Here's a new map. It's designed to look natural and have small variations, while still being tactical and symmetrical.
Height.png is the full height map. I can generate a much larger one without loss of detail, but the one here would make a medium size map.
Graphic.png shows an example texture map, with crude shadowing to give an idea of the elevations.
I have not yet tested this for buildyness or passability, but it should work fine.
A much better heightmap...
Moderator: Moderators
A much better heightmap...
- Attachments
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- Graphic.png
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- Height.png
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Re: A much better heightmap...
looks better indeed.
medium map size= 12x12 to 16x16?
not sure on the noisy impassable edges.
medium map size= 12x12 to 16x16?
not sure on the noisy impassable edges.
Re: A much better heightmap...
How many trees is too many?
I've been tinkering with using static and elevation filters to get a cloud of green pixels that is most dense on level areas with medium elevation, but it's looking a little too crowded. It'd be a good forest, but I'm worried about performance.
I've been tinkering with using static and elevation filters to get a cloud of green pixels that is most dense on level areas with medium elevation, but it's looking a little too crowded. It'd be a good forest, but I'm worried about performance.
Re: A much better heightmap...
Cut out the noise. It really serves no purpose on flat areas.