Build 25

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 Post subject: Build 25
PostPosted: Tue May 28, 2002 9:00 am 
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Image

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


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 Post subject: Re: Build 25
PostPosted: Sat Jan 19, 2008 1:42 pm 
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This one and the other one are about all I can find.
gcamp wrote:
Image

    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
Nothing gives one person so much advantage over another as to remain
always cool and unruffled under all circumstances. - Thomas Jefferson

You can discover more about a person in an hour of play
than in a year of conversation. - Plato


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PostPosted: Sat Jan 19, 2008 4:00 pm 
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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.


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PostPosted: Sun Jan 20, 2008 1:14 am 
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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 :shock: 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
Nothing gives one person so much advantage over another as to remain
always cool and unruffled under all circumstances. - Thomas Jefferson

You can discover more about a person in an hour of play
than in a year of conversation. - Plato


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 Post subject:
PostPosted: Sun Jan 20, 2008 8:44 am 
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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 :shock: 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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