Tweaking height maps. - Page 2

Tweaking height maps.

Discuss maps & map creation - from concept to execution to the ever elusive release.

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RogerN
Posts: 238
Joined: 24 Jul 2006, 23:29

Re: Tweaking height maps.

Post by RogerN »

Uploaded v0.5

- Fixed: Slope map now corresponds to Spring slopes
- Fixed: Preview window centers on the changed area
- Changed: Noise amplitude is now specified in elevation units instead of 0.0 to 1.0
- New: Many new options for erosion tool, including Stop button
- New: Selection transform commands allow you to flip or rotate the selection (not its contents)
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: Tweaking height maps.

Post by Das Bruce »

Works now.

First feature request is zoom.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Tweaking height maps.

Post by FLOZi »

Das Bruce wrote:Works now.

First feature request is zoom.
RogerN wrote:You can zoom in and out with + / -
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: Tweaking height maps.

Post by Das Bruce »

Second request, better interface.
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RogerN
Posts: 238
Joined: 24 Jul 2006, 23:29

Re: Tweaking height maps.

Post by RogerN »

Uploaded v0.6

- New: 3D preview option under View menu
- Fixed: The random target slopes used by the erosion tool did not stretch all the way between the user's specified min and max angles

This is what the 3D view looks like:
Image
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Tweaking height maps.

Post by Gota »

Dis is cool.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Tweaking height maps.

Post by Argh »

Holy... cow. Meh, I wish I hadn't decided to distract myself with a Help system for P.U.R.E., I'd use this new version in a heartbeat. Maybe tomorrow night :|
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Tweaking height maps.

Post by Hoi »

it gets stuck when I change the view center and magnification (3d view)
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RogerN
Posts: 238
Joined: 24 Jul 2006, 23:29

Re: Tweaking height maps.

Post by RogerN »

it gets stuck when I change the view center and magnification (3d view)
How big is your height map?

The 3D image is updated any time you change the view center, magnification, or view angle. It's normal for the render to take a few seconds. Larger height maps will take longer to render. However, if it's locking up for 30 seconds or more then there's probably something wrong.

It would also be helpful to know if the error only occurs on one of your height maps, or if it's happening for all of your height maps.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Tweaking height maps.

Post by Hoi »

it happen 2 times, but no more problems, there was no error, just stuck, and only on that (257x257) hmap
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Tweaking height maps.

Post by Saktoth »

The problem with this erosion tool (I have the same problem when i use erosion in Bryce) is it makes the corners of the map... um... fall down.

With impulse, units can easily fall down these holes, fall off the map, and sort of get stuck in a perpetual falling-off-the-map-ness. Its not good.
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RogerN
Posts: 238
Joined: 24 Jul 2006, 23:29

Re: Tweaking height maps.

Post by RogerN »

Saktoth wrote:The problem with this erosion tool (I have the same problem when i use erosion in Bryce) is it makes the corners of the map... um... fall down.
That shouldn't be happening. Dirt which is "eroded" into the corners ought to just accumulate there. Would you mind posting an example of what you're seeing?

I tried to reproduce this behavior but so far I haven't noticed any problems in the corners. I suppose it's possible that my development version has already fixed the issue, but I don't remember making changes to the erosion code recently.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Tweaking height maps.

Post by Argh »

Hey, I finally go around to using this again (making custom maps for the next release of my game). Great improvement! I love the 3D preview- I think it needs a rotate Y parameter, but meh. Very easy and intuitive to use now, imo.
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