was also looking at grebble to see if this could help with random town building, and early results are not as good as I'd like.
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Old 22nd August 2006, 09:18 PM   #16
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Default Re: XYZ data into AC3D

Mossie, what cool weirdness are you up to with that terrain chunk...?

Do tell.

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Old 23rd August 2006, 03:10 PM   #17
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Default Re: XYZ data into AC3D

The plan is to be able to build towns and villages with the correct locations and heights for all buildings. Also for bridges and such. Doing this outside the terrain, and testing in game is too long winded. Once the models are built and placed the terrain is discarded.
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