Terragen rendering colormap
Moderator: Moderators
-
- Posts: 704
- Joined: 30 Oct 2004, 14:14
Terragen rendering colormap
I have been told that to render the color map, I need to position the camera at the centre of the map (XY) and the height Z needs to be so that it just reaches the edge of the render. But this doesn't work... what do I do?
-
- Posts: 704
- Joined: 30 Oct 2004, 14:14
Erm, to get a perfect terragen rendering go t camera properties and tick the 'orthographic' box, set camera position to the centre and some height, and target to centre and below the camera, doesnt matter how high. i.e. for a 256x256 set camera position to x=128, y=128, z=1;
and set target position to x=128, y=128, z=0.
Make sure that next to camera orientation 'bank' is set to 0.
Also set the sun angle to 90 degrees. I think terragen calls it 'sun altitude'.
and set target position to x=128, y=128, z=0.
Make sure that next to camera orientation 'bank' is set to 0.
Also set the sun angle to 90 degrees. I think terragen calls it 'sun altitude'.
-
- Posts: 704
- Joined: 30 Oct 2004, 14:14
Yeah unregistered Terragen was a problem for me too... 960x960, urgh. You could try overlaying a high res detail texture over that, I believe spring has a couple that tile in the bitmaps folder...
No photoshop/etc is going to be a problem however you do your map.
I'm a little confused on your first question:
No photoshop/etc is going to be a problem however you do your map.
I'm a little confused on your first question:
Are you trying to get terragen to export its heightmap, and convert from the .raw, or do you have a .bmp you can't get into terragen?I still need help with the heightmap - if I use bmp, how do I get the bmp to be a 16-bit heightmap?
You shouldn't have to do a screen capture in terragen - the heightmap has an export or 'save as' or somesuch right next to it, and the window in which the nice (as much as 960^2 can be ) rendering appears has a save button in the top left.I can print screen in terragen
-
- Posts: 704
- Joined: 30 Oct 2004, 14:14
-
- Posts: 704
- Joined: 30 Oct 2004, 14:14
Read everything carefully.. or die.
Wait, is this some horrid trick to get me to help you make hideous maps. You better not make any hideous maps sonny. Or.. die.
Then again, I'm being far too cursory and assume you know more than I've told you for any of this to be of help to you. You can use .raw or .bmp ( Bmp requires 180 rotation + mirror) with mapconv, however, it does have to be size 1025x1025 or uh, yeah you should know that by now, read more threads I'm going to bed. Rawr.
Wait, is this some horrid trick to get me to help you make hideous maps. You better not make any hideous maps sonny. Or.. die.
Then again, I'm being far too cursory and assume you know more than I've told you for any of this to be of help to you. You can use .raw or .bmp ( Bmp requires 180 rotation + mirror) with mapconv, however, it does have to be size 1025x1025 or uh, yeah you should know that by now, read more threads I'm going to bed. Rawr.
Last edited by Neuralize on 24 May 2005, 13:00, edited 3 times in total.
-
- Posts: 704
- Joined: 30 Oct 2004, 14:14
-
- Posts: 704
- Joined: 30 Oct 2004, 14:14
Okay so I did that thing with the .bat file but its not working. I wrote this:
@mapconv --help
@pause
@echo:
@echo:
@mapconv -l -c 0.8 -x 256 -n 0 -o "Map1Yay.sm2" -m MMap1.bmp -a HMap1.bmp -i -t CMap1.bmp
@pause:
mapconv and the three files are all in the same folder.
However the map is 512x512... would this require me to change some paramaters? Also the metal map is a copy of the heightmap just for now. Would this cause problems?
it says 'mapconv' is not recognized as a command.
@mapconv --help
@pause
@echo:
@echo:
@mapconv -l -c 0.8 -x 256 -n 0 -o "Map1Yay.sm2" -m MMap1.bmp -a HMap1.bmp -i -t CMap1.bmp
@pause:
mapconv and the three files are all in the same folder.
However the map is 512x512... would this require me to change some paramaters? Also the metal map is a copy of the heightmap just for now. Would this cause problems?
it says 'mapconv' is not recognized as a command.
mapconv -l -c 0.5 -x 300 -n -50 -o mapname.sm2 -m metalmap.bmp -a heightmal.bmp -t texture.bmp
Only this line, no @.
Then copy .smd and .sm2 files into your maps folder.
Doomweaver:
With the lowpass filter '-l' you dont need heaps of detail, in fact it will probably look less detailed than you original heightmap.
Neuralize:
For the 50th time on this forum the height map dimentions should be 1/8 + 1 pixel the dimentions of the texture map. Don't rotate the texture map or metal map. Metalmap dimentions work fine as the same dimentions as the heightmap.
Yeah, anyone got a 'legal' terragen?
Only this line, no @.
Then copy .smd and .sm2 files into your maps folder.
Doomweaver:
256 distinct levels not enough for you?Is 8-bit all I need? Seems a bit limited...
With the lowpass filter '-l' you dont need heaps of detail, in fact it will probably look less detailed than you original heightmap.
Neuralize:
I cannot comment on the raws but the bmps i've use (8bit not 16?) need a vertical flip but NO ROTATION.Bmp requires 180 rotation + mirror
For the 50th time on this forum the height map dimentions should be 1/8 + 1 pixel the dimentions of the texture map. Don't rotate the texture map or metal map. Metalmap dimentions work fine as the same dimentions as the heightmap.
Yeah, anyone got a 'legal' terragen?
-
- Posts: 704
- Joined: 30 Oct 2004, 14:14
Forgot about that, thanks.And instead of the vertical flip, just issue a -i order.
Doom, try putting the full pathnames in, i.e.
c:\games\taspring\maptools\mapconv.exe ...etc... c:\games\taspring\maptools\texture.bmp ...etc...
Dunno what mapconv will do with the full paths, so if it has a spit try it with the path full for mapconv, but not the files.