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New Map i am Working on - Heightmap

Posted: 21 Aug 2006, 23:01
by PicassoCT
Hi, i m currently working on something Desert & Dune inspred...

Here is the Heightmap
Image

I am thinking about placing a Sandtexture on the Water and use it as Quicksand...

Well, off to do evil things to poor MapConv ;)

Posted: 22 Aug 2006, 14:04
by NOiZE
How do you make these hieghtmaps?

Posted: 22 Aug 2006, 14:20
by aGorm
I was gonna ask the same question... Making ramps and walls like that by hand is HARD.

aGorm

Posted: 22 Aug 2006, 16:15
by PicassoCT
NOiZE wrote:How do you make these hieghtmaps?
3DsMax Spline Modelling- It allows easy drawing of curves and lines, and after that overlay of a surface.
Makes Creation of Curves and organic looking stuff very easy. After that Gradient overlay (UV-Mapping, Waterlevel Check (i add blue colour at the center) - selfilumination to 100 - and finnish

Posted: 22 Aug 2006, 18:50
by hrmph
For the heightmap you just apply a black to white gradient to the whole object and then render from top down? (Cool process btw) Map looks spacey and organic at the same time, nice!

Posted: 22 Aug 2006, 19:45
by PicassoCT
Thx

I for testing purposes a Blue and a Grey Maker in the Middle of the Gradient, to see were the Water remains - and don`t forget to render without perspective.

I am currently thinking about desert.... and such. Not a easy theme.. i slowly begin to understand why all the Veterans battle with desert maps. The Desert Varnish

http://en.wikipedia.org/wiki/Desert_varnish

And the Rock Korrosion make it quite hard to archieve something good-looking and playable- and then the Dunes... Horror.

Can you place a Feature (A Stone for example) on a very thin, but high Mountain, so that you have in the End something like this
http://upload.wikimedia.org/wikipedia/c ... _Uyuni.jpg
Or do you need flat ground to place features upon ?

Posted: 22 Aug 2006, 20:21
by aGorm
Can be put on top of a mountain easy peasy... might take a bit of guessing to get it right though...

Also, that method is shear genios!!! I shall be loooking into using it! I cant draw curved ramps in photoshop, (or atleast not wioth ease) with this method it would be easy!!

aGorm

Posted: 22 Aug 2006, 21:00
by NOiZE
someone make a tutorial or something :-)

Posted: 22 Aug 2006, 21:03
by PicassoCT
Be warned, for there is one negative Thing with Splines.. if you get it to big, and to many lines, human Sence for 3 D is overcharged and you loose the overview. I once modelled a Creature(Splinemodelling was mainly made for such purpose) - drawed to many curves and - connected the noose with the Ears in the Mess. Hope you enjoy the Method...

Posted: 22 Aug 2006, 21:09
by NOiZE
i don't have 3dmax

is there some kind of heightmap editing program or something :)

Posted: 22 Aug 2006, 21:37
by PicassoCT
THe Gradient thing should work with nearly every Renderprog, that can UVWMap Texture... the Curves thing, well it is a bonus. You could modell those curves out of blockx and spheres..

Another Prob with such Complex Landscapes i noticed is that the Pathfinding sometimes waves the White Flag.


PS: Wouldn`t it be cool if you coul paint small caves into the Heightmap ? They could use Standard Textures- This way it would be possible to creat even abstracter Landscape.

Posted: 25 Aug 2006, 00:11
by PicassoCT
Preiview of the NOt Photoshoped Minimap

Image

Posted: 25 Aug 2006, 22:57
by PicassoCT
I have another Question - how do i get a nearly intransparent water, only showing the Texture ? Current result is this, which is not really convincing Quicksand
Imagez9.th.jpg][/url]

Another Natural Look Map, that i fail... damn

Posted: 25 Aug 2006, 22:59
by NOiZE
PicassoCT wrote:I have another Question - how do i get a nearly intransparent water, only showing the Texture ? Current result is this, which is not really convincing Quicksand
[img=http://img143.imageshack.us/img143/8997 ... bz9.th.jpg]
You can't AFAIK, someone make us a better "water" system

we can't even force a texture ...
we can't make in non-transparant ...
we can't make it glowing ...

SOMEONE HELP!



:P

Posted: 25 Aug 2006, 23:02
by PicassoCT
Till the Tears make the Sever howl... :cry: :cry: :cry: :cry:

I somehow have the Feel that Noize is laughing ... over me :evil: :evil: :evil: :evil: :|

Posted: 25 Aug 2006, 23:27
by NOiZE
PicassoCT wrote:Till the Tears make the Sever howl... :cry: :cry: :cry: :cry:

I somehow have the Feel that Noize is laughing ... over me :evil: :evil: :evil: :evil: :|
nah i'm crying about our not good enough watersystem :(

Posted: 25 Aug 2006, 23:42
by Weaver
Try,

Code: Select all

	[WATER]
	{
		WaterBaseColor=0.6 0.6 0.4;  //color at water surface
		WaterAbsorb=1 1 1;  //how fast different colors are absorbed by the water
		WaterMinColor=0.6 0.6 0.4;  //the min value the water colors will go down to
	}

Posted: 26 Aug 2006, 00:43
by PicassoCT
Thx... trying

Posted: 26 Aug 2006, 00:52
by PicassoCT
A first, not improved Version, just for Gameplaytest... ( i am still thinking about adding a Skybox...

http://www.fileuniverse.com/?p=showitem&ID=3723

Well forget about this Version- i think about a complete change of Plans for this Map. And about two other Things.

First. How about a Gradient Rendering for the Type Map - that way you could enter diffrent softness settings for terrains, so that a once Plane Valley, becomes under a intense Artillery Fire a "Typemaped" Canyon. I going to test this.