![]() ![]() ![]() running gdalwarp -cutline /var/-crop_to_cutline -co TILED=YES -co COMPRESS=DEFLATE -co BLOCKXSIZE=512 -co BLOCKYSIZE=512 -co BIGTIFF=IF_SAFER -co NUM_THREADS=4 /var//var/Creating output file that is 48073P x 38068L. Completed smoothing to create /var/ Completed dsm.tif in 0:36:03.759874 running gdal_translate -co NUM_THREADS=4 -co TILED=YES -co BIGTIFF=IF_SAFER -co COMPRESS=DEFLATE -config GDAL_CACHEMAX 44.65% “/var/Input file size is 50806, 42988 Is there an issue with processing all off nadir images and this mission type in WebODM? After running for 2 hours and 50 minutes in WebODM Lightning I got an out of memory error message as posted below The images are all off nadir and captured at 120 feet altitude. Now create a new file in yourworkingdir/maps/mp as mapname.I tried processing a 72 image dataset of a house captured with Pix4D capture Circular mission type. Copy your loadscreen_mapname.iwi from cod2/images to yourworkingdir/images/ and your loadscreen_mapname from cod2/materials to yourworkingdir/materials/ After doing this, you should have a few new files in your cod2 directory: cod2/images and cod2/materials. Go to file->save as, create a proper name (i saved it in cod2/texture_source as loadscreen_mp_matmata.gdt), then click PC Convert->Current asset only. You'll want to change the material type to "2d", the surface type to "" and the color map to your loadscreen.dds file, like so: Now fire up asset manager in cod2/bin/asset_manager.exe, scroll down to materials, click "new entry", then put loadscreen_yourmmapnamehere as the name: Youll end up with your loadingscreen as a dds file, which you should copy to cod2/texture_source and rename to loadscreen_yourmapnamehere.dds: ![]() The output tab should be set like this, most notably the output format is changed to. Youll want to resize your image to 1024x1024 without keeping the aspect ratio. Load up the loading screen you want in xnconvert like so:Īnd set some actions to be applied on the action tab. Nowadays that means you should stick to 16:9 aspect ratio, or 1920x1080 pixels. Your loading screen should have the aspect ratio of the majority of your target audience. I'm using xnconvert to make my life easier and so should you. Now it is time to create a loading screen. d3dprt, but expect some fps impact from it being missing.Įven if your output file was in cod2/main/maps, you still have to copy it to workingdir/maps/mp, else it wont start in multiplayer. Most likely you forgot to add a skybox, or the one you got is leaking. d3dprt files to your working directory/maps/mp. ![]() (note: extra lights takes extra long)Īfter compiling, youll find your output files in cod2/main/maps/mp, or, if your mapname did not start with mp_, youll find it in cod2/main/maps. Your final compile should be done with fast lights at the very least, and preferably extra lights. You'll most likely want to compile with no or fast lights for your initial test. These are located at cod2/bin/cod2compiletools.exe Step 1: You'll want to compile your map, with the cod2 compile tools. More might be required (in case of soundaliases/sounds) though. In this directory you'll want to create maps/mp/, images/, materials/ and mp/ at the very least. I created mine as mp_matmata on my desktop. In this example i'll be using mp_matmata as an example, because everyone has that. To start off: make sure "hide known file extensions" is turned OFF in your file explorer options (google is your friend) Another tutorial: how to pack your map from scratch including making a loadingscreen. ![]()
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