Green River Confluence
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Re: Green River Confluence
Heh, I like the simple solution. But I have a few small changes I want to make to the heightmap anyway, so I'll make another revision fairly soon that's 16-bit. I worked out a fairly easy way to do it with Photoshop and Wilbur (as far as I can tell, l3dt only does erosion in the designmap --> heightmap inflation). A nice side-effect is that the texture should look a bit better if calculated from a 16-bit heightfield in l3dt, because it won't find tiny jagged edges everywhere and go "look it's a cliff!!" I mean, the base textures won't be any more exciting, but the boundaries between them won't be so sharp in the wrong places.
Yeah I'm interested to see how it plays. I mean, I know how it plays between my brother and I, but I'm sure we're living in a metagame bubble. I think the layout discourages porcupining, but maybe not? Let me know if you try such a strategy.
Yeah I'm interested to see how it plays. I mean, I know how it plays between my brother and I, but I'm sure we're living in a metagame bubble. I think the layout discourages porcupining, but maybe not? Let me know if you try such a strategy.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Green River Confluence
l3dt has it's own format that it uses for heightmaps that is 32bit.smoth wrote:8bits per channel is not good for maps.Forboding Angel wrote:Just fyi, l3dt does heightmaps in 32bit.
I don't follow you.
The conclusion being that you can make your heightmaps in sapphire (l3dt 3d hm editor) and export 16 bit RAWs.
Re: Green River Confluence
I always fixed my ramps with photoshop, a tablet and a subtle ammount of smooth-blurry-feelings. And i started off in 16-bit (no upscaling/ refurbishing, downcubing and rasterising)
Further more - nice maps i'm looking @ here!
Me = getting in the mood for mapping
- Cheers
Further more - nice maps i'm looking @ here!
Me = getting in the mood for mapping
- Cheers
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Green River Confluence
^^ yeah, that's basically the same method that I use, except I also use lowpass fairly often, assuming that the map I'm doing it a good candidate for smoothed over terrain.
Re: Green River Confluence
Version 5, aka Not Done Yet But I'm Sick of Tinkering For Now
http://springfiles.com/spring/spring-ma ... nfluence-0
Hmm the download link appears to be broken. Try http://ge.tt/8pqjpBC?c
The river channels near the start locations are kind of funky and the "basalt veins" I added look a bit silly. But the heightmap is smoother, and 16-bit. At Least it should be. I'm a little baffled that photoshop has me specify colors as if they were RGB even though it's 16-bit greyscale.
Also, I thought I understood heightmin, heightmax, and water level, but apparently I don't. The bottom 30 8-bit greyscale values on this map are intended to be water. To acheive this while creating a map with 285 relief (not because 255 + 30 = 285, but because after making that mistake that just became the amount of relief the map is designed to have for ramps to work), shouldn't the minheight be -33 or -34 (and the maxheight 252 or 251)? If I do this, the water level is way too high. But if I put the water level where it should be, the total water depth is shallower than I intended (this is the way the map is now) because minheight is -23. What am I not understanding here?
The texture is now bump-mapped, and I think looks a little better. Unfortunately the "basalt" looks more like asphault dribbled uniformly onto the map.
http://springfiles.com/spring/spring-ma ... nfluence-0
Hmm the download link appears to be broken. Try http://ge.tt/8pqjpBC?c
The river channels near the start locations are kind of funky and the "basalt veins" I added look a bit silly. But the heightmap is smoother, and 16-bit. At Least it should be. I'm a little baffled that photoshop has me specify colors as if they were RGB even though it's 16-bit greyscale.
Also, I thought I understood heightmin, heightmax, and water level, but apparently I don't. The bottom 30 8-bit greyscale values on this map are intended to be water. To acheive this while creating a map with 285 relief (not because 255 + 30 = 285, but because after making that mistake that just became the amount of relief the map is designed to have for ramps to work), shouldn't the minheight be -33 or -34 (and the maxheight 252 or 251)? If I do this, the water level is way too high. But if I put the water level where it should be, the total water depth is shallower than I intended (this is the way the map is now) because minheight is -23. What am I not understanding here?
The texture is now bump-mapped, and I think looks a little better. Unfortunately the "basalt" looks more like asphault dribbled uniformly onto the map.
Re: Green River Confluence
For some reason on springfiles the download link points to http://springfiles.com/downloadmain/, i.e. points to no file, whereas the mirror link correctly points to http://springfiles.com/downloadmain/15642. Confusing.
Re: Green River Confluence
version 6 (or how i finally saved my heightmap as .raw)
http://springfiles.com/downloadmain/15679
http://springfiles.com/spring/spring-ma ... nfluence-1
look, no more nasty, jagged water edges:
http://springfiles.com/downloadmain/15679
http://springfiles.com/spring/spring-ma ... nfluence-1
look, no more nasty, jagged water edges:
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: Green River Confluence
Yea, it's looking good!
Re: Green River Confluence
err, oops, one large problem: i screwed up the metal map. large spots produce 3 instead of 2, and small ones 0.67 instead of 1. bugfix forthcoming...
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Green River Confluence
can you please supply the l3dt attributes map in the sd7/sdz? Thanks!
Re: Green River Confluence
Fixed!
http://springfiles.com/downloadmain/15688
http://springfiles.com/spring/spring-ma ... nfluence-2
Forb, I'll send you the attribute map soon.
http://springfiles.com/downloadmain/15688
http://springfiles.com/spring/spring-ma ... nfluence-2
Forb, I'll send you the attribute map soon.
Re: Green River Confluence
I remembered Beherith made a really nice retexture of this map (with ssmf and lighting/atmosphere/water settings), and finally packaged it together. Took the opportunity to make the metal map configurable as well.
http://springfiles.com/spring/spring-ma ... confluence
http://springfiles.com/spring/spring-ma ... confluence
Re: Green River Confluence
thanks man, i always liked this map!
Re: Green River Confluence
i forgot to change the atmosphere settings from default in v8. it did seem awfully thick. v9 fixes that, and a small issue of metal spot textures showing up just a little off from where they ought to.
http://springfiles.com/spring/spring-ma ... nfluence-0
Re: Green River Confluence
This map cannot be loaded by spring.exe. I've opened up the archive and the map looks fine so I suspect this is due to being a solid archive. Could you make a new version with non-solid compression?
Re: Green River Confluence
i think it is non-solid? 7z reports "Solid: -" (solid archives give "Solid: +"). also i just tested the map archive, to make sure i wasn't accidentally loading a .sdd. the map archive works fine in spring for me. what else could be causing it to break for you?
Re: Green River Confluence
I'll just link the relevant discussion to avoid playing telephone.
http://zero-k.info/Maps/Detail/31572
http://zero-k.info/Maps/Detail/31572
Re: Green River Confluence
Looks very nice, well done!
If you make improvements/contributions to lua metal spots, feel free to submit a pull request to https://github.com/jahwag/cheese-lua
If you make improvements/contributions to lua metal spots, feel free to submit a pull request to https://github.com/jahwag/cheese-lua