How to import your BeamNG Heightmap to Blender and scale it the right way

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hi listeners my name is Alex LX kids71 on the Forum yes I started to play bbmg somehow in the beginning of of the pandemic times and fell in love with the game I thought it would be so nice to make a map level something for my childhood memories where I grew up so I wanted to do something with guest data and stuff like that and somehow I made it to import this data from from blender via hype map to to BeamNG and started building in the water data did it stuff I don't want to do it to do it better and then the things started to happen like how to build sidewalks how to build nice guard rails you see the gut rates here I took over an idea from uh from the pgs drift into any map uh he took uh just a mesh Road and used some fancy decent textures on it and it took over the idea made my own textures like you see my my guard rates here uh they are looking quite good but they are not perfect I would like to have rear guardrails and reveal a side posts and stuff like that and sidewalks and then the hustle begins because you need to do it somehow in blender and if you didn't start in blend out with all your terrain stuff or you change your terrain very often in the world yeah it's not so easy to get it in blender so my idea was I have to get the height map and blender get my terrain blender and then I can model guard rails there are sidewalks there and the idea of course is to place a lot of objects in blender and Export it as a forest of course items because it uses I don't know less resources in BMG I read about that so I want to do it as well but how to do that and then I started to crawl over the forums importing hype maps to blender you have it very often the other way around of course but still fair but nobody really explains how to do it uh to go the other way around so from from BeamNG to blender and what is very important I did it somehow but sometimes the heights didn't work well it wasn't very exact what I did there and now I thought what can I do to get really a decent height map terrain and blender and some people wrote that the talk 3D height map is not accurate enough and I wanted to test it and today I want to show you how I tested it I have a quite beefy uh computer which is uh necessary for this approach I use today but there are of course some other ways around you can do that I'll tell you later what I did first is um of course I went to the word editor and exported and you go to the terrain tools and you export all of your terrain as you have to click on your Terrain searched export folder I use one in my network and start to export uh wait a moment I go up here and you see uh trade is exported let me change so far because you have the same date and and the important file here for our experiment is of course the height map I'll show you later okay I started to make a height map blender wait a moment you see it here and I took over a an overlay image from from the terrain a base color terrain image from from My Level so that I see what is where which is quite important if you want to do stuff like that looks good you see all it's pretty the hype have worked how I didn't explain later because I will delete it and do it from scratch but I wasn't this was what I did in the beginning and it was not that accurate what I said it was some meters are missing and some places you put something there and it's it's floating in the air or it's under under the terrain and it was disgusting so then I came to the crazy idea just to export the terrain from BeamNG as a Dae file you can do that it lasts long this process I don't know 20 minutes or something just leave BeamNG alone and do it yes I don't do it now in real time because we would go crazy in this tutorial you just go to the terrain and save file export selected files colada then it gets completely unresponsive white overlay um and you think okay it dies don't touch it go take a coffee smoke a cigarette prepare meal for the evening whatever Rita read the Stephen King book from the beginning to the end I don't know but somehow at the special time it's somehow done so I got out my terrain lnt Dae file which is a whopping 1.6 gigabyte so you can imagine what that means for blender it's the same yes if you import it to blender I don't do it now but I show you where it is in blender of course you go to uh pile import collada and then just select the AE file and then blender gets unresponsive for at least half an hour I think and something like that you think okay crap you can't use it do the same again read another book and if you come back perhaps it's important so for for me it worked well and if it's important and you save it in blender it's it's loads fast and it's quite uh quite usable yes I'll show you I imported it I just type the grid with with the height map and I show you here the imported Tae file yes you see yes by Quarry which has the most Innovation differences so that's a good example yes because this of course fits exactly one to one scale like uh the terrain of BMG because it's just a Dae export yes it's exactly the right scale and stuff like that what is important of course if you want to use it later on uh if you place things on it make your locations right yes you have to take it out of of your BeamNG and then you must make some experiments I I needed quite a lot of time would be would be another tutorial because it was completely trial and error I I didn't get it another way so okay but this now is really aligned with BeamNG so if I put something here it's at the exact same place in BMG if I import it this is what what is needed so why why do I do all this uh hustle and stuff then with the height map I could use this the AE file as uh um as my reference I could do it but what I didn't get is the overlay like uh like on the trips you know on the grid you see the map here you see the map and uh it has been and if I use the same material for for this Dae file I get only a big green mask yes and I don't know how to solve it and of course the height map thing needs a lot less resources if you sub if you uh reduce it if you make it smaller so but of course you can uh make the tier a smaller as well so it would work but never mind so now the interesting thing um what did I do to get the grid running and just hide the script yes and do another one oh no I don't do it it takes too long time just explain it if you if you if you want to make a grid you just add a mesh grid that's a great I don't see it here's grid and then you can say how many um Square as a test on exit Y and Z X and Y level I used exactly the same figures like my level you see uh it's a bit a funny number because I used 40.96 for x and uh y but I had a scale of 1.2 to match the terrain size yes I need it for uh for for my level so and uh four thousand United States multiplied by 1.2 with 4950 so this is the figure and with that design so the height of the level you can just take out of the export of the terrain yes you somehow um defined it at the beginning of your of your work and if you take a look at oh slow now if we take a look at the Json file which is exported with the preset wait a moment you see uh yeah yeah it's scale of 250 but in the end it's only 249 on my side I don't know why because uh you see it if uh if you take a look at the Dae file I imported it's 249 this is the first hint to get the scale right use not that number but the real height of of the Dae file yes so okay okay when your grid is ready you have to add a displace modifier for the displace modifier you need your height map yes the hybrid is here is defined in the in the textures how do you do it you import the height map here to blender as a texture material as a texture and you search the file the terrain height map what's important here you see the the path to the folder what's important to take raw format raw or linear web well uh raw is better because it's really the 60-bit raw information really you need it if you use a srgb or something like that you have only eight eight bit file recognition and then you have only 256 grayscale levels with raw you have 65 000 something grayscale levels which is really important not to get stairs and steps and stuff like that and to get it really accurate yes and then of course if your level is 4096 and your bitmap is 4096 it's fine mine is a bit larger so I have to use the extent method for the image therefore it's so blurred here and then it covers um your whole um grip okay go back to the displacement so then you have to displace it I had to test a bit with the coordinates UV fitted the best for me yes you have some things like local global object about blend and loop I have really I have only idea of an idea of things but UV worked well for me so perfect you don't have to enter UV map or something direction that because that is behind XYZ yes I think normally would work too but I took that and then this is the funny thing here um the strength the strength is how drawn the whole thing should be uh displaced and perhaps you see the number two Pi or a point uh 0.249 you saw I had 250 height but the di5 was only 249 meters and here I think at one something is it's not scaling so I had to to use a fraction of it so it's very 0.249 is a string and normally you would say perfect yes because this mid-level normally sits as a default value in blender 0.5 yes and if of course it's really a big file I've here I have my um task Venture running and you see it uses already 20 Gigabytes I don't think so but no it did it and if I really put my terrain Dae in you see the levels are somehow different yes this current work so it would never fit yes first of all I said okay this little thing I don't need it I put it to zero but if I put it to zero wait a moment it doesn't fit as well so why I have no clue about that the mathematics behind it so I started then because I didn't want another you you don't have to play strength must be really fitted somehow to your height because this is really how strong the elevation is yes if I would say here copy it yes I would say I don't know 0.5 would fit it all yes you will see it oh it's still it's a calculating wait a moment you see it does completely different things because it shrinks and all the elevation yes so we really did this value from the height of our level terrain level in BMG and the bit level thing is pure testing yes I just started to test okay so okay 0.5 wasn't it uh take 0.2 stuff like that okay now it's it's the calculating wait a moment mm-hmm programs I said 0.2 for example does it get better or worse so you see it's getting better okay and somehow I tested it and even one one decimal point wasn't enough uh I really had to take this forgot net that's great but somewhere I wrote it down I think it was Zero point one three five because I really zoomed in a lot uh 0.135 enter I will be never a friend of blender because uh the ux thing is uh I don't know I I hate it yes but here you see perhaps there's a little bit fill in order navigation in this 3D things I'm what should I learn next okay but it's more or less fitting yes perhaps you can do something more fractional here but for my uh for my neat well enough and what you can see is that the height map is very accurate the height of a prevention because with this menus you see all this uh this checkup things here because my grid is really almost on par with with the terrain Dae and you see it yes it's perfect even if you go ahead and go Nira to see very well I made for example here a small cube make it visible where is it [Music] uh it's somehow sleeping ah here's my Cube for more on the side here's my Cube and see if I switch off the Dae that might be a little bit of difference but I think for setting some posts or guard rails it doesn't matter so what I do now I have this nice export objects tool for BeamNG BBG easy explore take a look at GitHub it's cool guy it's really good tool if you want to make fast exports of set up here and just export it export the cube to uh to my level folder and if I go to B now and go to play a car because I set it exactly to the player card yes player car is a test Cube I throw it in and because I did all this positioning stuff in blender already started to the terrain is perfectly aligned to um wait a moment oh I just wait a moment adjust the switch off the motor okay I don't know it doesn't matter I don't know the key now I go back I just uh as a test tube here put it in and I can just enter zero zero zero and you see nothing now it worked well my friend what did I do somewhere somewhere else why are one zero less here I forgot that and now you see the cube at the exact same position like in blender so you see it's aligning well and now the idea if you have if your PC really doesn't cope exporting the Dae file from BeamNG and you just want to go the height map wave without the Dae export and import which really lasts long but it's worth the wait because it's quite easy to align if you saw it um you can of course use some reference objects so you make some reference objects you put some Assets in at type points and load points of your terrain here uh you export them to blender or import them there use exactly the same XYZ coordinates in blender put them there and then of course you can do the same thing with the displacement I did yes to put some cubes somewhere and you just uh [Music] play around with this mid-level value until your assets imported are exactly on the ground of of your terrain here of your crit which is displaced this would be uh the possibility to do it without the importing of the Dae file yes so far so if someone has an idea how to get an overlay image to the terrain Dae just test it and you'll find a solution to just write me would be great because I like the idea of using a daa instead of all this Hardware puzzle yes thank you that's it if I have other things and findings I do another tutorial okay and check out my map deployment tool please it's it's somewhere the foreign Forum under under truth and utilities I work hard on it and I think it's worth using it if you want to deploy a map and want to save some space and stuff like that and want to take a look if there are errors inside because I do a lot of processing of your map data yeah thanks that's it bye bye how do I stop the recording I have no clue
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Channel: Sascha Kleinwächter
Views: 2,336
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Length: 25min 5sec (1505 seconds)
Published: Wed Nov 23 2022
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