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A much better heightmap...

Posted: 03 Aug 2011, 07:37
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.

Re: A much better heightmap...

Posted: 03 Aug 2011, 13:57
by knorke
looks better indeed.
medium map size= 12x12 to 16x16?
not sure on the noisy impassable edges.

Re: A much better heightmap...

Posted: 03 Aug 2011, 18:57
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.

Re: A much better heightmap...

Posted: 03 Aug 2011, 19:36
by Johannes
Cut out the noise. It really serves no purpose on flat areas.