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photoshop kills heightmap
Posted: 10 Mar 2007, 14:30
by Dead.Rabit
ok heres my problem. something im doing in photoshop is destroying my heightmap generated in L3DT
all i did was use blending options and that little slider to get rid of the water so i could make the waterbed flat and traversable by units!?!
my heightmap is now very... steppy if that makes sens
any comments?
thanks alot
D.R
Posted: 10 Mar 2007, 15:12
by Goolash_
Had the same problem my self.
http://spring.clan-sy.com/phpbb/viewtopic.php?t=9420
best solution as far as i'm concerned is to import your new heightmap into l3dt as "design map" and then in the design options turn all the sliders to the minimum so it wont change your map. that way l3dt redraws your map and you get rid of those contour lines.
Posted: 10 Mar 2007, 16:24
by Dead.Rabit
ive found the solution, for me at least, but i started and made a design my by hand in L3DT
the problem was that i was either, i was saving my map in a too low quality bit depth. or it could of been me changing it between grayscale and RGB all the while to make featuremaps and metal maps etc
well whichever it was the countours are gone now... only problem is water is too shallow
=p
D.R
Posted: 10 Mar 2007, 18:53
by smoth
do not use the greyscale conversion. just work in greyscale.
Posted: 10 Mar 2007, 19:09
by Dead.Rabit
i import it from L3DT in index colour so i have to convert it at least once
Posted: 10 Mar 2007, 19:26
by smoth
I am sure you can get around that. I do, I use leveler TGA format when I export from worldmachine and I greyscale it without using the greyscale conversion. how to get a greyscale heightfeild output though is more a question for forboding, he has the badge of l3dt master around here.
Posted: 11 Mar 2007, 06:13
by LOrDo
Best solution: Use GIMP.
