How to make maps!
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Use the moire pattern removal filter in paint shop pro.Stealth870 wrote:Kool...
Red, how do you smooth out the Gow heightmap? Did you remake the whole thing? Because scaling in Photoshop will cause the height map to give these funny stretch out pixellated lines across the map, even with blur, they still show up a little bit. I pretty much got Coast to Coast done, but just need to fix some water depth and shore issues
set "fine detail" to 2.
In paint shop pro in the effects menu,, enhance photo,, moire pattern removal.
This will fix your height map.
What does the -l do?Tangaroa wrote:No, BMP provides too little detail and causes ugly overcurved edges in metal maps, I want to see if using 16 bit heightmaps will prevent this.
Edit: think ive fixed it, just removed the -l form the command, sharper corners now.
heightmap needs a bit of fixing up though
I looked at the source code for the mapconv program, and it would be:
1/ VERY easy to remove the code that generates trees and grass, so you people can make maps that are green but don't have trees everywhere
2/ moderately easy to create a new parameter that toggles the above
3/ moderately easy to create trees and grass based on color dots in the metal map - just as geovents are created with green dots. I suggest two different values of blue for grass and trees. You could create some brush in your paint program to apply these conveniently.
So my questions are:
a) Is it worth it? And which option do you prefer?
b) Would someone be able to compile the program for me (I'll send him the modified FeatureCreator.cpp file)? I don't have VC++ installed right now, I'll just edit the file using some text editor.
1/ VERY easy to remove the code that generates trees and grass, so you people can make maps that are green but don't have trees everywhere
2/ moderately easy to create a new parameter that toggles the above
3/ moderately easy to create trees and grass based on color dots in the metal map - just as geovents are created with green dots. I suggest two different values of blue for grass and trees. You could create some brush in your paint program to apply these conveniently.
So my questions are:
a) Is it worth it? And which option do you prefer?
b) Would someone be able to compile the program for me (I'll send him the modified FeatureCreator.cpp file)? I don't have VC++ installed right now, I'll just edit the file using some text editor.
I posted a how-to for the first, simple fix in a new thread.
So, you're welcome to compile and test it. Hopefully I understood the code well.
So, you're welcome to compile and test it. Hopefully I understood the code well.
[quote="zwzsg"]Yes, my method may seem long, but since I treat all patches at once, it in fact save lots of time. Using a few filter and blurring on the whole map takes less time than individually placing a gazillion metal spots.
Or you could just open the map in TAE and click "mission" - "export PCX of map" and you will have a full resolution .pcx image of the map WITH FEATURES.
Or you could just open the map in TAE and click "mission" - "export PCX of map" and you will have a full resolution .pcx image of the map WITH FEATURES.
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- Posts: 18
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guess i need to do that annihilator does save the whole map with the features just without themmufdvr222 wrote:zwzsg wrote:Yes, my method may seem long, but since I treat all patches at once, it in fact save lots of time. Using a few filter and blurring on the whole map takes less time than individually placing a gazillion metal spots.
Or you could just open the map in TAE and click "mission" - "export PCX of map" and you will have a full resolution .pcx image of the map WITH FEATURES.
You should not have removed the nvdxt.exe that is contained inside the map tool package. That or you path isn't correct. Indeed it is not. Type:
c:
cd/
cd Program Files
cd TASpring
cd MaEditor
and then only type mapconv.exe -t texture map1.bmp -a he.....
c:
cd/
cd Program Files
cd TASpring
cd MaEditor
and then only type mapconv.exe -t texture map1.bmp -a he.....
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- Posts: 18
- Joined: 28 Apr 2005, 01:44
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- Posts: 18
- Joined: 28 Apr 2005, 01:44