Does it still happen if you export from SME, then immediately loading it again? (without modifying it in photoshop) If not, then it may be photoshop. Either messing around the edges (some Filter maybe?), or saving it in a non standard way. Are there any options when saving bitmaps? grayscale, RLE, header version? Try changing those.
Photoshop messes up highfields when you scale, try gimp.
Forb wrote:
Once you are done smoothing, pull the heightfield into The Gimp (NOT PHOTOSHOP, PHOTOSHOP'S IMAGE SIZE ROUTINE WILL RUIN THE HEIGHTFIELD), and use the scale option on CUBIC to blow your heightmap up to the same size as your texture map will be (Texture map defines the total size of your map. For a 16 x 16 the texture map size is 8192 x 8192) and save it has a new file. Heightbig.bmp is my preferred filename.
edit: only if you scaled, if you didn't then there shouldn't be a problem if you use PS.
sorry, long time no see! well i did allot more reading this installation around (yesterday i blew away all of the crap on my dad's computer becasue he had 2Gig's left and it was being really gay... not there's 21.7)
anyhoosles i went to frostregen.darkstas.co.uk and i got VERY confused about Lighting: Smoothed out Normals how did you do that? it made the sand texture look pretty cool!
also becasue i was planning to make a water map how would i go about Water: Added Reflection map. Projective texturing an upside-down image onto the water plane.
lastly, about the water, how would i make the shimmer Water: Added Refraction map and Distorion. Projective texturing scene below water onto waterplane.
about the other stuff, is there more than one autotexture, becasue i think there's only the basic one /texturescripts/default.tdf
and final question of the day!! how would i: Experimenting with TTD'izing the map :) to give a map a very starcraft-ee feel. becasue that would be VERY cool for a map i was planning to make (not the water one though)
EDIT: if you want a copy of my run files i can provide them, but im on my brothers computer, not my dad's so i cant get the mright now
EDIT AGAIN!: wow, im on a roll E Hydraulic Erode Heightmap <- found in the readme
SUPER KICK @$$ edit: i know what terracing is, it's the "p" button!
@Beherith: Just place a feature with the name "geovent". This will get converted to a geovent inside spring, ignoring whatever it was before.
kburts wrote:
anyhoosles i went to frostregen.darkstas.co.uk and i got VERY confused about Lighting: Smoothed out Normals how did you do that? it made the sand texture look pretty cool!
This whole thing is just a developement log. So some changes are only on rendering side, not on actual editing side of things. Smoothed out normals means: You have to supply OpenGL with plane normals for every edge-point (triangles...) you draw. If you use the same normal for all 3 corners, it looks blocky, like in the images before. If you set the same averaged edge-point for all adjacent triangles, you get the smooth look you see in this image. This is just on the rendering side of things. The sand texture was the same in all images.
kburts wrote:
also becasue i was planning to make a water map how would i go about Water: Added Reflection map. Projective texturing an upside-down image onto the water plane.
lastly, about the water, how would i make the shimmer Water: Added Refraction map and Distorion. Projective texturing scene below water onto waterplane.
This are also rendering features. Nothing to do with spring and editing. (I just wanted to do some shader stuff )
kburts wrote:
about the other stuff, is there more than one autotexture, becasue i think there's only the basic one /texturescripts/default.tdf
Currently I supply only this one. But you may ask KaiserJ. I think he already has written some more. Or just write them yourself. They need to be finetuned for your specific map anyway.
About terracing: No, currently the 15 steps are hardcoded. (You are the first one to use this feature ) I will make it adjustable for the next version.
About 64bit: Since this is java, it will run in 64bit as long as you provide it with native 64bit libraries. Look into the first post: You need two native libraries: SWT and JOGL. (If you manage to find them, post them here. I will include them for the next release)
The easy way would be to just install a 32bit JRE, and you are fine (I need to do this too, because Eclipse won't run on JRE64bit)
Update r660: -added linux 64 bit libs -added windows 64 bit libs (I finally managed to find them... had to download the complete eclipse 64bit release for win&lin though...)
Not sure if this problem was mentioned, but I've been getting wierd glitches in the height map during export.
The glitches show up as full 255 dots randomly around the heightmap, and even if they've been cleared away in an art program, recompiling the map in springmapedit causes some problems with the heightmap having wierd height spikes appearing in the game map.
Is it better to just use something else like Mothers map conv to recompile the map's layers?
thanks i tryed getting all the 64bit lib but failed to find the last on ei needed and went for the easy option ,i now have it working with the 32bit java
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