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Heightmap for Gaatskaan

Posted: 04 Mar 2006, 22:39
by PicassoCT
Image

Image

Citystyle Combat- without Features... just the Heightmap and no Lowpass :)

Posted: 04 Mar 2006, 22:57
by Dead.Rabit
what did you use to make the heightmap 3d like that?
=]

also i was thinking about city style combat but came with the problem of how do u get the windows and stuff on the sides of the buildings?

Posted: 04 Mar 2006, 23:05
by PicassoCT
I usually make Heightmaps in 3DsMax and put a Gradient over it, Render it from above, without Shadows and Selfiluminating... All you got to remember is that there is no under

Posted: 04 Mar 2006, 23:31
by Das Bruce
That is either not going to work at all, or look so aweful people would wish it didn't.

Posted: 05 Mar 2006, 00:17
by Decimator
I would tend to agree with bruce, spring greatly stretches the texture on near-vertical slopes.

Posted: 05 Mar 2006, 00:30
by hrmph
If anyone can pull it off it is probably Picasso! Good luck.

Posted: 05 Mar 2006, 00:59
by SinbadEV
it's hard, but since you already have the 3d model of the thing... you might be able to make a s3o "skin" for all the ugly bits, give them HUGE hitboxes but make them passable... it looks okay but it's really hard to get matched up...

Posted: 05 Mar 2006, 05:18
by Dragon45
Buildings should *not* be part of the terrain. Spring's terrain handling distors anything vertical: Look at Castles or 2.Valleys and look at the texture of the steepest walls.


Make them all into features! Then they will look kewl ! :D

Posted: 05 Mar 2006, 10:11
by PicassoCT
I will try my very best... and there are ways to paint textures even on vertical Terrain - just look on 4 B - the Text on the Hill ...


Thx Hrmph

Posted: 05 Mar 2006, 10:24
by Das Bruce
4 B?

...

Oh hell no, you're taking ideas from THAT?

Posted: 05 Mar 2006, 10:30
by PicassoCT
Why what the Problem- it is Metall Map - yes, but the Text works. so why should not Windows on Some Skyscrapers...

Thx Hrmph for the Flowers ;)

Posted: 05 Mar 2006, 10:56
by smoth
ok, the problem is.. this.

use your imagination you have a heightmap... which is just elevation data. then you have a texture you apply to the top...

it will loo like this:

Image

If you own 3dsmax you should understand why... but for those of you who don't own it... not that I implying any level of piracy..

It is called texture stretching.

Posted: 05 Mar 2006, 12:41
by SwiftSpear
PicassoCT wrote:I will try my very best... and there are ways to paint textures even on vertical Terrain - just look on 4 B - the Text on the Hill ...


Thx Hrmph
Have you acctually taken the time to look at the text on the hills from all around prespectives? It's MASSIVELY stretched.

You're going to end up with windows 5 pixles high and 30 pixles wide taking up the whole height of a skyscraper the way spring stretches vertical textures.

Posted: 05 Mar 2006, 15:29
by Andreask
Omg, dont doom him now.

Let him just try, and lets see if he gets anything good out of this idea.

Of course there are massive obstacles to be overcome, but lets see what he makes of it.

Well, but actually. if you cant prevent the stretching, you cant help but adjust the texture accordingly, meaning that you need to have large portions of similar color, any details will looked stretched.

Perhaps it can be turned off somewhere?


If it cant be turned off, just stick to features, as Smoth so neatly demonstrated.

Posted: 05 Mar 2006, 15:35
by Nemo
I would imagine that you could just predict the stretching and make textures accordingly?

It would be mindbogglingly hard, but I'm sure its possible to make a texture that looks bizzare when on its own, but gets stretched into normalcy.

Posted: 05 Mar 2006, 15:39
by Andreask
How can you predict stretching when stretching turns 1 flat pixel into the size of maybe 10 when stretched, thus lowering your resolution?

All you could do is draw a low-res detail texture for the building-wall, and let it stretch into the height, looking decent. Then you would have to increase the size of the models, as a single building would be high as a mountain is now, if you want to draw the details on the ground-texture. That is because of the effectively lowered resolution when stretching.

Posted: 05 Mar 2006, 18:38
by PicassoCT
There is already a Building Map - i saw it promoted on http://www.fileuniverse.com - but except windows without massive Texturing... from the Screenies.

Well - if everything goes wrong - i shreder the City intou Ruins and make a big Park :)

Posted: 05 Mar 2006, 19:02
by Dragon45
That's an OTA map you ignorant clod :P

Posted: 07 Mar 2006, 01:27
by smoth
for the last time, this is an asinine notion. forget making this map even
with cleverly working around the texture stretch issue you will still have
MASSIVE issues because LOD will move things around everywhere.

Posted: 07 Mar 2006, 01:37
by Decimator
There is one way to do this, and that's to make features that match your buildings then place them where the buildings would be.