I have now worked my way through DonnyDave's Terrain Creation Guide and more or less got myself Southend-on-Sea in the Editor. I them manually deleted any Lidar spikes before then starting to think about the large walls I have on two sides of my route. (See images below). The top image shows the 'corner' where the two 'walls' meet (one of which, the Thames, appears to be in the middle of a tile). Rummaging through the Forums I can now see that people are recommending that a "NoDataValue for Output Bands" is keyed in at -9999 as part of the Lidar data creation process. Does anyone know if this step is likely to 'cure' the problem I am seeing above? The second image shows that the Thames 'wall' cuts across the middle of Southend Pier which could be a problem as the Pier line is the route that I am hoping to make. (The gradient looks a bit steep). Will I need to process all Lidar data again or, once I can work out what's what, can I just reprocess individual tiles. (Having gone through the pain of doing this once I suppose I can live with a second attempt). As always, thanks for any help. David.
Could be the sealevel bug, but looking at the straight edges it might be more likely with nodata area. Its the typical block of terrain in faulty lidar data, in this case, probably missing data. You could either try extending you lidar data to keep full tiles out to sea or wait it out a bit to see what the next editor update does with the import of missing data/sea level areas.
I'm puzzled with the whole QGis thing because unreal engine uses Tif files but our editor doesn't. I don't understand why it got changed, probably be something to do with licencing or copyright maybe
Try "0" as "no value" instead of the -9999 that Lukas has shown. And in general, delete any tiles which aren´t fully(!!) covered by LIDAR data and use the SRTM instead.
What am I looking at here? I'm guessing that it might be one tile (with no Lidar info applied) next to another that has Lidar? If so then this suggests that the lower tile is entirely flat and at sea-level (as we are talking about Southend on Sea here) which begs the question "Why do I get the walls on the other tiles?". If it is Lidar (or lack of) then can I simply remove the Lidar data from the tiles that go out into the Thames? (see above images). Thanks, David.
If I go to the other end of my terrain then what I previously thought was a 'wall' is actually a 'hump'. There is terrain the other side of it at, what appears to be, sea-level. (See image below - Don't know what the residents of Thorpe Bay will think about this). There are 2 interesting things about this hump. (1) There appears to be a dotted 'line' of holes in the hump which takes the ground right back down to sea-level (similar to my second image below) and (2) The land the other side of the hump goes far further out into the Thames than in the route area of my map without hitting a mid-Thames wall. My hump also begins at tile join lines in some places but in the middle of tiles at other places which seems odd. I noticed a 2nd dotted 'line' towards the other end of my terrain and, this time, was smart enough to take a screenshot of it. (see below - it runs from left to right just inside the tile line). This line is the same as I saw in my hump at the other side of my terrain area (only the 'holes' aren't as deep). I'm guessing that this is something to do with missing Lidar data but why do I get holes here but walls elsewhere? (I will smooth out the terrain to get rid of the holes as I know how to do that). Could someone with far more knowledge than me tell me what I can do to correct both the walls and the dropped areas? What I would like to ask is the following. 1) Where my tile is in the Thames can I just remove all Lidar data and, basically, get a ground level tile? If so then how do I go about doing that? (Do I highlight the tile and then delete something?). Completely flat tiles will be fine here as, presumably, at some point I will cover them with sea. 2) Where the hump is can I just delete those tiles altogether? I think they are far enough away from my route that I wouldn't see the end of the world but, anyway, this is just a test route to see how things work so I'm not overly bothered. (Flattening these tiles, as in (1) might also work and I could build the terrain up manually afterwards). As always any help would be appreciated as, after spending 3 days getting my terrain ready it is frustrating that these small errors seem to be stopping me moving forward. Thanks. Regards, David.
I’ve also had some dodgy terrain in some areas with huge walls when LiDAR was applied. Fortunately this was a fair way from the tracks so to keep it simple I started creating tiles again after deleting all of my existing ones. (I probably could have just got rid of the faulty tiles but wasn’t entirely sure it would work.) This time I avoided applying LiDAR to the previously affected tiles. I find the SRTM terrain is more than good enough at a distance.