This topic contains 3 replies, has 0 voices, and was last updated by  Thrax 9 years, 9 months ago.

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  • #2106

    imported_gcamp
    Participant

      Sped up light map generation (lots).
      Changed progress bars to use less technical jargon.
      Changed terrain texture so height bands are not uniform.
    #9311

    Rommel
    Participant

    This one and the other one are about all I can find.@gcamp wrote:

      Sped up light map generation (lots).
      Changed progress bars to use less technical jargon.
      Changed terrain texture so height bands are not uniform.

    Are the heights, even though not uniform, randomly assingned to a set range or are they hard coded to a set elevation? The latter should make map design simpiler but the former may give a better overall result.

    Still working on the maps,

    Rommel

    #9312

    imported_gcamp
    Participant

    A blast from the past. The heights the textures change at used to be set to a specific height so they looked too much like rings. The heights are now added to a scaled reversed copy of the landscape to make this more random but still ok.

    #9313

    Rommel
    Participant

    Hi Gavin:

    In reading the other post first, I assumed a defined height of 30 units for each ring, ie.:

    0 – 30 level 0
    31 – 60 level 1
    61 – 90 level 2
    91 – 120 level 3
    121 – 150 level 4

    @gcamp wrote:

    A blast from the past. The heights the textures change at used to be set to a specific height so they looked too much like rings. The heights are now added to a scaled reversed copy of the landscape to make this more random but still ok.

    After reading this post, I’m confused again. LOL 😯 Setting up a test map to figure all of this out is easy enough but I didn’t want to waste time trying to figure the settings if they were somewhat randomised which I’m once again assuming is the case.

    I assumed I had overlooked the details somewhere as evidenced by the date of the post to which I attached my reply and read everything that the search engine would pull up before making the post requesting guidence.

    The problem I’m having is in trying to force specific looks on certain parts of the map using the texture files. Perhaps this isn’t the best way and I’ll look into using ground maps next if that is the case. The problem I imagine with this method is placing a ground map without an object. I’ve not found an example that I can recall, but hopefully it’s not an issue. If it is an issue then perhaps I can use a (non-active) model scaled down to point of being invisable.

    Thanks for the speedy replies and best wishes to all for a terrific weekend.

    Rommel

    #9314

    Thrax
    Participant

    @rommel wrote:

    Hi Gavin:

    In reading the other post first, I assumed a defined height of 30 units for each ring, ie.:

    0 – 30 level 0
    31 – 60 level 1
    61 – 90 level 2
    91 – 120 level 3
    121 – 150 level 4

    @gcamp wrote:

    A blast from the past. The heights the textures change at used to
    be set to a specific height so they looked too much like rings. The heights
    are now added to a scaled reversed copy of the landscape to make this
    more random but still ok.

    After reading this post, I’m confused
    again. LOL 😯 Setting up a test map to figure all of this out is easy
    enough but I didn’t want to waste time trying to figure the settings if they
    were somewhat randomised which I’m once again assuming is the case.

    I assumed I had overlooked the details somewhere as evidenced by the
    date of the post to which I attached my reply and read everything that the
    search engine would pull up before making the post requesting guidence.

    The problem I’m having is in trying to force specific looks on certain parts
    of the map using the texture files. Perhaps this isn’t the best way and I’ll
    look into using ground maps next if that is the case. The problem I
    imagine with this method is placing a ground map without an object. I’ve
    not found an example that I can recall, but hopefully it’s not an issue. If it
    is an issue then perhaps I can use a (non-active) model scaled down to
    point of being invisable.

    few responces then.
    For examples of placing an exact picture onto a map for details, look at
    the Kid-mod Bear map, or the Gallery-mod Bike map. LT uses
    direct placing of image-via-model to overlay detailed visuals.

    The reversed texturing method that gavin mentioned is like so; the
    textures layered on the map are roteted 180 so that the coloring is
    more randomized over the scene.

    eg, compare this landform, to the ghostly image in the lowest-level dirt.
    the cross-swords are showing upside-down.

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