Awesome, thanks for that Aaron. I've downloaded it and will give it
a whirl first chance I get.
monks
--- In L3DT_users_group@yahoogroups.com, Aaron Torpy
<aaron_torpy@y...> wrote:
>
> Hello Monkschain,
>
> > The most useful short term addition would be the
> image overlay
> > (with transparency) so that terrain could be
> 'defined' from a
> > topo reference. Like tracing over it. I see that
> that is
> > on the dev roadmap so that's great.
>
> Okay, I've uploaded an update of L3DT Pro that
> includes a rough first-attempt at the image overlay
> feature. I'll send you a direct e-mail with an
> activation key for the beta-release and instructions
> on how to download the Pro version.
>
> Anyhow, assuming everything else works OK, you can
> load the overlay image (bmp, jpg or png only, at the
> moment) using the 'view->overlay image...' menu
> option. This image will then be blended/stretched over
> the top of any map that you create/view/edit. You can
> also set transparency in the control dialog.
>
> This is really quite rough, but I thought it might be
> good to get your feedback before I try to smooth the
> edges.
>
> Cheers,
> Aaron.
>
> PS: I should hopefully have time reply to these posts
> more thoroughly on the weekend.
>
> --- monkschain <lingardc@g...> wrote:
>
> > Hello, monks here from ME-DEM. It's great to see
> > that our lil' baby
> > elephant still has a caring family- (trumpets
> > appreciatively) hehe.
> > You're right about the l...o...n...g term time
> > frame- we'll all be
> > long in the tooth ere the task is done !
> > I just wanted to pipe in with a couple of details
> > if that's OK Aaron.
> > The most useful short term addition would be the
> > image overlay (with
> > transparency) so that terrain could be 'defined'
> > from a topo
> > reference. Like tracing over it. I see that that is
> > on the dev
> > roadmap so that's great. With this we might be able
> > to go ahead with
> > using L3D straight away (without all the other cool
> > stuff mentioned
> > of course).
> > The abilty to load existing terrain and create in
> > this manner in
> > *replace mode*. So one would load up a low res dem
> > with the
> > corresponding image overlay (topo map) and then use
> > the elevations of
> > that low res dem for reference (one would need some
> > kind of cursor
> > feedback for height or something) along with the
> > topo overlay. So one
> > would know, here is a mountain and this is it's
> > approx height. Define
> > it with the L3D tools and bingo.
> > The ability to load up tile sets that are multiples
> > of x Km (on the
> > first pass each tile will be 1K px on a side at 1
> > px= 20m....20 Km on
> > a side, on the second pass (down the line) each tile
> > with a factor of
> > 10 larger scale- that is, each tile being 1K px
> > still, but at 2m res,
> > so 2 Km on a side). This would be really useful as
> > users could work
> > on larger areas (which is probably the preferred
> > approach).
> > ps Joe Slayton of Wilbur (he's helped us out
> > already). ;)
> > ps I'm still convinced that L3D could fundamentally
> > change the way
> > people build terrain models.
> >
> > monks
> >
> >
> >
> >
>