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Re: Map edges, how can they be fixed?
Posted: 27 Oct 2011, 15:13
by KingRaptor
FLOZi wrote:looks awesome, what did you do with the corners?
corners = also a heightmap copy, just flipped on both axes (it's actually in the screenshot, though not recognizable as such)
Needless to say the heightmap can be tiled indefinitely in any direction.
Re: Map edges, how can they be fixed?
Posted: 27 Oct 2011, 15:53
by smoth
Very cool
Re: Map edges, how can they be fixed?
Posted: 27 Oct 2011, 15:56
by FLOZi
KingRaptor wrote:FLOZi wrote:looks awesome, what did you do with the corners?
corners = also a heightmap copy, just flipped on both axes (it's actually in the screenshot, though not recognizable as such)
Needless to say the heightmap can be tiled indefinitely in any direction.
Simple yet brilliant

Re: Map edges, how can they be fixed?
Posted: 27 Oct 2011, 22:07
by MidKnight
Very nice!
You should try fading the mirrored height map to some kind of smoothed noise as it gets farther from the map. That makes it less obvious that the heightmap's mirrored. :)
Re: Map edges, how can they be fixed?
Posted: 27 Oct 2011, 23:34
by Petah
So when this gonna be in master?
Re: Map edges, how can they be fixed?
Posted: 27 Oct 2011, 23:35
by knorke
never, its a game thing.
Re: Map edges, how can they be fixed?
Posted: 28 Oct 2011, 06:34
by KingRaptor
http://code.google.com/p/zero-k/source/ ... l_grid.lua
for those who wants
(The "options" variables are used by ZK's main menu; they should be removable without issues)
The texture I used is
here, or you can make your own
Re: Map edges, how can they be fixed?
Posted: 28 Oct 2011, 16:20
by 1v0ry_k1ng
this in master pls. also, make heightmap below the waterlevel on a map edge = flatness at water level 0 forever, so island maps are surrounded by flat holosea.
Re: Map edges, how can they be fixed?
Posted: 28 Oct 2011, 19:35
by SirArtturi
Its cool, but mirroring the heightmap seems a bit unintuitive and obvious.
Still, it could be very good way to improve our current maps by making it engine side.
Imo best solution for new maps would be including this into map format, so that it would be possible for map to draw bigger heightmap and texture only the playable area. In other words, only certain area of the map is textured and pathed, but the rest of the map is still rendered like this...
Re: Map edges, how can they be fixed?
Posted: 28 Oct 2011, 19:47
by very_bad_soldier
SirArtturi wrote:Its cool, but mirroring the heightmap seems a bit unintuitive and obvious.
How about varying the heightmap by some algorithm instead of using them 1:1 mirrored? Or generating random heightmaps by some noise generator?
Re: Map edges, how can they be fixed?
Posted: 28 Oct 2011, 19:51
by Pxtl
very_bad_soldier wrote:SirArtturi wrote:Its cool, but mirroring the heightmap seems a bit unintuitive and obvious.
How about varying the heightmap by some algorithm instead of using them 1:1 mirrored? Or generating random heightmaps by some noise generator?
Yeah, that. I'd do analysis on the map to determine its general noisyness (high-frequency vs. low frequency, magnitude) and try to clamp the curves coming immediately away from the map to the angle of incidence with the map edge.
No, I have no idea how to code that algorithm.
Re: Map edges, how can they be fixed?
Posted: 28 Oct 2011, 20:31
by smoth
looks pretty good to me
just no shadows.. and it has a few gap issues.

Re: Map edges, how can they be fixed?
Posted: 28 Oct 2011, 20:41
by MidKnight
Arturri, VBS, Pxtl: Scroll up.
Smoth: Nice.
Re: Map edges, how can they be fixed?
Posted: 28 Oct 2011, 21:14
by SirArtturi
Yeah smoth, It's good, definitely better than hard edges.
Btw, your map is the winrar here. You could try the solution with something less beautiful

Re: Map edges, how can they be fixed?
Posted: 28 Oct 2011, 21:26
by SirArtturi
MidKnight: Yes I know you flipped the mirroring, but the fact that the mirroring is there is still IMO not the best solution (its very good one though, no doubt.)
What I as a mapper always dreamed was that I could have total control over how the unplayable area would look like. I just wondered if this could be included into the map format so that mapper could define where the pathing and texturing ends, and grid rendering starts. Fog would do the rest of the fading and blending...
This way you could create very seamless and realistic landscapes without any unintuitive and awkward cutoffs.
Re: Map edges, how can they be fixed?
Posted: 28 Oct 2011, 21:37
by smoth
options are nice and all but I would like to see it working solid with less issues first..

Re: Map edges, how can they be fixed?
Posted: 28 Oct 2011, 22:42
by SirArtturi
Last screen is actually jaw droppingly awesome. Love the red stripes and how they indicate that the area is unplayable.
Re: Map edges, how can they be fixed?
Posted: 28 Oct 2011, 23:39
by FLOZi
In 83 you can actually apply the real map texture too
Re: Map edges, how can they be fixed?
Posted: 29 Oct 2011, 01:09
by Pako
I opened the code and it was so sickening I threw up
this to my keyboard.


Re: Map edges, how can they be fixed?
Posted: 29 Oct 2011, 01:22
by smoth
interesting.
it still has the same tearing that king raptor's has though.