Now from what I understand, the best way to import this basemap layer I have created, is to create a tile package that I can then import into ArcGIS online, so this is what I did. I created my tile package in ArcGIS Pro, using the "Create Map Tile Package" tool (tiling format jpeg, 5 levels of detail, checked package for AGO, Bing, etc). Creating the tile package went smooth and the resulting package is about 255mb in size, which seems right. I was then able to upload that to AGO using the "Share Package" geoprocessing tool in ArcGIS Pro.

Yes its showing up in the content pane in my map, just above my basemap layer, but not displaying in my map. Also, when I open the legend tab the tile package also shows up along with all my sub-layer groups and specific feature (roads, water areas, land areas, etc).


Tile Map


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I think when you chose 5 Levels of Detail, it's only publishing tile for the scales 591,657,528 (Level 0) to 18,489,298 (Level 5). If you want to see beyond 1:100,000, you'll have to do at least 13 levels of detail (72,224 (Level 13)). You should be able to tell what you currently have published in the properties for the tile layer item - see example below:

Thanks for your help. Any thoughts on this vector tile layer, and why its not displaying would be welcome. I have made this vector tile layer public, so if needed you can access it (the screenshot shows private but have since changed to 'everyone').

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The tile card gives you a quick overview of your entity. The card allows you to toggle the entity and show the more info dialog. A badge is shown for some entities like the climate or person entities.

Some color tokens are available to colorize the tile card : primary, accent, disabled, red, pink, purple, deep-purple, indigo, blue, light-blue, cyan, teal, green, light-green, lime, yellow, amber, orange, deep-orange, brown, grey, blue-grey, black and white.

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Im making a custom tile system for my game. Its my first time and didnt expect to go that far without a tutorial. So i did my best and made something that works when i render in a tile with the blit method but when i use pygame.sprite.Sprite sprites it doesnt work. I need it to be with pygame's sprite system because it makes it easier doing other stuff and im positive its a rookie mistake i just cant find it.

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The MODIS land products are produced at 4 resolutions (250m, 500m, 1km, and 0.05 degree), and in 3 projections (Sinusoidal, Lambert Azimuthal Equal-Area, and Geographic). The simple Geographic lat/lon projection is only used for the coarsest resolution grid, produced at 0.05 km (~ 5.5 km), which is referred to as the Climate Modeling Grid (CMG). In order to maintain reasonable file sizes for the other higher resolution MODIS land data products, each projection is divided up into a tiled grid. The land products are thus produced and distributed in adjacent non-overlapping tiles that are approximately 10 degrees square (at the equator). Most of the higher resolution MODIS land products are produced in the Sinusoidal tile grid, except for the Sea Ice products, which are produced in the polar Lambert Azimuthal Equal-Area tile grids.

Sinusoidal Tile Grid There are 460 non-fill tiles, tiles are 10 degrees by 10 degrees at the equator.

Ā The tile coordinate system starts at (0,0) (horizontal tile number, vertical tile number) in the upper left corner and proceeds right (horizontal) and downward (vertical). The tile in the bottom right corner is (35,17).

The Climate Modeling Grid datasets provide global coverage in a Geographic Lat/Lon projection at a resolution of 0.05 degrees. The geographic coordinates of the upper-left corner of the upper-left pixel of a MODIS CMG image are -180.00 degrees longitude, 90.00 degrees latitude. The geographic coordinates of the lower-right corner of the lower right pixel are 180.00 degrees longitude, -90.00 degrees latitude.Ā 

Ā 

Linear Latitude/Longitude Grid The MODIS Flood Map (MCDWD) product uses the geographical linear latitude/longitude projection. This geographical projection consists of 460 non-overlapping land tiles that measure approximately 10X10. The tile coordinate system starts at (00,00) (horizontal tile number, vertical tile number) in the upper left corner and proceeds right (horizontal) and downward (vertical). A table of lat/long bounding (G-ring) coordinates can be found here. This projection is also used by the VIIRS DNB (VNP46) gridded product. The image below shows the lat/long grid over the SNPP VIIRS Day/Night Band product.Ā 

Ā Obsolete MODIS GridsĀ 

Ā 


Just as applications make assumptions about what information exists in a database, so do Mapbox tools make assumptions about how vector tiles store geographic information. Understanding these standards can help you understand how to work with Mapbox vector tiles.

This guide covers file format, examples of geometry encoding and attribute encoding, an explanation of the importance of winding order, and a list of concepts not included in the Mapbox vector tile specification.

Vector tiles are encoded as Google Protobufs (PBF), which allow for serializing structured data. For clarity, Mapbox Vector Tiles use the .mvt file suffix. The specification details are largely structured around the rules implemented in the base .proto file.

To encode geographic information into a vector tile a tool must convert geographic coordinates, such as latitude and longitude, into vector tile grid coordinates. Vector tiles hold no concept of geographic information. They encode points, lines, and polygons as x/y pairs relative to the top left of the grid in a right-down manner.

Winding order refers to the direction the vector tile draws a ring, either clockwise or counter-clockwise. Many geometries are multipolygons with "holes," which are also represented as polygon rings. It is important to be able to infer winding order to extract source data from a vector tile and understand if the geometry is part of a multipolygon or a unique polygon.

Extracting the original data from images has been difficult on maps in the past, because of the loss of underlying metadata from the geometry that might have been used to create the image. Yet, with the introduction of client side rendering of vector tiles via GL technologies, the raw geometry data has become useful for a source of information outside of rendering.

This specification IS NOT intended to explain how to use vector tiles as a dataset. This is something that has been considered for the future, but it will likely be a separate specification. This specification does not cover how to store, request, or share vector tiles. Consider this specification like how the PNG spec explains how to pack data.

The specification does not explain how geographic data should be clipped between vector tiles since clipping, like simplification, can be executed in many ways. Mapbox specifically clips features at a buffer around the tile (see the encoding example above). Any geometry within this buffer is assumed to carry over to another tile. This is up for consideration for a future release. 17dc91bb1f

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