No water on map

No water on map

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

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Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

No water on map

Post by Sheekel »

I've decided to make my first map, but there's no water in the middle. I've read through a lot of tutorials in the wiki...

Heres the heightmap, do I have to define the water height in the SMD or something?

Image
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

recompile using a min water height of -100 and a max of 300
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Erom
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Joined: 25 Apr 2006, 05:08

Post by Erom »

If you want to know why the above will work:

http://spring.clan-sy.com/wiki/Water_He ... _Heightmap
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

ah, thanks for the help.

One last thing, I have these strange bumps all over the map that appear to be tiled with the texture...but there are no such bumps on the heightmap:

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Forboding Angel
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Post by Forboding Angel »

Probably because it looks like you used an ota mapgen (a la annihilator or the one cavedog put out - can't remember the name) to make your heightmap. As you probably don't know, ota tiles generally didn't line up correctly, but it wasn't a problem because ota maps generally used a maximum height difference of 150ish, so the dimples never showed.


Use a guassian blur of 3 pixels to get rid of it. Normally over 1 will blur your heightmap considerably, but this is why I say to use 3...

1 pixel in the heightmap correlates to roughly 1x1 footprint in spring. From your screenshot, those dimples look to be about 3 heightmap pixels wide or so, maybe even larger, so use a guassian blur of 3 pixels on it and it should even it out.
Sheekel
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Post by Sheekel »

Yes, I did use an OTA heightmap.

Forb has a crystal ball that tells alllllllllll.

Thanks, its starting to come together.
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

OMG I loved that OTA map ... can't remember the name of it though :O


OTA map editor -> TAE, btw (Total Annihilation map and campaign Editor)
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Lake Shore


My friends and I love it, so I decided to make a remake. I'll be interesting to see if I can make the big spires that were on it...

http://img517.imageshack.us/img517/932/spireshg4.th.png
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Dragon45
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Post by Dragon45 »

LATHAN! I SUMMON THEE!
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Yeah, I PMed him about them already. Hopefully he'll do them because I am inept!
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Lolsquad_Steven
Posts: 488
Joined: 27 Jun 2006, 17:55

Re: No water on map

Post by Lolsquad_Steven »

Sheekel wrote:I've decided to make my first map, but there's no water
Good.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Its almost done, but I need help with the feature map. In forb's guide it says that the first feature in the fs.txt file is red 255...so what are the rest of them? Is the next one red 254 or something?
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Quanto042
Basically OTA Developer
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Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

Sheekel, open ur heightmap in photoshop and blur it a little bit, that would make the dimples less visible, either that or take the paintbrush tool and paint over them yourself. Its a great way to take out some of the imperfections while maintaining the original maps charm. I'm glad to see other ppl trying to bring OTA maps to spring, keep it up. And don't let the other mappers discourage you!

::Glares at Forboding, NOiZE, and aGorm::
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Forboding Angel wrote:Probably because it looks like you used an ota mapgen (a la annihilator or the one cavedog put out - can't remember the name) to make your heightmap. As you probably don't know, ota tiles generally didn't line up correctly, but it wasn't a problem because ota maps generally used a maximum height difference of 150ish, so the dimples never showed.


Use a guassian blur of 3 pixels to get rid of it. Normally over 1 will blur your heightmap considerably, but this is why I say to use 3...

1 pixel in the heightmap correlates to roughly 1x1 footprint in spring. From your screenshot, those dimples look to be about 3 heightmap pixels wide or so, maybe even larger, so use a guassian blur of 3 pixels on it and it should even it out.
@quanto: Reading, it's for the win.

@sheekel, you are correct sir.
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aGorm
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Post by aGorm »

Hay...... why did yo drag me into this?

aGorm
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rattle
Damned Developer
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Post by rattle »

Didn't Lathan (or someone else?) already make these features. They're on Energy Spire Plain for example.
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LathanStanley
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Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

Yeah, I'll make those vertical obsidian rocks, thats an easy quickie to do...

I've just been, busy, over mothers day weekend...

I'll get to them before too long....

I'll keep you posted Sheekel :wink:
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Quanto042
Basically OTA Developer
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Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

Forboding Angel wrote:
Forboding Angel wrote: Use a guassian blur of 3 pixels to get rid of it. Normally over 1 will blur your heightmap considerably, but this is why I say to use 3...

1 pixel in the heightmap correlates to roughly 1x1 footprint in spring. From your screenshot, those dimples look to be about 3 heightmap pixels wide or so, maybe even larger, so use a guassian blur of 3 pixels on it and it should even it out.
@quanto: Reading, it's for the win.
I see! >_>

Well, I still stand by the paintbrush tool, cause you may not want to blur everything.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

true nuff

doesn't seem to me that he really wants to go over things by hand tho but I agree, hand blurring the lines and stuff would be much better, but meh, who cares :P
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