A very detailed tutorial. I wanted to do this a while ago for the Wath area and the other tutorials were hard to follow, with this I might be able to do it
I was with you right up until 15:38 when my heart sank. I never saved the QGIS file and so I couldn't import my lovely map. I had to start over, remembering to both NOT close QGIS and save the project just in case. This video was immensely helpful, at this time of night though, my brain is too fried to work out how many tiles or what scaling is required for a 24kmx24km map as I have a desire to recreate a full city. I have attempted this before with inaccurate heightmap data and it didn't go as well as I'd have liked. I'm hoping this time will be better.
here's how not to do the tiles steamcommunity.com/sharedfiles/filedetails/?id=2618814004 I know the tutorial specifically doesn't give the info for creating 24km maps due to the amount of work involved creating the layers, but does anyone have the correct dimensions needed at 18:50 I think it will be 98304 (6x the 16384 entered by the OP,) but I have a feeling it's not that simple, or is it?
Okay, so I spent 2 hrs on and off making all my images and exporting them etc, only to find I can only use 16 of them, if I close the game and rename another 16 to A1, B1 etc, they just overwrite the ones I have placed previously. After all this, surely there must be a way for me to populate my whole map.
The brush mod does indeed only support 16 tiles, which covers a 4km map. For an 8km map you'd need 64 tiles, (my reply in the other comment explains how), but for a 24km map you'll need 576 tiles, meaning to use them with the 1km brush mod you'll be replacing the data 36 times. Since these are intended as temporary overlays to assist with track placement etc I recommend working through small areas then clearing the paint and replacing the tiles to paint on the adjacent area, and work systematically like that until the map is covered with roads and rails etc. Ps. 98304 is the correct number for a 24km vrt
Side question, what kind of imagery is it and would it survive being lower resolution and still be clear enough? If some 4km tile brushes would be useful I could look into that. They didn't serve my purpose as they lost too much fine detail for me but maybe it would be ok for different maps
@@badgerrhax it's the same OS imagery as used by you in the video, but with 576 tiles as you correctly stated. I could go through adding the road layouts 16 tiles at a time, I wondered if there was a less time consuming process though as keeping tabs on the naming and replacing could be a real pain. I'm unsure if lower resolution would work, because I am a masochist who has plans of high detailing a full city. I already attempted it with Manchester, but with a lack of accurate DEM or overlays. Sadly a corrupt save due to deleted mods killed it.
I do not understand how i can ensure that my overlay map is to scale… I have tried creating one, but noticed, that its scale was to small. Any ideas how I can avoid such an outcome?
Hi mate, im trying to make a large (14km x 14km) map but im not sure how to scale up from the tiny map example he showed do you think you could share what you did?
you should add some instructions how to scale this up - for my 16x16 km map i made 256 .dds files, A1-P16, but the game shows (landscaping / paint tools / BH tab) original tiles A1-D4 which i removed from res/textures/terrain/maps folder. thx for sharing, have fun
Virtual Layer does not work for me, when I press select directory there is nothing there but I press add files instead, it looks the same but press run and there is an error.
For the height data yeah. The brush mod is 1k tiles tho so if you wanted images too e.g 8x8 you'd need to generate 64 tiles instead of 16 and work on each corner of the map one at a time, then replace the tile images with the next corner, etc. For example, A1-D4 for top left, A5-D8 for top right, E1-H4 bottom right, etc. Hope that makes sense!
I thought making height map was a pain, and sometimes even that failed. thanks for vid on how too. but unsure if i try it even tho its something im always needing. really wish they make things more simple
well this is a game changer. Shame Mega map is still small for what I want to cover. Could I assume that one could compression scale both terrain and Vmap?
Great tutorial and mod. I have been trying to adapt this to work on a 24x24km map with some success, however I have run into a problem. I have managed to get the mod to work with extra tiles by adding more .lua files and the relevant data. This has worked great up until "I7" or tile number 199, then it throws up an error: Assertion Failure: Assertion `detailTextures.size() < 255' failed. This doesn't seem to be a problem with one of the .lua files but rather a limit either in the mod or the game. Is there any limit that you know of to the number of tiles I can load into the mod? I appreciate any pointers you can give me as to how to get around this. I am happy to send the .lua files over once completed if you would like to post a 24x24 mod up in the future with some of the leg work done!
Very nice tutorial! I am currently doing this in ArcPro and working on a map of Chicago. One thing that I noticed creating the Height Map was that I didn't need to use GIMP. Also, when I moved the Height Map into to the TPF2 folder and imported it, there was an issue. The game renders these maps where the top of the map is your view facing east. I created the Racetrack Metra portion where the width of the map was running east to west and the height was running north to south. This would have rendered in TPF2 perfectly if the map sizes were 4:1. An easy fix is to open the heightmap .png in whatever preview app you are using, and rotate it once so the east end of the height map is now in the North position. I'm creating a 1:4 megalomaniac map and the ratio is 1(east to west) to 4(north to south). This fixed the heightmap rendering wrong. I don't know if this makes any sense but, if you are making a map larger than 1:1 for TPF2 and your map in ArcPro or QGIS is running east to west, once the .png is made open it, click edit and rotate the image 45 degrees to the east in ArcPro is pointing North. When you open a map in TPF2 and you tilt the map view so you are looking towards the horizon, you are facing east in an app like google maps.
I am having some issue at the “TIN interpolation” part. I am missing the propertyValue interpolation attribute. I have instead OBJECTID or YEAROFCHAN which are both useless. Any idea what the problem could be? I am trying to do an area in Switzerland maybe the data I use is the wrong one.
I see they also have a matrix model which is ASCII GRID format, which you could try instead and it won't need the interpolation step as it's already interpolated from the basis dataset
Yeah not a lot of options by the looks of it.. there's some commercial data but if you're looking for free data all I can find is some general EU height data which is probably quite low resolution.. maybe it's a start www.opendem.info/opendemeu_background.html
A very detailed tutorial. I wanted to do this a while ago for the Wath area and the other tutorials were hard to follow, with this I might be able to do it
Thanks and good luck!
Thank you! That is an incredibly useful tutorial. Much appreciated.
Thanks! Glad it was helpful
I was with you right up until 15:38 when my heart sank. I never saved the QGIS file and so I couldn't import my lovely map. I had to start over, remembering to both NOT close QGIS and save the project just in case.
This video was immensely helpful, at this time of night though, my brain is too fried to work out how many tiles or what scaling is required for a 24kmx24km map as I have a desire to recreate a full city. I have attempted this before with inaccurate heightmap data and it didn't go as well as I'd have liked. I'm hoping this time will be better.
here's how not to do the tiles steamcommunity.com/sharedfiles/filedetails/?id=2618814004
I know the tutorial specifically doesn't give the info for creating 24km maps due to the amount of work involved creating the layers, but does anyone have the correct dimensions needed at 18:50 I think it will be 98304 (6x the 16384 entered by the OP,) but I have a feeling it's not that simple, or is it?
Okay, so I spent 2 hrs on and off making all my images and exporting them etc, only to find I can only use 16 of them, if I close the game and rename another 16 to A1, B1 etc, they just overwrite the ones I have placed previously. After all this, surely there must be a way for me to populate my whole map.
The brush mod does indeed only support 16 tiles, which covers a 4km map. For an 8km map you'd need 64 tiles, (my reply in the other comment explains how), but for a 24km map you'll need 576 tiles, meaning to use them with the 1km brush mod you'll be replacing the data 36 times. Since these are intended as temporary overlays to assist with track placement etc I recommend working through small areas then clearing the paint and replacing the tiles to paint on the adjacent area, and work systematically like that until the map is covered with roads and rails etc. Ps. 98304 is the correct number for a 24km vrt
Side question, what kind of imagery is it and would it survive being lower resolution and still be clear enough? If some 4km tile brushes would be useful I could look into that. They didn't serve my purpose as they lost too much fine detail for me but maybe it would be ok for different maps
@@badgerrhax it's the same OS imagery as used by you in the video, but with 576 tiles as you correctly stated. I could go through adding the road layouts 16 tiles at a time, I wondered if there was a less time consuming process though as keeping tabs on the naming and replacing could be a real pain. I'm unsure if lower resolution would work, because I am a masochist who has plans of high detailing a full city. I already attempted it with Manchester, but with a lack of accurate DEM or overlays. Sadly a corrupt save due to deleted mods killed it.
Very nice for those complicated areas
Thank you. What an excellent walkthrough.
Thanks for this! I think I'll need to give it a try.
Just book-marked this to use in the future. I'll be working on Norwich and the surrounding area
Great job! Easy to follow.
Thanks!
I do not understand how i can ensure that my overlay map is to scale… I have tried creating one, but noticed, that its scale was to small. Any ideas how I can avoid such an outcome?
that 3d model kicks ass
Thanks!
Finally got it working on 24km x 24km Megalomaniac Map with 36 titles A1 to A6 down do F1 to F6
Hi mate, im trying to make a large (14km x 14km) map but im not sure how to scale up from the tiny map example he showed do you think you could share what you did?
Extremely helpful video. Thanks.
Glad to hear it!
you should add some instructions how to scale this up - for my 16x16 km map i made 256 .dds files, A1-P16, but the game shows (landscaping / paint tools / BH tab) original tiles A1-D4 which i removed from res/textures/terrain/maps folder. thx for sharing, have fun
Virtual Layer does not work for me, when I press select directory there is nothing there but I press add files instead, it looks the same but press run
and there is an error.
brilliant, what a subtle solution. If I wanted a bigger map than 4x4, is it just a case of scaling up the same steps?
For the height data yeah. The brush mod is 1k tiles tho so if you wanted images too e.g 8x8 you'd need to generate 64 tiles instead of 16 and work on each corner of the map one at a time, then replace the tile images with the next corner, etc. For example, A1-D4 for top left, A5-D8 for top right, E1-H4 bottom right, etc. Hope that makes sense!
I thought making height map was a pain, and sometimes even that failed. thanks for vid on how too. but unsure if i try it even tho its something im always needing. really wish they make things more simple
i can't generate a red or green band, the app wont let me
well this is a game changer. Shame Mega map is still small for what I want to cover. Could I assume that one could compression scale both terrain and Vmap?
i want to do large and i cant seem to get it right
Bro just introduced GIS software to train nerds
Any ideas on a gpkg source for NSW, Australia? Perhaps I am missing something. I can find GeoPDFs (whatever that is)...
i love your mod but i live in germany and dont know what to do.. :(
Great tutorial and mod. I have been trying to adapt this to work on a 24x24km map with some success, however I have run into a problem. I have managed to get the mod to work with extra tiles by adding more .lua files and the relevant data. This has worked great up until "I7" or tile number 199, then it throws up an error: Assertion Failure: Assertion `detailTextures.size() < 255' failed.
This doesn't seem to be a problem with one of the .lua files but rather a limit either in the mod or the game. Is there any limit that you know of to the number of tiles I can load into the mod? I appreciate any pointers you can give me as to how to get around this. I am happy to send the .lua files over once completed if you would like to post a 24x24 mod up in the future with some of the leg work done!
Very nice tutorial! I am currently doing this in ArcPro and working on a map of Chicago. One thing that I noticed creating the Height Map was that I didn't need to use GIMP. Also, when I moved the Height Map into to the TPF2 folder and imported it, there was an issue. The game renders these maps where the top of the map is your view facing east. I created the Racetrack Metra portion where the width of the map was running east to west and the height was running north to south. This would have rendered in TPF2 perfectly if the map sizes were 4:1. An easy fix is to open the heightmap .png in whatever preview app you are using, and rotate it once so the east end of the height map is now in the North position. I'm creating a 1:4 megalomaniac map and the ratio is 1(east to west) to 4(north to south). This fixed the heightmap rendering wrong. I don't know if this makes any sense but, if you are making a map larger than 1:1 for TPF2 and your map in ArcPro or QGIS is running east to west, once the .png is made open it, click edit and rotate the image 45 degrees to the east in ArcPro is pointing North. When you open a map in TPF2 and you tilt the map view so you are looking towards the horizon, you are facing east in an app like google maps.
I am having some issue at the “TIN interpolation” part. I am missing the propertyValue interpolation attribute. I have instead OBJECTID or YEAROFCHAN which are both useless. Any idea what the problem could be? I am trying to do an area in Switzerland maybe the data I use is the wrong one.
Could be the type of data is incorrect - is it definitely vector height data like contours?
@@badgerrhax I am using DHM25 data which should include contours.
youtube seems to delete my comment as soon I mention the website or put a link to the data I used...
I see they also have a matrix model which is ASCII GRID format, which you could try instead and it won't need the interpolation step as it's already interpolated from the basis dataset
ok thanks will try that
This is great
Would this work for any place really?
wow, still good
Very nice and interesting mod, but I can't find dates for my area, Czech Republic. Could you help me please?
Yeah not a lot of options by the looks of it.. there's some commercial data but if you're looking for free data all I can find is some general EU height data which is probably quite low resolution.. maybe it's a start www.opendem.info/opendemeu_background.html
I just wanna place a simple street map on a completely flat map to make a real life city. Why can't I find a simple tutorial?
Awesome
Thank you!
👍👍👍
this looks very sketchy