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.
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nvdxt.exe -file temp\*.tif -nmips 5 -dxt1 -box -fadeamount 0
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mapconv.exe -l -x 101 -n 100
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[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 ?