A much better heightmap...

A much better heightmap...

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PTTG??
Posts: 17
Joined: 09 Apr 2008, 06:54

A much better heightmap...

Post by PTTG?? »

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.
Attachments
Graphic.png
(586.84 KiB) Downloaded 3 times
Height.png
(876.8 KiB) Downloaded 3 times
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: A much better heightmap...

Post by knorke »

looks better indeed.
medium map size= 12x12 to 16x16?
not sure on the noisy impassable edges.
PTTG
Posts: 8
Joined: 13 Jul 2011, 20:50

Re: A much better heightmap...

Post by PTTG »

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.
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Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: A much better heightmap...

Post by Johannes »

Cut out the noise. It really serves no purpose on flat areas.
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