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We think that current terrain database generators are overly complex. That's why we developed re-lion Builder.

For you.
re-lion Builder is a solid solution to create and maintain geospecific and geotypical terrain databases. In the production workflow, it fits in seamlessly between standard 3D modeling and pre-processing tools for simulation environments. Careful design and elimination of unnecessary features make it easy to use.

Top reasons to start using re-lion Builder


Easy to learn
Unified tool repository WYSIWYG real-time 3D view User profiles for novice and expert Context sensitive help Semantics linked to models

Accelerates production
Large 100x100km terrains Undo and redo on everything Multi-monitor Procedurally generated models Multi-core Load and save take no time Versioning of terrain databases

Detailed control
Brush terrain height and soil types Direct vector manipulation Populate inside of buildings Geospecific and geotypical terrains Game quality graphics Navigation information Collision hulls

Fully interoperable
Shape vector import GeoTIFF import DTED import OpenFlight im/export VBS2 im/export Steel Beasts im/export

www.re-lion.com | sales@re-lion.com | T +31 53 4356687

Summer layer of urban street

Visual layer of small village

Winter layer of same urban street

Furnished inside of a building

Physics layer of small village

Game quality graphics

Original landscape

Main user interface

Digitized geospecific landscape

A tour along the benefits of re-lion Builder Empowering the end user.

Easy to learn
The Royal Netherlands Army (RNLA) has always been on the forefront when it comes to simulation. It was one of the first to start using serious games in 2007. These serious games, VBS2[1] and Steel Beasts[2], have the advantage that they are relatively open in architecture: you can load up your own 3D models and terrain database instead of working your way through the armies acquisition process and finally get the OEM to build what you want. Unfortunately, the tools to make these terrain databases are not user friendly and thus time consuming. To change this, re-lion worked together with the RNLA to tailor Builder to their needs. The result is what you find here today: re-lion Builder, developed with simplicity in mind. The most important concept of re-lion Builder is a whatyou-see-is-what-you-get (WYSIWYG) 3D view on the terrain: there is no more need to build your terrain database via non-intuitive data mapping and a time consuming trial and error process to get the right results. Neatly integrated in the user interface is a unified tool repository with terrain height, soil brushes, 3D models and procedural geometry that you can extend yourself. Modifying the terrain is suddenly like painting. Each tool in the repository has a semantic, a description, associated with it so that Builder can reason about it. An example: when you place a building from the tool repository on the terrain, Builder knows that it is a building and that buildings are supposed to be placed firmly on the ground, it will not float in the air.

www.re-lion.com | sales@re-lion.com | T +31 53 4356687

Detailed control
Simplicity and detailed control are not mutually exclusive. Correctly implemented controls are only there when you need them. You can directly move and rotate models on the terrain, the so-called vectors. And through the WYSIWYG user interface, you immediately see what the end result is. An important aspect of terrain databases is the inside of buildings. Increasing urbanisation of the world causes an emphasis on urban terrain databases. To make furnishing insides of rooms easier, building models are ordered in floors that can be made visible or invisible. Again, an example of intuitive design. Information other than visuals are also taken care of and integrated. All models contain multiple representations: detailed visuals, collision hulls, navigation information, etc. Collision hulls are an important requirement for physics engines found in most simulations. So is navigation information, it is used by computer generated forces to compute e.g. paths to get from point A to point B or compute line of sight information.

www.re-lion.com | sales@re-lion.com | T +31 53 4356687

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Accelerates production
Usually, most of the 3D models are made by hand. This is a costly and time-consuming process that can only be done by specialist 3D modellers. Builder can generate a series of models automatically based on parameters given by you. An example: when you want to create a road, you select the type of road from the unified tool repositoriy and place a series of lines on the terrain indicating the center of the road. Builder will then generate the visual representation, navigation information and collision hulls required. Builder not only supports procedural roads and intersections, also walls, crop fields and power lines are included. A time saver is also that all models are generated or loaded from disk while you are working. Builder makes use of all the CPU's, cores and what not that are in your PC enabling you to continue working at all times. 3D models can be imported into the tool repository based on OpenFlight, the 3DS and the VBS2 P3D file format. Builder also comes packaged with a native 3DS MAX plugin for easy conversion without loss of data. Making a terrain database itself is not the end goal. The terrain database has to be converted into a format supported by your simulator(s). Builder exports directly to VBS2 and Steel Beasts, two of the best known serious games available. More generic formats supported by Builder are OpenFlight and 3DS for models. GeoTIFF for height and satellite or aerial image and ESRI shape for features are also available for export purposes.

Fully interoperable
Terrain databases can be made geotypical, in other words, based on an imaginary place, or geospecific, an actual place on earth. Builder uses the WGS84 datum and a UTM projection internally to maintain correlation between all layers of information. Builder supports several widely accepted file formats: terrain height and terrain aerial or satellite images are imported in the GeoTIFF format. Features on the terrain are imported using the open ESRI shape format. References: [1] VBS2 can be found at bisimulations.com [2] Steel Beasts can be found at e-simgames.com

www.re-lion.com | sales@re-lion.com | T +31 53 4356687

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