You can get concerned about height map quality etc once you actually get a height map to work

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If they're still there, you're using the wrong settings for the compressor. I use:They are still there for me with users, thats why I said I saw no benefit from it.
Code: Select all
nvdxt.exe -file temp\*.tif -nmips 5 -dxt1 -box -fadeamount 0Code: Select all
mapconv.exe -l -x 101 -n 100Code: Select all
[MAP]
{
	Description=;
	TidalStrength=15;
	Gravity=100;
	MaxMetal=2;
	ExtractorRadius=90;
	MapHardness=175;
	
	[SMD]
	{
  		minheight = 0;
  		maxheight =  2000;
	}
	[ATMOSPHERE]
	{
		FogColor=0.9 0.9 0.9;
		FogStart=0.5;
		CloudColor=0.85 0.7 0.7;
		SkyColor=0.1 0.2 0.9;
		SunColor=1 0.8 0.4;
		CloudDensity=0.2;
		MinWind=2;
		MaxWind=20;
	}
	[WATER]
	{
		WaterBaseColor=0.4 0.7 0.8;
		WaterAbsorb=0.004 0.003 0.002;
		WaterMinColor=0.1 0.2 0.3;
		WaterPlaneColor= 0.1 0.1 0.3;
		
	}
	[LIGHT]
	{
		SunDir=1 0.7 1;
		GroundAmbientColor=0.4 0.4 0.4;
		GroundSunColor=0.7 0.7 0.7;
		GroundShadowDensity=1;
		UnitAmbientColor=0.3 0.3 0.3;
		UnitSunColor=0.8 0.8 0.8;
		UnitShadowDensity=1;
	}
	// start positions:
	[TEAM0]{
		StartPosX=256;
		StartPosZ=256;
	}
	[TEAM1]{
		StartPosX=256;
		StartPosZ=768;
	}
	// you can create max 16 of these (15 is the highest number for TEAM)
	// positions are in pixels, StartPosZ = Y-coordinate
}
marcel.lowrie wrote: [SMD]
{
minheight = 0;
maxheight = 2000;
}
seems to be the problem.Argh wrote:[SMF]
{
minheight = -125;
maxheight = 175;
}
Yes, you can absolutely do it there. I just never do- I re-adjust it after creating it. Since height is such a big part of gameplay, I tend to adjust, re-adjust, etc., until it's just how I want it.mapconv.exe -l -x 101 -n 100
Well, or use:also better to 'pad' the minimum value a bit, so that minor terrain deformations dont make puddles
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Voidwater=1; 
NotDeformable=1;
Saying is 20x10 how does mean for Texture.tif ?
