Create the Cadiz harbour
Hello,
I have to create the Cadiz harbour in Spain. The harbour will be created to be used for the game engine, Unigine.
- I have download a map from the World Imagery
- I have exported the map, in this moment I have the problem. What kind of file I have to generate?
I have done all the tutorials, but I do not find the solution.
Any idea?
Best regards
Rafael
Answers
-
Hello Rafael,
I guess you would start with the formats used by your Unigine game engine. If we support those formats, we may be able to export your scene into that format.
Best regards,
~Jeff -
Hello Jeff,Unigine can read GeoTiff, but the GeoTiff that I get from WolrdImagery is flat, it has not z.Coud you explain me how to transform an image from WorlImagery to GeoTIFF with Z?If I use a collected DEM Image directly from the sources that GlobelMapper provides, the contour of the shoreline is not accurate.The shoreline provides from World Topo Map is perfect, my problem is to convert this shoreline image to a Image Geotiff with Z.Best Regards
-
Hello,
Is it possible to give a volume to a polygon?
I have thought that I can create a polygon below the rest of the polygons, in this case these polygons are buildings.
Later, I would give a volume to the created polygon and would export the polygon to FBX.
In this case I would import the FBX to Unigine without any problem.
I am new in this job, so maybe the idea is stupid, I do not know it.
Best regards -
Hi Rafael
Unigine looks fabulous, but I am guessing is too costly/complex for non-specialists in 3D realtime. Anyway, a bit of searching turned up this:
https://unigine.com/en/articles/procedural-content-generation2
Which suggests you need a height map (16-bit gray-scale texture) to provide your Z data. There are a number of specific export formats from GM to provide this (see File > Export > Elevation Grid Format). If any of the listed options align with terrain import formats for Unigine, you should be able to get the data across.
You could possibly also use a terrain shader set to greyscale and output a Geotiff, if that was readable as terrain.
A Geoftiff from World Imagery will only ever be a flat (no-Z) bitmap. If you look at a Geoftiff in Global Mapper (3d window) without any terrain layer loaded or active, it will look flat. As soon as you turn on a terrain layer, it will drape the texture (map/aerial) over the terrain. You need to do the same in Unigine by adding the height data separately to the World Imagery.
Hope that helps.
-
BillB said:Hi Rafael
Unigine looks fabulous, but I am guessing is too costly/complex for non-specialists in 3D realtime. Anyway, a bit of searching turned up this:
https://unigine.com/en/articles/procedural-content-generation2
Which suggests you need a height map (16-bit gray-scale texture) to provide your Z data. There are a number of specific export formats from GM to provide this (see File > Export > Elevation Grid Format). If any of the listed options align with terrain import formats for Unigine, you should be able to get the data across.
You could possibly also use a terrain shader set to greyscale and output a Geotiff, if that was readable as terrain.
A Geoftiff from World Imagery will only ever be a flat (no-Z) bitmap. If you look at a Geoftiff in Global Mapper (3d window) without any terrain layer loaded or active, it will look flat. As soon as you turn on a terrain layer, it will drape the texture (map/aerial) over the terrain. You need to do the same in Unigine by adding the height data separately to the World Imagery.
Hope that helps.Hi Biib,
I have already tried the height map. The problema is that the resolution of the shoreline is not accurate.
For this reason, I have thought through openstreetmap get the contour of the harbour and create a polygon with that contour.
That polygon woould have height. Later I will export that polgon to a 3D Object which will be imported by Unigine.
Thanks
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