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[UNIGINE] Port Angeles demo


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  • 1 month later...

The demo is available for download from "Donwloads / Projects" section.

User manual attached, the copy is available inside of the archive: User Manual.pdf

 

System Requirements

 

Hardware:

  • CPU: Intel Core i5-4670 (Haswell 4th generation) or faster
  • RAM: 8GB
  • GPU: NVIDIA GeForce GTX Titan / 780 or faster
  • VRAM: 3GB
  • Disk space: 12GB
  • Network: 1 Gbit/s

Operating system:

  • MS Windows 7 x64
  • Linux x64 (proprietary video drivers required) 

 

Features

  • Highly detailed terrain 50x50 square kilometers in size based on the real geospatial data

  • Road network based on the vector geodata

  • Dynamic sky with volumetric clouds and a day-night cycle

  • Several interactive modes

  • Airfield illumination

  • Control by keyboard, XPad and touch screen interface

  • Support for the multi-channel rendering mode

  • Support for the curved screens projection 

 

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  • 2 weeks later...

Denis, this looks awesome! Is it possible to get a overview of the work how you created the area based on navigation data and vector data? We are still a bit struggling with creating some large areas and could need some help.

 

Thanks in advance, Renato

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  • 2 months later...

Has this video been released? I am having difficulty with generating the terrain (grass, trees, etc) from individual masks and textures using the landscape plugin and would love to know more about this process.

 

Thanks,

Terrence

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Hello everyone,
it is very clear to understand the pipe overall, but it is just an overview, is it planned to develop each part in detail ?

1-Especially to better understand how to ensure the right  superposition and the good ratio of each level of data (HeigMaps/ColorMaps/LandCover/Masks/Roads...) is that everything centralized in GlobalMapper or WorldMachine, or an other software?

2- But also to know if the pipe allows modification (evolution of level design) of the terrain and his features?

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Hi Samir,

 

it is very clear to understand the pipe overall, but it is just an overview

 

I'm afraid it's because we are still experimenting with GIS pipeline. All the steps required to generate result data can be performed in many ways. Basically, you need to generate data in Unigine-friednly formats for Landscape and City Import plugins. We are using a bunch of 3rd party software, but it is doesn't mean that you should use the same software too. Maybe you will get the same results using only one 3rd party tool (we are still looking for this one too). 

 

1-Especially to better understand how to ensure the right  superposition and the good ratio of each level of data (HeigMaps/ColorMaps/LandCover/Masks/Roads...) is that everything centralized in GlobalMapper or WorldMachine, or an other software?

 

We used GlobalMapper, WorldMachine and CityEngine tools to generate data. Unfortuantely, they all have own bugs and limitations. I believe, all the scripts (like CityEngine python wrapper and WorldMachine *.tmd file) that we used to generate data we've already provided in the following forum thread: https://developer.unigine.com/forum/topic/547-useful-terrain-tools/ 

 

We are still working on more simplified pipeline (for example, importing Heights directly from Global Mapper using GeoTIFF and overall terrain system enhancements) and it could take some time, sorry.

 

2- But also to know if the pipe allows modification (evolution of level design) of the terrain and his features?

 

After initial terrain textures import (via Landscape plugin) you will have ability to reimport only needed textures by specifying correct values for Import X/Y, Source X/Y, Size X/Y parameters from the Import tab. It is better to practice on a separate Landscape to get a correct results.

 

Thanks!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

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