Evergreenhaven Retextured... - Page 2

Evergreenhaven Retextured...

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

Moderator: Moderators

Do you want this new version released?

New is good!
17
94%
Old is better!
1
6%
 
Total votes: 18

mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

Its haven's gardener, not the grass, you idiot! :lol:


actually i think its the stone or the terrain that is deformed that way?

wow.. will play this even if i have to force someone to play with me.

its great you spend time retouching the maps, those small details add to already good maps.

there is lots of good maps that can get very good as this one, with some more detail. (rolling hills :) ).
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

pathways is next in line for a face lift. It already looks super pretty, but this will give it a righteous kick in the nuts ;)
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Cool!
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

the map looks very good now allthough those grass circles look weird
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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

Question. what program are you using? L3DT(or whatever it is)? And are you stuck with the contour lines showing or can you turn them off?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

grrrr

no offense but I'm getting tired of repeating myself.

Contour lines are caused by the following:

Blowing up a small heightmap by 5x or more (in this particular case it went from 769 x 769 to 6144 x 6144).
Setting the horizontal scale in your rendering program to be too small (Sometimes this cannot be helped for the sake of detail).

Raising your max alt too high therefore causeing the heightmap to get stretched to all hell.

See what l3dt does is take a very complex algorithm and look at the heightmap to decide what textures go where. When you blow up a heightmap like this there is not good way to completely eliminate contour lines and still keep the terrain looking like it's supposed to. It happens.

The moral of the story is to draw your heightmaps at the same size as your terrain map. I was screwing around with rendering at 1 to 1 ratios in l3dt and rendered evergreenhaven and realized that it looked fucking awesome. So, some time later I finally came out with a resized heightmap I could live with and went from there.

I used method # 7 on pathways and it turned out with minimal contour lines.

Like I said, if you plan ahead to render your maps with a 1 to 1 ratio then draw the heightmap at the same size as the terrain map and hope your rendering proggie doesn't crash ;P
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Flint
Posts: 128
Joined: 17 Jan 2006, 08:57

Post by Flint »

I had a lot of fun playing with forb on his map, everyone should give this map a try its very visually pleasing.
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