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Can't export terrain heightmap?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by bob.blunderton, Nov 26, 2018.

  1. bob.blunderton

    bob.blunderton
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    Is this a known bug that exporting your terrain heightmap makes one single file (Terrain's name) and it's 0 bytes?
    What do I do?
     
  2. fufsgfen

    fufsgfen
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    Select Cali, then go to export, but export to /levels/TSH/ directly there with name of Cali.dae, computer will work for 5-10 minutes and after that there should be 1.7GB file, which will not open in Blender or 3DS max because it is so huge.

    That is how it works for me.
     
  3. bob.blunderton

    bob.blunderton
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    Thanks, but I ended up with the same thing here and no I couldn't open it, darn thing used up about 85% of 32gb of RAM though, trying. It opened it and sat there and just didn't know what to do, was overwhelmed.
     
  4. fufsgfen

    fufsgfen
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    I think that I did open that some time though, it was older version, I think it did open in Blender then, but going to edit mode did crash the thing, but it was something like huge in size, 16-32km or something like that, can't remember much.

    You have scaled it to 4k in game I guess, but it has better resolution, so I guess that is why it grows a bit when brought into Blender.

    Anyway having decent resolution good sized terrain in modeling program seems not to be feasible quite yet, amount of data is so huge. Splitting to small chunks would help, but how do you do that when can't enter to edit mode to split such thing?

    4K terrain with 1m resolution should be only 16 000 000 vertices, you would think that little could be done easily as GPU can do easily three times of that far more than 60fps.

    Yet modeling programs can't handle such even at 5fps. If GPU can do 30 000 000 polys with shaders, lighting and all at 60fps, then I would really except quite bit larger numbers from modeling programs, number of vertices is considerable higher than polys.
     
  5. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    It seems to have trouble writing the PNG files, added to our ToDo list
     
  6. bob.blunderton

    bob.blunderton
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    Rock on man! Thanks a million, that's all I can ask.
    Saw the updates yesterday I believe it was on news via Steam for Beamng.drive update. Thanks a million to whoever put the fix in for the 'random decal road crash' (hasn't been crashing since the update to 0.14.x btw, but another crash fix is always welcome there), and last but not least - practically most important - the forest item 'last piece doesn't delete' fix, which had made 50~100 stuck objects in my map as I was testing them out. Hooray - that last bug was out there for almost a year or two possibly, until I had finally narrowed it down to what it was or wasn't doing.

    Back on track, I was curious, I wanted to use a terrain export because I want to put my terrain in my editor program as a guide. So that I can model directly to it, and then export the changes just as a difference of sorts (as a single piece per area), so it doesn't wreck the draw call count. What programs do the guys on the development team do to get their terrain into the modeling programs? I was going to pick up world machine 2 shortly and wanted to know if that would help.
     
  7. fufsgfen

    fufsgfen
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    System memory usage only 9GB it seems, almost 17 000 000 verts:
    upload_2018-11-28_15-17-15.png

    Autodesk anything is really bad at this kind of huge stuff, but for example attempting to export that to FBX is not working as Blender crashes, might work with 32GB of ram though, try to import dae to Blender and then export to FBX and see if Maya then manages to open it, some formats might work better than importing DAE, but uncertain, could be a limit in design of Autodesk software.

    Some times Blender really surprises how much more capable it is. Sadly there is really no way to go edit mode or do much of anything to that mesh, but it shows up fine, modeling using it as a guide should be kinda easy, except one would need to deal with the Blender stuff.
     
  8. Palculator

    Palculator
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    Goose-typed

    Joined:
    May 24, 2018
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    Hey,

    the height-/layermap export is fixed and the game has been updated on Steam. Thanks for reporting it!

    Cheers,
    Siggy
     
  9. bob.blunderton

    bob.blunderton
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    Wow, I'm shocked at the response, delightful!
    Thanks a million. I guess I'll throw some of my project funding towards a copy of BeamNG for a friend for Chris-mess time. Will help grease the wheels that help progress move forward.
    I will let you know if there's anything else up with it. I can say one thing more - game design/development difficulty, or the assessment of which, is much more difficult/challenging than anyone thinks.
    Have you all gone bald over there yet from pulling hairs out (not necessarily from me)? :) Kidding, but you get my point. Murphy's law applies well throughout.
    --Cheers!
     
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  10. bob.blunderton

    bob.blunderton
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    Yes, confirmed working here, worked perfect 1st time now. --Cheers!

    Thread can be closed/deleted when necessary.
     
    • Like Like x 1
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