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A problem with a hightmap
Posted: 07 Jul 2006, 01:23
by Cloud_Flakker
Iv made a hightmap in greyscale in the gimp saved it as a bmp size 512 and it says in l3dt : incorrect bit depth for BMP JPEG HF
why???
used guassian blur
please help
Posted: 07 Jul 2006, 01:43
by Buggi
there's a difference between bit depths on gray-scale maps.
8bpp, to 32bpp
Not sure when is better.... try 8bpp, you'll get "banding" in the image, but it may be the only thing compatible with the conversion pipeline.
Posted: 07 Jul 2006, 01:46
by zorbawic
open in mspaint and save as a 24-bit image
Posted: 07 Jul 2006, 03:28
by Cloud_Flakker
well i saved it as a 24 in mspaint and now when i load it as a hightmap into l3dt it shows me just figures in different colors not black and white and it is far from how my higtmap bmp looks like.
Posted: 07 Jul 2006, 03:39
by Atorpy
'hello,
Buggi wrote:
Not sure when is better.... try 8bpp, you'll get "banding" in the image, but it may be the only thing compatible with the conversion pipeline.
You'll always get banding from an image made in the GIMP because it only supports 8 bits/channel in memory.
Buggi wrote:
well i saved it as a 24 in mspaint and now when i load it as a hightmap into l3dt it shows me just figures in different colors not black and white and it is far from how my higtmap bmp looks like.
Did you use 'File->Import->Heightfield'? If so, can you please post a screenshot of the 'figures in different colors'?
Cheers,
Aaron.
Posted: 07 Jul 2006, 04:25
by Cloud_Flakker
what l3dt did to it after i imported hightmap.
wtf?????!!!!!
they wont let me post hyperlinks so copy this link and add img144.imageshack.us/content.php?page=done&l=img144/31 in the begining
68/hereitis0xe.
and this in the end png
Posted: 07 Jul 2006, 04:27
by Cloud_Flakker
img144.imageshack.us/content.php?page=done&l=img144/3168/hereitis0xe.png
Posted: 07 Jul 2006, 04:27
by Cloud_Flakker
sorry its jusr 5 oclock in the morning where i live and im a bit tired now...
Posted: 07 Jul 2006, 06:30
by mufdvr222
Mate,, upload your heightmap so I can have a look.
Posted: 07 Jul 2006, 07:55
by Forboding Angel
same, upload the heightmap.
Can't post links? just take the www off of the front.
Edit:
Ok, well one of the problems you are having is the fact that l3dt sees your image as a color image, another is that the bit depth is all fucked up.
DO this, to save us all some time... go to
http://www.irfanview.com (excelent small ametuer image manipulation too, it's also free) and download that. Use irfanview to convert to greyscale, then save, then import into l3dt.
That should fix you up. BTW gimp sucks ass for doing anything besides scaling images (it's VERY GOOD at scaling images, photoshop can't touch the Gimp's scale routine).
A good idea would be to either draw your heightmaps in l3dt using the design pencil, or drawing very rough outlines in MSPaint then importing into l3dt as a design map, set the sliders, then generate the heightmap. L3dt will actually draw a new heightmap in 32bit goodness from the simple sketch you provided. It's quite nifty

Posted: 07 Jul 2006, 08:04
by Forboding Angel
HAHAHAHA I just had a thought. You could simply upload your images to imageshack and then redownload them because imageshack changes the format. It might fix your little issue.
Posted: 07 Jul 2006, 10:23
by zorbawic
Cloud_Flakker wrote:well i saved it as a 24 in mspaint and now when i load it as a hightmap into l3dt it shows me just figures in different colors not black and white and it is far from how my higtmap bmp looks like.
Theres something probably with L3dt: i had the same problem with strata overlay - it seems that it disappears when changeing sundirection in light map in elevation below 50, Than when rendering a texture use light map and probably this will disappear
Wait: has this happened just after importing the height map or after making something with it ?
Posted: 07 Jul 2006, 12:24
by Cloud_Flakker
Thx all. ill try it..
i have another question.. to forboding angel actually cause i know for sure he is using photoshop, but if someone else knows the answer please write it down.
before i started using the gimp i tried making hightmaps in photoshop...
i chose greyscale 16bit.
the problem was the saving part.
when i tried sving there was no format that was compatible with either
the gimp or (most important) l3dt.
im using photoshop CS2 9.0.
Any suggestions?
Posted: 07 Jul 2006, 12:32
by Cloud_Flakker
OK.
iv converted it to greyscale in that little prog.
i tried it at 8bpp and 24.
the l3dt is still giving me similar results..
WTF????
maybe i should use terragen.
?
i donwloaded it but im not sure how to import an image and at what format must it be for terragen to accept it..
Posted: 07 Jul 2006, 14:28
by zorbawic
Cloud_Flakker wrote:greyscale
why are You using grayscale ? im also using Gimp and i save all my images as a normal coloured ones not grayscales and i dont have that problem - maybe thats the problem - try saving it a sa normal nongrayscale image
Posted: 07 Jul 2006, 15:44
by Atorpy
Hi Cloud Flakker,
Wow, that's bizarre. I changed image libraries in L3DT earlier this year, so there could be a new image-import bug that I├óÔé¼Ôäód not noticed before. Could you shoot me a copy of the original heightfield image so I can debug the program (
aaron.torpy@yahoo.com)?
Cheers,
Aaron.
Posted: 07 Jul 2006, 16:44
by Cloud_Flakker
Sure Aaron.
Posted: 07 Jul 2006, 16:49
by Cloud_Flakker
can someone please answer about the photoshop saving format.
Posted: 07 Jul 2006, 21:33
by Atorpy
Hi Cloud_Flakker,
Export from Photoshop in RAW. When importing the RAW into L3DT, you'll need to click on the 'options' button in the import wizard, and set 'import->width' and 'import->height' to the correct values.
Oh, and for the sake of the other forum members, the problem with the heightfield was that L3DT wasn't loading 8-bit heightfield bitmaps correctly. I recommend everyone use PNG until the next update.
Cheers,
Aaron.
Posted: 07 Jul 2006, 22:06
by Cloud_Flakker
Ill do that.
Thx All i kinda solved the problem by myself actually....