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Showing results for tags 'terrain'.
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Efforts on terrain representation
Ingolf posted a topic in General DiscussionAs I understand it eSim is in the works of creating: roadbanks/escarpments to level out the roads on top of coarse elevation data (which is great) introduce a woodland fractal-like topography on-top of coarse elevation data, to reduce the "flat-terrain-factor" (also great) I see this as a measure to create more believable terrain out of free/open elevation data. My question is (for the future): Can SBProPE make good use of real point-clouds (i.e. laser data) down to 0.25-1.0 m resolution? This would apparently (to a degree) eliminate the need for 1 and 2 above. How are the thoughts going about this for now? Graphics engine limitations? Perhaps this is already utilized in the classroom version? The trend towards more and denser open data is speaking for itself, but it will take some time (if ever) before the high-res datasets are being released as open data (depending on national policies). As I work with advanced GIS on a daily basis, I was just curious to hear if eSim could elaborate on the future thoughts on terrain representation (including infrastructure) and the fact that there are fantastic data available, just not yet with a cheap price-tag. All the best, and thanks (for the 100'd time) for a fantastic sim , /Ingolf
Terrain theme and objects questions
Scrapper_511 posted a topic in Scenario and Maps1. What is the difference between 'Woods Con.' and 'Woods Dec.' ? 2. I've been using tree #18 (for Woods Con.), but to be sure, what type tree is most appropriate for a Korea map? 3. In general, how should the surface properties be set for grass, mud, dirt, and concrete? 4. How does the 'Fill' feature work? 5. I assume that increasing density and height of grass cover affects hardware performance just like tree density does. Am I correct or an ass? Thanks in advance..!