look at this the unic picture format 2 k from esri banks software city engine 30 day's demo by esri proffessional programe
1 NOW IN BEAM NG WHITH 3D MESH LIDDAR SCAN FROM DEMO esri CITY ENGINE 2017 30day's free demo 2 REDUX By RYNO 3d 250 MO size .DAE TO .DAE17 MO size IF YOU WANT 3 WORK IN TORQUE 3D 3 "BEAM Ng " 4 & Last ' import " open street map " open street map free plug in for skeetch'up import sorry for bad texture to osm plug in is just a import test 5 Retourn To Blender H'ALLEZ Hé LOU HOUHHHHHHHHHHH' HI HI YAAAAAAAAAAAAAAA
Wouldnt a way around the potentially too high detail be to match terrain to model? I think theres a function like that, right?
yes there would be a possible solution but here is the problem with such a terrain dimention the more you enlarge the .ter file 4096 * 4096 the highest level of dedail for the .dae field that I created corespont has a lot of square size worth 64 the problem and that the polygon name does not change consequently we lose a lot of detail for the painting work of texture mesh modeling of the ground so bad quality of decal road the method that I present to you invites us is kind of worries view that the map file .ter just squeezes us programmed artifical intelégence and map gps
hello --- Post updated --- you can see that I'm working on two projects at the same time because I want to do a mod type 3 in one which means , 1, a map 2, a "customizable" car 3, a mission see even for the final vertion several choices of career, police, fireman, ambulance, rally, bandi so I think you get out a technical demo of all this from here can time this first test auras for theme the Gunball 3000 in the form of senario ally j 'returns
hello today a test rebuild my map With this méthode 1_ export google map pack image true size referance creat groupe export to dae for blender 2_ rescale" x ,y" the dea to match your terrain in blender 3_in blender create a curve norms put on the google map road x,y only first time 4_create your section road add modify " tableau in french is bad traduction so " it is the first modifier of the second column is a multipli you road section " if is not a good axe go in the road section edit mode select all rotation Z 90 or z 90 + z 180 to multipli to good direction if is ok go to 5 5_add modify curve "3_"go to curve create altitudde road 6_apply all modify to road section set origine to mass surface save rotation ans scale " ctrl+a objet mode and again for location select all export jbeam select all export to dae in beam ng go to dae option collision visible mesh visible mesh enable prebuilding collision data ok now i do create ia path i test and i retourn post result here