This is what it looks like: http://www.majhost.com/gallery/the-yak/ ... ingame.png
This is a shot of my mapconv settings: http://www.majhost.com/gallery/the-yak/ ... apconv.png
Anyone know what the problem is here?

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Code: Select all
local mapinfo = {
name = "hotlipsremake",
shortname = "",
description = "",
author = "",
version = "",
modtype = 3, --// 3=map
teams = {
[0] = {startPos = {x = 80, z = 80}},
[1] = {startPos = {x = 1600, z = 1600}},
},
}
return mapinfo
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heightmap=C:\Users\Luke\Documents\World Machine Documents\MapConv\hotlips_Height.png;
texture=C:\Users\Luke\Documents\World Machine Documents\MapConv\hotlipsremake.png;
metal=C:\Users\Luke\Documents\World Machine Documents\MapConv\hotlipsmetal.bmp;
enablefeaturemap=false;
featuremap=featuremap.bmp;
featurelist=featurelist.txt;
enabletypemap=false;
typemap=typemap.bmp;
geovent=C:\Users\Luke\Documents\World Machine Documents\MapConv\geovent.bmp;
additionaloptions=Additional Options;
output=C:\Users\Luke\Documents\World Machine Documents\MapConv\hotlipsremake.smf;
maxheight=250;
minheight=-20;
lowpass=true;
invert=true;
quality=1;
compression=0;
rotatefeatures=0;
heightmaploaded=true;
textureloaded=true;
metalloaded=true;
featureloaded=false;
typemaploaded=false;
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mapconv -i -l -c 0.5 -o hotlipsremake.smf -t hotlipsremake.png -m hotlipsmetal -h hotlips_Height.png -x 250 -n -20
It's an 8bit PNG, since that was the heightmap the original creator used. I've tried exporting it as a 16-bit RAW with World Machine, but mapconv crashes whenever I tried to load it. Is there another program I should be using?EDIT: 16bit png fails in mapconv for heightmap. Use 16bit 1 channel intel byte order RAW with no header.
Yeah, my Heightmap size is 1409x1153 and my Texturemap size 11264x9216, I've done the calculations and I know that shouldn't be a problem. I can import my heightmap as a png into WM, export it unchanged at the same size as either .raw or .r16 and it just gives me this as soon as I try to load it:Beherith wrote:The only time mapconv can crash when loading raws is when they are too small (it does a blind read() call). WM exports 16 bit 1 channel intel byte order raws with no header (calls it r16). Make sure the heightmap is (texture/8)+1 sized in both dimensions.
Wilbur seems like a cool program, but I can't seem to find an option to export as a 16bit RAW file (Unless I'm supposed to use 3d RAW Triangles, but I tried that and mapconv just crashes loading that as well).Funkencool wrote:A nifty little program for editing just heightmaps or converting them from 8-bit to 16-bit is Wilbur http://www.ridgenet.net/~jslayton/wilbur.html
Its free and for its size/age it has a lot of features. If your working with 8-bit I would highly suggest getting rid of the "contours" (from having only 256 values in 8bit) by some method. Although some maps might look alright with it, I think its uber ugly. Personally I like to use wilbur's erosion to give it a more natural look, instead of blur etc. . If you check it out and have any questions just let me know.
Yahtzee. Compiling it from the command line worked flawlessly with the raw file (had to rename it from .r16 though), looks way nicer then the png and no lines visible with either f2 or f4 enabled.Beherith wrote:The best way to smooth 8bit hmaps is in photoshop: Open 8bits, set mode to 16 bits. Scale to 8x its size with bicubic smoother, run it through 3 gaussian blurs with radius 8, then scale back down with bicubic sharper.
GUI might not support rawI wouldnt know, since I never use the gui.