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Forum: Posts From:
AndyA
Poster
16 Posts
terrain
Posted 08-Nov-2007 3:01 AM

I need to create an accurate 3D terrain of the English channel. I've got all the xyz data, any ideas how to translate them into max?

thanks

Andy Rak
Advanced Poster
4445 Posts
161 Products
RE: terrain
Posted 08-Nov-2007 6:55 AM
Modified by Andy Rak On 08-Nov-2007  6:57 AM

What format is that xyz data in?

Max should be able to import DXF, OBJ, 3DS... I'm not sure if there are plugins for other terrain dataset formats like DEM...

anthonyjackb...
Advanced Poster
1409 Posts
RE: terrain
Posted 08-Nov-2007 8:27 AM
Modified by anthonyjackbishop On 08-Nov-2007  8:28 AM


Hi here is a video tutorial this is mostly to do with halo terrain tutortials   

terrain terrain 2 contined terrain3 continued terrain 4


terrain 5 terrain 6 terrain 7








 

Caprier
Advanced Poster
596 Posts
RE: terrain
Posted 08-Nov-2007 12:49 PM

If the xyz values are raw data in a TXT format, for example, someone with knowledge in MaxScript could write you a small converter to create a plane object from them.
Andy Rak
Advanced Poster
4445 Posts
161 Products
RE: terrain
Posted 08-Nov-2007 1:02 PM
Modified by Andy Rak On 08-Nov-2007  1:17 PM

Is that the same as the .ASE format max imports?  I think it's similar if not the same...

Okay, I just did a sample box model export to ASE and it's pretty verbose, containing:

  • Scene parameters
  • The object and its properties and transforms
  • A list of all vertices (each assigned a unique number)
  • An exhaustive list of each polygon referencing associated vertex numbers

So it would be feasible to make simple code to take the xyz data and generate an ASE to import... if you know how many point samples for width and height of your data... 

The following is for a CUBE...

Andy Rak
Advanced Poster
4445 Posts
161 Products
ASE sample
Posted 08-Nov-2007 1:15 PM

*3DSMAX_ASCIIEXPORT 200
*COMMENT "AsciiExport Version  2.00 - Thu Nov 08 14:10:12 2007"
*SCENE {
 *SCENE_FILENAME "boxtest.max"
 *SCENE_FIRSTFRAME 0
 *SCENE_LASTFRAME 100
 *SCENE_FRAMESPEED 30
 *SCENE_TICKSPERFRAME 160
 *SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000
 *SCENE_AMBIENT_STATIC 0.0902 0.0902 0.0902
}
*GEOMOBJECT {
 *NODE_NAME "Box01"
 *NODE_TM {
  *NODE_NAME "Box01"
  *INHERIT_POS 0 0 0
  *INHERIT_ROT 0 0 0
  *INHERIT_SCL 0 0 0
  *TM_ROW0 1.0000 0.0000 0.0000
  *TM_ROW1 0.0000 1.0000 0.0000
  *TM_ROW2 0.0000 0.0000 1.0000
  *TM_ROW3 15.0000 15.0000 0.0000
  *TM_POS 15.0000 15.0000 0.0000
  *TM_ROTAXIS 0.0000 0.0000 0.0000
  *TM_ROTANGLE 0.0000
  *TM_SCALE 1.0000 1.0000 1.0000
  *TM_SCALEAXIS 0.0000 0.0000 0.0000
  *TM_SCALEAXISANG 0.0000
 }
 *MESH {
  *TIMEVALUE 0
  *MESH_NUMVERTEX 8
  *MESH_NUMFACES 12
  *MESH_VERTEX_LIST {
   *MESH_VERTEX    0 0.0000 0.0000 0.0000
   *MESH_VERTEX    1 30.0000 0.0000 0.0000
   *MESH_VERTEX    2 0.0000 30.0000 0.0000
   *MESH_VERTEX    3 30.0000 30.0000 0.0000
   *MESH_VERTEX    4 0.0000 0.0000 20.0000
   *MESH_VERTEX    5 30.0000 0.0000 20.0000
   *MESH_VERTEX    6 0.0000 30.0000 20.0000
   *MESH_VERTEX    7 30.0000 30.0000 20.0000
  }
  *MESH_FACE_LIST {
   *MESH_FACE    0:    A:    0 B:    2 C:    3 AB:    1 BC:    1 CA:    0  *MESH_SMOOTHING 2  *MESH_MTLID 1
   *MESH_FACE    1:    A:    3 B:    1 C:    0 AB:    1 BC:    1 CA:    0  *MESH_SMOOTHING 2  *MESH_MTLID 1
   *MESH_FACE    2:    A:    4 B:    5 C:    7 AB:    1 BC:    1 CA:    0  *MESH_SMOOTHING 3  *MESH_MTLID 0
   *MESH_FACE    3:    A:    7 B:    6 C:    4 AB:    1 BC:    1 CA:    0  *MESH_SMOOTHING 3  *MESH_MTLID 0
   *MESH_FACE    4:    A:    0 B:    1 C:    5 AB:    1 BC:    1 CA:    0  *MESH_SMOOTHING 4  *MESH_MTLID 4
   *MESH_FACE    5:    A:    5 B:    4 C:    0 AB:    1 BC:    1 CA:    0  *MESH_SMOOTHING 4  *MESH_MTLID 4
   *MESH_FACE    6:    A:    1 B:    3 C:    7 AB:    1 BC:    1 CA:    0  *MESH_SMOOTHING 5  *MESH_MTLID 3
   *MESH_FACE    7:    A:    7 B:    5 C:    1 AB:    1 BC:    1 CA:    0  *MESH_SMOOTHING 5  *MESH_MTLID 3
   *MESH_FACE    8:    A:    3 B:    2 C:    6 AB:    1 BC:    1 CA:    0  *MESH_SMOOTHING 6  *MESH_MTLID 5
   *MESH_FACE    9:    A:    6 B:    7 C:    3 AB:    1 BC:    1 CA:    0  *MESH_SMOOTHING 6  *MESH_MTLID 5
   *MESH_FACE   10:    A:    2 B:    0 C:    4 AB:    1 BC:    1 CA:    0  *MESH_SMOOTHING 7  *MESH_MTLID 2
   *MESH_FACE   11:    A:    4 B:    6 C:    2 AB:    1 BC:    1 CA:    0  *MESH_SMOOTHING 7  *MESH_MTLID 2
  }
 }
 *PROP_MOTIONBLUR 0
 *PROP_CASTSHADOW 1
 *PROP_RECVSHADOW 1
}

AndyA
Poster
16 Posts
RE: ASE sample
Posted 08-Nov-2007 2:22 PM

thanks for all your responses.

I'm asking the question for my Dad, He's working on a big project for the Poole Martime Trust (Poole is on the south coast of England). As I understand it there are thousand of points and it has to be relatively acurate.

once again thanks

Andy Rak
Advanced Poster
4445 Posts
161 Products
RE: ASE sample
Posted 08-Nov-2007 3:49 PM

Sounds like fun.  It would help to know what format that data is in... I imagine it's from some satellite data...

Also, how many points long and how many deep...

I hope this helped some lol, sounds like your dad will be busy!






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