***.:<New map, Amalthea (V02)>:.***
Moderator: Moderators
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Lordo, the reason your tex isn't lining up better is because of the height. Try reducing the height difference by 100. That won't make it line up perfectly, but it will be a good bit better.
BTW if you use bryce, you should also use l3dt. Use l3dt for the hillside textures. Use photoshop to blend them in together. It will turn out a lot nicer.
BTW if you use bryce, you should also use l3dt. Use l3dt for the hillside textures. Use photoshop to blend them in together. It will turn out a lot nicer.
Your a little late forb...if you read my last post, you would have seen I fixed it.
Problem was that Bryce was rendering the damn thing on a curved surface...I changed a bunch of numbers and set it to render as a panorama to fix it.
And thats a nice idea using L3DT for hillsides...My custom tex wasn't doing them all that well, I'll try that.

Problem was that Bryce was rendering the damn thing on a curved surface...I changed a bunch of numbers and set it to render as a panorama to fix it.
And thats a nice idea using L3DT for hillsides...My custom tex wasn't doing them all that well, I'll try that.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
the way that bryce applies textures to the sides of hills is the reason they look crappy, and the main reason why I'm not too fond of bryce, besides, I like total control, and while bryce provides control, it's counter-intuitive interface make me wanna throw up.
The way that l3dt applies textures is the exact same way that the sm3 maps do, in layers according to blendmaps. Hell, for that matter you can actually make your blendmaps for l3dt texturing if you wanted to.
I'm gettin a little off topic here...
The way that l3dt applies textures is the exact same way that the sm3 maps do, in layers according to blendmaps. Hell, for that matter you can actually make your blendmaps for l3dt texturing if you wanted to.
I'm gettin a little off topic here...
Bryces hills suck for most textures, I did notice that. I like bryces interface though, and I love the way the deep texture editor works. More then just blending diffrent colored noise, like L3DT and Terragen seem to do. That and I just love the textures Bryce produces.
Go ahead and go a bit of topic with mapmaking program comparisons, theres no real topic till I release this map anyways. Speaking of ATG's, has anyone ever tried Vue? Ive seen some stuff it makes and it looks like da shit.
I have a question though, how do I change the minimap for my map? The mapconv not rendering water thing is annoying and confusing.
Go ahead and go a bit of topic with mapmaking program comparisons, theres no real topic till I release this map anyways. Speaking of ATG's, has anyone ever tried Vue? Ive seen some stuff it makes and it looks like da shit.
I have a question though, how do I change the minimap for my map? The mapconv not rendering water thing is annoying and confusing.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
So I tried doing the L3DT hills, no luck. The free version apparently can't import stuff that big (8192x8192), or I got some weird bug. Well, Ive got to much moral to pirate a program like that, and I ain't gonna pay for it...
But I did render another texture in bryce...looks a bit better, and fixes texture syncing even more(Woot!).
Still don't know how to change the minimap...
But I did render another texture in bryce...looks a bit better, and fixes texture syncing even more(Woot!).
Still don't know how to change the minimap...
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
try setting your page file size to as high as possible. That may help, as I said before, make sure you are using BMP.
I am interested to find the combination of things needed to get rid of this problem. I've never had an issue.
I have had it spit memory errors before on inport, however, I knew damn well I had enough memory, so I kept trying and usually on a super huge map second time was the charm. Never had any trouble with 8192x8192 though.
Try this, import the heightmap at 4096, then do operations>heightfield>resample, resample to 8192, Make sure you save the map group file and split it into mosaic as soon as possible to avoid future problems.
I am interested to find the combination of things needed to get rid of this problem. I've never had an issue.
I have had it spit memory errors before on inport, however, I knew damn well I had enough memory, so I kept trying and usually on a super huge map second time was the charm. Never had any trouble with 8192x8192 though.
Try this, import the heightmap at 4096, then do operations>heightfield>resample, resample to 8192, Make sure you save the map group file and split it into mosaic as soon as possible to avoid future problems.
LOrDo wrote:Its a bmp, 8192x8192, and I have exactly 1280mb of ram (DDR).
I doubt memory is the problem.
Guys, i've had the problem for a long time with my larger maps. My solution for it has always been to split the high-res heightmap into smaller quarters. Then have L3DT render each quarter seperately. When u've got all ur quarters done, simply stitch them back together in photoshop (or gimp). Now, each l3dt render will have and ugly black line to the top and side of each render, so ur gonna need to use the bandaid tool to fix that.mufdvr222 wrote:Forb, I have the same problem with L3dtpro, I have 2gig of ram and it won`t deal with any heightmap larger than 4096 x 4096, it just spits out a mass of rather cryptic error messages, which is basically why I stopped making maps.
Hopefully this helps u guys.
-Quanto