Jump to content


Photo

Google earth to unity


  • Please log in to reply
29 replies to this topic

#1 slewin

slewin

    Advanced Member

  • Members
  • PipPipPip
  • 400 posts

Posted 01 February 2015 - 06:03 AM

I have been experimenting with the high res areas in google earth and attempting to bring it across to unity. Of course you can import to via sketchup but if you import the whole course you lose the vital detail. Importing small areas is possible but you then have many overlapping meshes which for the life of me I cant merge together. If there was a way to do this efficiently it would be a huge resource for the community with many parts of USA included. Has anybody had any success with this?

See attached for the level of detail within GE

Happy Golfing

Attached Files



#2 Jimbobh

Jimbobh

    Advanced Member

  • Members
  • PipPipPip
  • 539 posts
  • LocationMaine

Posted 01 February 2015 - 02:11 PM

I have been using Sketchup to import better detail in the terrain and image's to unity, but you will need a few other programs to to import a single mesh to unity, and also Photoshop to to merge the images.

This is an example of several overlapping mesh's.

1453554_676781015696227_2034015850_n_zps

Here is the single mesh made from the above mesh's

1452059_676780999029562_1252453252_n_zps

And here is the image made from Photoshop

Samosetsmall1copy_zps86d33a38.jpg

If I get some time today, I will try to make you up a tutorial.  It took me quite some time to figure this all out.

 

 


  • Kablammo11 likes this

Gigabyte ga-z68x-ud3h-b3 Motherboard

Intel Core i5-2400 CPU@3.1GHz 3.70GHz

GeForce GTX 1050 Ti
16GB Ram   (2)G.Skill Ripjaws F3-10666L9S-8GBXL
Windows 7 Home Premium


#3 shimonko

shimonko

    Advanced Member

  • Members
  • PipPipPip
  • 1,718 posts

Posted 01 February 2015 - 03:06 PM

I have been using Sketchup to import better detail in the terrain and image's to unity, but you will need a few other programs to to import a single mesh to unity, and also Photoshop to to merge the images.


CourseForge will only allow the drawing out of fairways, greens etc on Unity's terrain, not meshes, so you'll need a greyscale heightmap for Unity rather than a mesh.

I just had a quick go with Sketchup and was getting a 2m mesh resolution at small capture areas (much better than I expected from Google, but it was a well surveyed area), but there's no way I'd have the patience to do the whole course like that. Surely there's some free program that saves you doing all that?

#4 Jimbobh

Jimbobh

    Advanced Member

  • Members
  • PipPipPip
  • 539 posts
  • LocationMaine

Posted 01 February 2015 - 04:21 PM

CourseForge will only allow the drawing out of fairways, greens etc on Unity's terrain, not meshes, so you'll need a greyscale heightmap for Unity rather than a mesh.

I just had a quick go with Sketchup and was getting a 2m mesh resolution at small capture areas (much better than I expected from Google, but it was a well surveyed area), but there's no way I'd have the patience to do the whole course like that. Surely there's some free program that saves you doing all that?

The mesh can be transformed into the unity terrain using "object2terrain" plugin as described in this thread http://www.perfectpa...ogle-sketchup/ 

which will make it a height map.

Probably Terrain Forge will do all that, but that program is not available for us to use, so in order to get started using unity, This was about the only option I found to get real detailed terrain data into unity. If you have overlapping meshes, You will need a program to drape the mesh to make it one mesh. At that time you can control the size of the distance of the grid. And your right, It takes a lot of patience.

SamMesh_zpsc75169a4.jpg

 

Samheightmap_zps674ba8b8.jpg


Gigabyte ga-z68x-ud3h-b3 Motherboard

Intel Core i5-2400 CPU@3.1GHz 3.70GHz

GeForce GTX 1050 Ti
16GB Ram   (2)G.Skill Ripjaws F3-10666L9S-8GBXL
Windows 7 Home Premium


#5 Dazmaniac

Dazmaniac

    Rock. Loud and Heavy

  • Members
  • PipPipPip
  • 6,941 posts
  • LocationEngland, UK

Posted 01 February 2015 - 05:38 PM

I believe PP are still intending to release their Terrain Forge tools when the game is released.

 

 

 

;)



#6 slewin

slewin

    Advanced Member

  • Members
  • PipPipPip
  • 400 posts

Posted 01 February 2015 - 11:20 PM

Jimbobh that would be a massive help. I see you are using meshlab to merge the meshes. I am downloading it as I type.

I look forward to your tutorial and appreciate your help.



#7 shimonko

shimonko

    Advanced Member

  • Members
  • PipPipPip
  • 1,718 posts

Posted 01 February 2015 - 11:54 PM

Terrain Forge does eliminate all of that and will be easy for the more savvy, but in the opinion of myself and the other person testing it, still needs a few things simplified for public use. 

Not that it helps here but may be of interest to anyone reading, Google Earth Pro became free yesterday.


  • TheBigYin519 likes this

#8 slewin

slewin

    Advanced Member

  • Members
  • PipPipPip
  • 400 posts

Posted 02 February 2015 - 06:02 AM

What does GE Pro provide anything of interest for us designers



#9 shimonko

shimonko

    Advanced Member

  • Members
  • PipPipPip
  • 1,718 posts

Posted 02 February 2015 - 06:12 AM

I used GE for creating a 360° panaroma for PG, however I never subscribed to the pro version so I was limited in resolution. Now having free access to Pro allows higher resolution panaromas.

#10 Jimbobh

Jimbobh

    Advanced Member

  • Members
  • PipPipPip
  • 539 posts
  • LocationMaine

Posted 02 February 2015 - 02:21 PM

Jimbobh that would be a massive help. I see you are using meshlab to merge the meshes. I am downloading it as I type.

I look forward to your tutorial and appreciate your help.

I didn't actually use Mesh lab to merge the meshes. I used that program to clean it up and reduce the polygons during my first attempts at making a terrain.

You can try this tutorial using Rhino3d https://www.rhino3d.com/

I changed the auto spacing to 1

You will then have to add the object2terrain script in your unity editor. http://wiki.unity3d....=Object2Terrain

Depending which version of unity you have. I am using v4.3 so had to use the c# script.

I haven't had time to make up my own tutorial but this might help. If you want to send me the location of your course, I could try to get something working for you. Might get you by until the real tools come out.


Gigabyte ga-z68x-ud3h-b3 Motherboard

Intel Core i5-2400 CPU@3.1GHz 3.70GHz

GeForce GTX 1050 Ti
16GB Ram   (2)G.Skill Ripjaws F3-10666L9S-8GBXL
Windows 7 Home Premium


#11 slewin

slewin

    Advanced Member

  • Members
  • PipPipPip
  • 400 posts

Posted 02 February 2015 - 10:30 PM

Jimbobh,

I am thinking of having a crack at Oakmont CC. Not sure if you were a links player but I did a recreation many years ago for links and I think it would translate well with PP.
If you could list some simple steps I could probably get my head around it.

Heres the address

1233 Hulton Road, Oakmont, PA 15139, United States



#12 Jimbobh

Jimbobh

    Advanced Member

  • Members
  • PipPipPip
  • 539 posts
  • LocationMaine

Posted 04 February 2015 - 12:37 AM

slewin,

I have gotten this far, hopefully it's the right course, lol

Oakmont CC in sketchup

Oakmontskp_zps94813f20.jpg

Oakmont CC in Unity

OakmontUnity_zpsc26a9103.jpg

let me know if it's about right and I can send the files to you.

JB


Gigabyte ga-z68x-ud3h-b3 Motherboard

Intel Core i5-2400 CPU@3.1GHz 3.70GHz

GeForce GTX 1050 Ti
16GB Ram   (2)G.Skill Ripjaws F3-10666L9S-8GBXL
Windows 7 Home Premium


#13 slewin

slewin

    Advanced Member

  • Members
  • PipPipPip
  • 400 posts

Posted 05 February 2015 - 01:32 AM

Wow Jimbobh,

Is there any other Oakmont!!

This is great and will saving me a lot of dicking around. I would love the files when you get a chance.

One very appreciative designer

You can email me here if needed:
scottylewin@yahoo.com.au

Cheers



#14 slewin

slewin

    Advanced Member

  • Members
  • PipPipPip
  • 400 posts

Posted 06 February 2015 - 02:59 AM

Jim,

I have received the files. Thanks again.
It is now imported into Unity but the terrain resolution seems quite low. Any tips on how I can increase detail?



#15 Jimbobh

Jimbobh

    Advanced Member

  • Members
  • PipPipPip
  • 539 posts
  • LocationMaine

Posted 06 February 2015 - 04:07 AM

you will have to adjust that in your terrain setting in the inspector under resolution.

I set mine like this:

height map at 2049

Detail Resolution 2048

Detail Resolution per patch

Control texture 1024

Base texture 1024

I think everyone uses different settings so you might have to search the forums and experiment.


Gigabyte ga-z68x-ud3h-b3 Motherboard

Intel Core i5-2400 CPU@3.1GHz 3.70GHz

GeForce GTX 1050 Ti
16GB Ram   (2)G.Skill Ripjaws F3-10666L9S-8GBXL
Windows 7 Home Premium


#16 shimonko

shimonko

    Advanced Member

  • Members
  • PipPipPip
  • 1,718 posts

Posted 06 February 2015 - 04:38 AM

And if you mean the terrain overlay image is low resolution, click on the texture in the Assets window and change 'Max Size' to 4096 and 'Color' to 16 bits or Truecolor.



#17 Jimbobh

Jimbobh

    Advanced Member

  • Members
  • PipPipPip
  • 539 posts
  • LocationMaine

Posted 06 February 2015 - 08:28 PM

I only used the higher resolution images on the actual course area, the surrounding images are a low resolution. I did it that way just to save me some time, The mesh had about 190,000 polygons that I had to reduce down to 65,500, just under unity's maximum. don't know if that matters or not, but at least you can play with it until they release the real tools.


Gigabyte ga-z68x-ud3h-b3 Motherboard

Intel Core i5-2400 CPU@3.1GHz 3.70GHz

GeForce GTX 1050 Ti
16GB Ram   (2)G.Skill Ripjaws F3-10666L9S-8GBXL
Windows 7 Home Premium


#18 slewin

slewin

    Advanced Member

  • Members
  • PipPipPip
  • 400 posts

Posted 10 February 2015 - 03:07 AM

Jim,

Is it possible to get access to your detailed mesh for Oakmont before you reduces the polys. I would like to fool around with it before exporting to unity.

Thanks



#19 Jimbobh

Jimbobh

    Advanced Member

  • Members
  • PipPipPip
  • 539 posts
  • LocationMaine

Posted 10 February 2015 - 04:19 AM

I have actually been working on a new terrain for Oakmont that will Hopefully give you better terrain detail with a higher resolution image, I Stitched about 160 images and terrains from Sketchup zoomed all the way in. Photoshop wasn't able to merge the inages so I have been doing that one by one,

Oakmontterrain_zps6c28ce3d.jpg

The image still needs a little adjustment.

Oakmontjpg_zps7fbdcedb.jpg

 

I'll get it done as soon as I can. Jim


Gigabyte ga-z68x-ud3h-b3 Motherboard

Intel Core i5-2400 CPU@3.1GHz 3.70GHz

GeForce GTX 1050 Ti
16GB Ram   (2)G.Skill Ripjaws F3-10666L9S-8GBXL
Windows 7 Home Premium


#20 slewin

slewin

    Advanced Member

  • Members
  • PipPipPip
  • 400 posts

Posted 10 February 2015 - 09:26 AM

Jim,

I will be forever in your gratitude. :rolleyes:

 

Hopefully I will get my head around this stuff and be able to handle it myself. I have managed to get a pretty detailed mesh from rhino using drape but when I convert to terrain I lose alot of detail. Are you using Rhino to Drape a mesh?






0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users