7/12/2010

Tutorial N04 Make a Island by NOMI

Let's make the following island by NOMI3.0.

Let's make the following island by NOMI3.0.

Let's make an island from the following steps. 
1) Download the geographical data of the island. 
2) Create the picture and texture image of height which I use by NOMI by BIL2BMP (freeware) from geographical feature data. 
3) Load the texture image to NOMI. 
4) Make the outline of the island. 
5) Load the height picture. 
6) Load the texture image. 
7) Save a texture and a sculpt map and upload to in-world.

Let's look for the geographical data of Hawaii.

Let's use the 1-km mesh of a GLOBE project. Because Sculpted Prim can use only the mesh of 33x33 at the maximum, GLOBE is enough as it to make the wide range.

If you want to specify the range of choice from a GLOBE project, and to download geographical feature data, it is necessary to install Java. If you do not want to install Java, because you specify latitude longitude and can acquire data, please investigate the latitude longitude of an island.

If you want to make the goods which I sell using this data, please investigate about the copyright of NASA.
Reference: JPL Image Use Policy
http://www.jpl.nasa.gov/images/policy/index.cfm

Access the Web page of GLOBE.
http://www.ngdc.noaa.gov/mgg/topo/globe.html
(The design of this page may be changed)

Click “Get GLOBE Data Online” at the lower left of the global map.

Click “Select your own area”.

Choose “Map-Based (uses a Java applet)” of “Choose Your Type Of Area Selection”, then the map is displayed.

ZoomIn button and draging  the mouse to specify the range which you wish with.

f you have not installed Java, input latitude longitude numerically and specify the range.

The range specified should be small.

Please don't change any options except the file name.
Click the “Get Data button”. Then, the server generates the file and your download page is displayed.

Right-click “.bin” and “.hdr” and download the link.

Let's make the height image and texture which can be used by NOMI from the data which you downloaded.

Access the following Web page.
http://kanae.net/secondlife/bil2bmp.html

BIL2BMP is freeware. Click download.

Boot BIL2BMP, click the Load BIL button, and specify the .bin file which you downloaded from GLOBE.

Drag the end at the lower right of BIL2BMP, and display an island to cut off.

Specify the portion which you want to cut off by a click and drug of a mouse.

Please reduce margin as much as possible.

Click the Save BMP button and save the picture (BMP file) of height and a texture.

“-ht” is added to the file name of the height image. 
“-tx” is added to the file name of the texture image .

et's make the sculpt map file of an island by NOMI from these two files.

Boot NOMI3.0 and choose New Project on the File menu.

As follows, set Project Type of the New dialog as Plane.

Choose Load Height Data on the View menu.

To make the coastline of the island, choose not the height image but a texture image.

As follows, arrange two control points in the level position of the upper end of the coastline of an island.

As follows, choose all the control points of the top line.

Choose Equal Columns on the pop up menu which right-clicks an edit pane.

Then, the selected control point is rearranged like the following yellow area.

Because Equal Columns processes per line, you can do this work by once.

As shown in the following figures, arrange the left end control points at the left end of the coastline of the island.

Arrange a right end control points at the right end of the coastline of an island as follows.

Choose all the control points as follows.

Choose Equal Columns on the pop up menu which right-clicks an edit pane.

The coastline of the island was completed.


Choose Load Height Data on the View menu, and load the height image.

Choose Load on the Texture menu and load the texture image.
 
The texture image fits the form of the island automatically.

A preview is displayed as follows. You can check that trimming of the portion of the sea of a texture is carried out automatically.

Let's save a sculpt map file and a texture and upload to an in world.

Choose Save on the Texture menu and save the texture created automatically.

Let's adjust so that a sculpted prim may become the maximum.

As follows, specify Overall Thickness and Relief Height under the edit pane.

Let's check Setup before saving a sculpt map file.

Choose Setup on the File menu.

Set TGA Save Size as 64x64 in the displayed dialog.
And let's check the following items.
-Auto Maximize The object saved when you save a sculpt map file is maximized automatically.
-Copy Protection by transparent  When a Prim is modified, you can make it transparent to prevent the texture from being copied by screen capture.

Let's save a sculpt-map file in TGA File format.

Select Save Sculpted Prim on the File menu.

When saving, you look at the following dialog.

Let's upload the sculpt-map file to the in-world.

When you upload a sculpt-map file, be sure to choose Upload Image.
It costs 10L$ to upload one Sculpt-Map file.

Choose My Inventory from a side menu.

Click + button displayed on the lower part.

And choose Upload Image (L$10).

Check it by preview. Check Use lossless compression on sculpt map file.

Set Building Block Type of an object to Sculpted.
And apply the sculpt map uploaded to it.

Stitching typeをPlaneにします。

Rotate the island 90 degrees.

As follows, apply the texture.

Adjust the scale, as shown in the following figures.

The island was completed.

Original text: http://kanaenet.blogspot.com/2010/07/blog-post_12.html
This article is automatically translated by the computer interpreter.
Please notify me of any mistakes in translation.

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