CompuServe Messages

topographic displays

    20-Oct-94 11:14:30
Sb: topographic displays
Fm: TBruno 76635,1274
To: all
Hello from behind the learning curve, I have a project I am trying to complete and have dug myself into a corner. Basically I need to render a 3d Topography with some freeways and other utilities displayed on it. Thru vistapro, and autocad I managed to get the topo. The area is massive, I had to piece it together from 6 DEM data files (each one is 10 megs ascii) I have ended up with a topo mesh that is 48,000 faces (it covers a couple hundred square miles) Now my problem. I need to lay objects onto this surface. Take a freeway for example. The method I used that is causing me problems is: In autocad I can project plan entities onto a mesh. This gives me a 3d polyline that I can DXF in as a path in the Lofter and then run a simple quad down it as a shape. The problems I have are 1. due to the limitations of autocad the 'freeway' doesn't lay on the topo nicely it dives thru or rises above the surface. I have been cleaning up vertex by vertex, but have rapidly become overwelmed. 2. If I decide the shape I used is to small to render nicely I need to re-Loft it and have to go thru the clean up again. What I would like to do is export the plan view of the 'freeways' to a paint program and then 'decal' them on to the surface. Questions: 1. if I scale the plan view down to say '5"x5"' (remember they are currently in real world coordinates) will I be able to rescale the decal back up in 3DS and position it accuratly? I guess the question is how do you scale and position a decal accurtetly? 2. What size (resolution) do I need to make my decal? I need to be able to see a freeway from '10 miles' away and when I zoom into it I don't want it too out of scale. I know I will need to exaggerate somewhat but is there a direct relationship between pixel width in a file and the scaled width of a decal? Is it dependent on the size of the texture file. I guess the optimum would be to create a texture file at the same scale as the topo mesh Any suggestions on how to get out the dark alleys I'm in now will be most appreciated Todd