[Mod] Real Terrain [0.1.0] [realterrain]
Re: [Mod] Real Terrain [0.0.2] [realterrain]
Since the luarocks magick package is now fixed (there was a path issue) I am switching the master branch to the magick version, one library is as tricky as another...
Re: [Mod] Real Terrain [0.0.4] [realterrain]
luafilesystem is also a dependency now (for now)
Re: [Mod] Real Terrain [0.0.4] [realterrain]
"trees" branch
Re: [Mod] Real Terrain [0.0.4] [realterrain]
trees merged into master branch:
- Splizard
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Re: [Mod] Real Terrain [0.0.4] [realterrain]
Looking great! looks like Minetest will become the new Google Earth :D
Games: Builda City, The Hungry Games Mods: Lifters, Snow Biomes and Gates. Also checkout my texture pack Gridtoon!
Re: [Mod] Real Terrain [0.0.5] [realterrain]
0.0.5 pushed to github. many new features and recently incorporated the development of raster analysis functions formerly part of my GIS mod: viewtopic.php?f=9&t=12928
Re: [Mod] Real Terrain [0.0.5] [realterrain]
https://github.com/bobombolo/realterrain/tree/usgs
a recent branch of the mod that uses Lunatic-Python to run python inside lua... nothing major but something python users might be interested in for mod-making...
a recent branch of the mod that uses Lunatic-Python to run python inside lua... nothing major but something python users might be interested in for mod-making...
Re: [Mod] Real Terrain [0.0.7] [realterrain]
I'm very excited about this mod, it will be cool to play minetest on real world terrain. I myself made a map of Ukraine for OpenTTD from some of the DEM files... (greyscale ones). Is it possible to make this mod as separate program too?
Re: [Mod] Real Terrain [0.0.7] [realterrain]
this mod is only a mod to minetest and in fact requires some configuration of external libraries which can be a challenge. please watch the video I have prepared to see how it works. you will need to install imagemagick and magickwand and have mod security disabled. https://www.youtube.com/watch?v=66pehrH6Bh0
Last edited by bobomb on Sun Nov 29, 2015 02:07, edited 1 time in total.
Re: [Mod] Real Terrain [0.0.8] [realterrain]
for those asking for trees, and to see the biome editor results:
Re: [Mod] Real Terrain [0.0.8] [realterrain]
introducing image overlay and band overlay mode which allows you to map a color image onto an elevation map or even map separate bands as red green and blue onto an elevation map (this allows for the display of false-color landsat7 and other satellite imagery)
the color output is limited to 216 "web-safe" colors at this time
the color output is limited to 216 "web-safe" colors at this time
Re: [Mod] Real Terrain [0.0.8] [realterrain]
use realterrain as a mandelbrot exporer or a polynomial explorer:
Re: [Mod] Real Terrain [0.0.8] [realterrain]
also there is now a default mode that requires no libraries and uses 8-bit color BMP files (only the red channel is used where grayscale rasters are expected such as for elevation and biomes, but color is used for color overlays -- unlike more advanced modes which can handle grayscale images with only one channel, this bmp mode crashes on grayscale images, but at least those wishing to test the system out without installing any libraries now have a way to use this feature-rich mod)
Re: [Mod] Real Terrain [0.0.9] [realterrain]
some new features: supports graphicsmagick in CLI or Lua lib mode (this is the best lib to use actually). Automatic bit-depth detection implemented wherever possible. Command-line ImageMagick and GraphicsMagick mode added so that no lua libraries are required (for RGB BMPs and imperfectly for grayscale TIFs, and for very small PNGs), improvements to scaling, surface-only modes, surface detection, and distance options implemented.
anyone familiar with the tiff format could contribute by getting the native tiff processor working... or anyone that knows of pure lua libraries that handle various image formats. image libraries that handle 16 bit pixel values, and lua libraries that grant access to individual pixels and pixel groups without loading the entire image into memory are needed.
anyone familiar with the tiff format could contribute by getting the native tiff processor working... or anyone that knows of pure lua libraries that handle various image formats. image libraries that handle 16 bit pixel values, and lua libraries that grant access to individual pixels and pixel groups without loading the entire image into memory are needed.
- Gael de Sailly
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Re: [Mod] Real Terrain [0.0.9] [realterrain]
I've downloaded a tile from SRTM Data Search (tile #38-03) and finally managed to get it working with realterrain. I use the magick processor.
Scale: 1/93 horizontal and 1/40 vertical.
Some screenshots with their real location:
The Vosges in France
Lac d'Annecy in the Alps (please imagine the water)
Chamonix and the Mont Blanc
Scale: 1/93 horizontal and 1/40 vertical.
Some screenshots with their real location:
The Vosges in France
Lac d'Annecy in the Alps (please imagine the water)
Chamonix and the Mont Blanc
Just realize how bored we would be if the world was perfect.
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Re: [Mod] Real Terrain [0.0.9] [realterrain]
wow
Heh nice to see pics of places I know :-)
I once was caught in a massive thunderstorm on the shores of Lac d'Annecy and travelled the at some places rather dramatic approach to the Mont Blanc Tunnel near Chamonix many a times.
So, do the valleys of the Ardeche and Verdon look as impressive at this scale as they do in reallity?
edit: oops, guess they are too far south
Heh nice to see pics of places I know :-)
I once was caught in a massive thunderstorm on the shores of Lac d'Annecy and travelled the at some places rather dramatic approach to the Mont Blanc Tunnel near Chamonix many a times.
So, do the valleys of the Ardeche and Verdon look as impressive at this scale as they do in reallity?
edit: oops, guess they are too far south
- Gael de Sailly
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Re: [Mod] Real Terrain [0.0.9] [realterrain]
Yes, that's in the tile below, but I have also tried this one and found the Verdon. The SRTM data aren't accurate enough to generate correctly the canyon (maybe the radar used by SRTM can't scan the depths of the gorges).twoelk wrote:So, do the valleys of the Ardeche and Verdon look as impressive at this scale as they do in reallity?
edit: oops, guess they are too far south
That may be better to change the scale to have 40-50 real meters per block, but realterrain can't draw it properly because the position is rounded to the nearest pixel instead of calculating the weighted average of the 4 nearest pixels.
Just realize how bored we would be if the world was perfect.
Re: [Mod] Real Terrain [0.0.9] [realterrain]
smoothing when scaling may be in a future release. what is the horizontal resolution of the SRTM original?
creating a cover file that sets the lake surface to pixel value to 55 should be relatively easy. roads to pixel value 15 might be nice to show where the highway runs. how old is your version of realterrain?
creating a cover file that sets the lake surface to pixel value to 55 should be relatively easy. roads to pixel value 15 might be nice to show where the highway runs. how old is your version of realterrain?
- Gael de Sailly
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Re: [Mod] Real Terrain [0.0.9] [realterrain]
There is 6000 px for 5°, for latitude and longitude.bobomb wrote:smoothing when scaling may be in a future release. what is the horizontal resolution of the SRTM original?
1 px = 93 m (latitude)
For the longitude, it's distorted on high latitudes, so it's 93 m at the equator and 61 m at 49°N.
simply 93×cos(lat)
The Verdon Canyon
Just realize how bored we would be if the world was perfect.
- emperor_genshin
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Re: [Mod] Real Terrain [0.0.9] [realterrain]
+1 This is indeed interesting, great job bobomb :)
I'm just a individual who likes to make impressive things. | Current Mod: Dungeon Crawl Maker https://www.youtube.com/watch?v=c6g6H2kLBpg
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Re: [Mod] Real Terrain [0.0.9] [realterrain]
hmm looking at the pics makes me wonder why I spent two days crossing them tiny hills of a few blocks hight from the coast via Draguignan to the Verdon Canyon on bicycle. A tour of really spectactuIar sights I will never forget. Just as the endless fighting the mistral as I followed the Durance to Avignon.
Actually recreating the Artuby bridge in minetest might be fun - or the stone arc in the Ardeche valley. Hmm might need some painted blocks for the Chauvet cave though ;-P
Last edited by twoelk on Wed Dec 23, 2015 00:54, edited 2 times in total.
Re: [Mod] Real Terrain [0.0.9] [realterrain]
Haha, I'm glad to see someone is knowning such details of my region, I didn't expect that here. I often walk along the Luberon, and I fighted a lot with the mistral in bicycle as well. If you return some day in this corner, I'd be glad to meet another Minetester ;)twoelk wrote:Just as the endless fighting the mistral as I followed the Durance to Avignon.
Re: [Mod] Real Terrain [0.0.9] [realterrain]
Nice! How big are those (in nodes)?
- Gael de Sailly
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Re: [Mod] Real Terrain [0.0.9] [realterrain]
I can't load the libraries.
Native processor works.
The libraries works on my other computer: I use the magick processor. Both with Ubuntu 14.04, Minetest 0.4.13-dev.
Including libraries this way is very unclean. Libs should be provided by MT's core itself. The core uses an image manipulation library, it may be possible to allow Lua accessing these functions.
Native processor works.
Spoiler
py processor:
gm processor:
magick processor:
imlib2 processor:
Code: Select all
2016-02-09 14:18:14: [Main]: Automatically selecting world at [/home/gael/.minetest/worlds/bidule]
2016-02-09 14:18:15: WARNING[Main]: BanManager: creating /home/gael/.minetest/worlds/bidule/ipban.txt
2016-02-09 14:18:15: WARNING[Main]: NodeDefManager: Ignoring CONTENT_IGNORE redefinition
2016-02-09 14:18:15: ERROR[Main]: ModError: Failed to load and run script from /home/gael/.minetest/mods/realterrain/init.lua:
2016-02-09 14:18:15: ERROR[Main]: ...s/realterrain/lib/lunatic-python-bugfix-1.1.1/python.lua:3: /usr/lib/python2.7/site-packages/lua-python.so: Ne peut ouvrir le fichier d'objet partagé: Aucun fichier ou dossier de ce type
2016-02-09 14:18:15: ERROR[Main]: stack traceback:
2016-02-09 14:18:15: ERROR[Main]: [C]: in function 'assert'
2016-02-09 14:18:15: ERROR[Main]: ...s/realterrain/lib/lunatic-python-bugfix-1.1.1/python.lua:3: in main chunk
2016-02-09 14:18:15: ERROR[Main]: [C]: in function 'require'
2016-02-09 14:18:15: ERROR[Main]: /home/gael/.minetest/mods/realterrain/init.lua:28: in main chunk
2016-02-09 14:18:15: ERROR[Main]: Voir debug.txt pour plus d'informations.
Code: Select all
2016-02-09 14:18:35: [Main]: Automatically selecting world at [/home/gael/.minetest/worlds/bidule]
2016-02-09 14:18:37: WARNING[Main]: BanManager: creating /home/gael/.minetest/worlds/bidule/ipban.txt
2016-02-09 14:18:37: WARNING[Main]: NodeDefManager: Ignoring CONTENT_IGNORE redefinition
2016-02-09 14:18:37: ERROR[Main]: ModError: Failed to load and run script from /home/gael/.minetest/mods/realterrain/init.lua:
2016-02-09 14:18:37: ERROR[Main]: .../.minetest/mods/realterrain/lib/graphicsmagick/Image.lua:304: libGraphicsMagickWand.so: Ne peut ouvrir le fichier d'objet partagé: Aucun fichier ou dossier de ce type
2016-02-09 14:18:37: ERROR[Main]: stack traceback:
2016-02-09 14:18:37: ERROR[Main]: [C]: in function 'load'
2016-02-09 14:18:37: ERROR[Main]: .../.minetest/mods/realterrain/lib/graphicsmagick/Image.lua:304: in main chunk
2016-02-09 14:18:37: ERROR[Main]: [C]: in function 'require'
2016-02-09 14:18:37: ERROR[Main]: ...l/.minetest/mods/realterrain/lib/graphicsmagick/init.lua:2: in main chunk
2016-02-09 14:18:37: ERROR[Main]: [C]: in function 'require'
2016-02-09 14:18:37: ERROR[Main]: /home/gael/.minetest/mods/realterrain/init.lua:43: in main chunk
2016-02-09 14:18:37: ERROR[Main]: Voir debug.txt pour plus d'informations.
Code: Select all
2016-02-09 14:18:58: [Main]: Automatically selecting world at [/home/gael/.minetest/worlds/bidule]
2016-02-09 14:19:04: WARNING[Main]: BanManager: creating /home/gael/.minetest/worlds/bidule/ipban.txt
2016-02-09 14:19:04: WARNING[Main]: NodeDefManager: Ignoring CONTENT_IGNORE redefinition
2016-02-09 14:19:04: ERROR[Main]: ModError: Failed to load and run script from /home/gael/.minetest/mods/realterrain/init.lua:
2016-02-09 14:19:04: ERROR[Main]: ...el/.minetest/mods/realterrain/lib/magick/magick/init.lua:163: Failed to load ImageMagick (MagickWand)
2016-02-09 14:19:04: ERROR[Main]: stack traceback:
2016-02-09 14:19:04: ERROR[Main]: [C]: in function 'try_to_load'
2016-02-09 14:19:04: ERROR[Main]: ...el/.minetest/mods/realterrain/lib/magick/magick/init.lua:163: in main chunk
2016-02-09 14:19:04: ERROR[Main]: [C]: at 0x7f992b68c9e0
2016-02-09 14:19:04: ERROR[Main]: [C]: in function 'require'
2016-02-09 14:19:04: ERROR[Main]: /home/gael/.minetest/mods/realterrain/init.lua:36: in main chunk
2016-02-09 14:19:04: ERROR[Main]: Voir debug.txt pour plus d'informations.
Code: Select all
2016-02-09 14:19:18: [Main]: Automatically selecting world at [/home/gael/.minetest/worlds/bidule]
2016-02-09 14:19:20: WARNING[Main]: BanManager: creating /home/gael/.minetest/worlds/bidule/ipban.txt
2016-02-09 14:19:20: WARNING[Main]: NodeDefManager: Ignoring CONTENT_IGNORE redefinition
2016-02-09 14:19:20: ERROR[Main]: ModError: Failed to load and run script from /home/gael/.minetest/mods/realterrain/init.lua:
2016-02-09 14:19:20: ERROR[Main]: ...ael/.minetest/mods/realterrain/lib/lua-imlib2/imlib2.lua:1: module 'limlib2' not found:
2016-02-09 14:19:20: ERROR[Main]: no field package.preload['limlib2']
2016-02-09 14:19:20: ERROR[Main]: no file '/home/gael/.minetest/mods/realterrain/lib/lua-imlib2/limlib2.lua'
2016-02-09 14:19:20: ERROR[Main]: no file '/home/gael/.minetest/mods/realterrain/lib/lua-imagesize-1.2/limlib2.lua'
2016-02-09 14:19:20: ERROR[Main]: no file './limlib2.lua'
2016-02-09 14:19:20: ERROR[Main]: no file '/usr/share/luajit-2.0.2/limlib2.lua'
2016-02-09 14:19:20: ERROR[Main]: no file '/usr/local/share/lua/5.1/limlib2.lua'
2016-02-09 14:19:20: ERROR[Main]: no file '/usr/local/share/lua/5.1/limlib2/init.lua'
2016-02-09 14:19:20: ERROR[Main]: no file '/usr/share/lua/5.1/limlib2.lua'
2016-02-09 14:19:20: ERROR[Main]: no file '/usr/share/lua/5.1/limlib2/init.lua'
2016-02-09 14:19:20: ERROR[Main]: no file './limlib2.so'
2016-02-09 14:19:20: ERROR[Main]: no file '/usr/local/lib/lua/5.1/limlib2.so'
2016-02-09 14:19:20: ERROR[Main]: no file '/usr/lib/x86_64-linux-gnu/lua/5.1/limlib2.so'
2016-02-09 14:19:20: ERROR[Main]: no file '/usr/lib/lua/5.1/limlib2.so'
2016-02-09 14:19:20: ERROR[Main]: no file '/usr/local/lib/lua/5.1/loadall.so'
2016-02-09 14:19:20: ERROR[Main]: stack traceback:
2016-02-09 14:19:20: ERROR[Main]: [C]: in function 'require'
2016-02-09 14:19:20: ERROR[Main]: ...ael/.minetest/mods/realterrain/lib/lua-imlib2/imlib2.lua:1: in main chunk
2016-02-09 14:19:20: ERROR[Main]: [C]: in function 'require'
2016-02-09 14:19:20: ERROR[Main]: /home/gael/.minetest/mods/realterrain/init.lua:40: in main chunk
2016-02-09 14:19:20: ERROR[Main]: Voir debug.txt pour plus d'informations.
Including libraries this way is very unclean. Libs should be provided by MT's core itself. The core uses an image manipulation library, it may be possible to allow Lua accessing these functions.
Just realize how bored we would be if the world was perfect.
Re: [Mod] Real Terrain [0.0.9] [realterrain]
yes it would change a lot of things for the better to not have to include any libraries for basic pixel-level access to images... including full 16 bit support and all common filetypes. i have discussed this in the irc but there is not much interest in including it in core.
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