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PostPosted: Sat, 22-12-07, 22:49 GMT 
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Hello t00fri! , firstly a very quick but grateful vote of applause for your sterling work building these tools. They are simply brilliant. helping bringing the massive and unweildly sci data into use for the lesser mortals with access to pc power only - hats off. - appologies if posting in wrong spot, i'm new here.

I have a question about the 85K strm data and how would be the best way to cut tiles out of it , keeping the full detail of the original map (or best 65K power of 2 if i have to) but to keep the output as a 16Bit png greyscale- instead of converting to a normal map, such as the nmtools are designed to do. I tried using your f-textools, but got strange errors in the resulting png... hoping there is a logical sequence of tools to pipe together to achieve what i want.?? :O) i want to use the map as a full mesh displace , rather than a bump, and so the height info is what i need.
thanks for your help,:o)
-benra


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PostPosted: Sat, 22-12-07, 23:53 GMT 
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benra wrote:
Hello t00fri! , firstly a very quick but grateful vote of applause for your sterling work building these tools. They are simply brilliant. helping bringing the massive and unweildly sci data into use for the lesser mortals with access to pc power only - hats off. - appologies if posting in wrong spot, i'm new here.

I have a question about the 85K strm data and how would be the best way to cut tiles out of it , keeping the full detail of the original map (or best 65K power of 2 if i have to) but to keep the output as a 16Bit png greyscale- instead of converting to a normal map, such as the nmtools are designed to do. I tried using your f-textools, but got strange errors in the resulting png... hoping there is a logical sequence of tools to pipe together to achieve what i want.?? :O) i want to use the map as a full mesh displace , rather than a bump, and so the height info is what i need.
thanks for your help,:o)
-benra


Hi benra,

thanks for the applause...

The F-TexTools are made for 8bit not for 16bit!

So you just want to cut the original 16bit elevation map into tiles. Right? Well then you simply have to comment out the normalmap conversion in nmtiles.cpp, add some simple modifications in that loop (line 214 - 235) , skip the 16-> 8 bit conversion and recompile.

In detail there are a few more changes, of course, which are straightforward for a programmer however.

Then it also depends what output format you want for the tiles. Do you really need PNG? PGM format is much simpler to code in 2 byte.

Anyhow without knowing some C++, it's probably not so easy, but if you know how to code, its quite simple (still taking some time for checking etc).

+++++++++++++++++++++++
Pleaso switch to a proper thread! Here is for Announcements, Links & Downloads!
+++++++++++++++++++++++

Bye Fridger


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PostPosted: Thu, 27-12-07, 0:52 GMT 
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Joined: Sat, 22-12-07, 22:29 GMT
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Thanks for your reply Fridger, while i have coded some c++ a whole decade or so ago, i am not at the moment set up here for doing any C source code editing and recompiling. I read the readme on both tools and realised it was likely a problem with the input side of f-textools wanting 8 bit data (not 16Bit). wondering if i promise you my first born, could you flash through the tweeks you speak of and post the recomplie :o) ??? Maybe that is too big an ask as im sure your time is very precious. It would help me a whole lot, and apart from me bestowing upon you more gratitude, perhaps i could pay you.? (not wanting to offend) .

i am assuming that the 85K srtm map is the best available height data available and that it doesnt exist elsewhere for download in smaller sections (but at same resolution)
thanks so much
-benra

PS: would like to move this to another topic (but how), i wont post here again.


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