[Help] Heightmap annoyances. Not sure what to do.

Dids

07-01-2006 16:41:55

Hey all, I've been playing with PLSM for ages now. If I use (for example) HME to make my heightmap, it loads it and displays it smoothly. If I scale x,y,z to 10000 (my heightmap is 5121x5121 png), it does become very large, but, I get these "bumps" or "peaks". I'm not sure what I'm doing wrong here, since I don't think mapsplitter supports files that are like 10k x 10k big, since I do need a *big* world.

Here's a couple of screenshots:





Anyways, if I'd just get a wee bit of help with this subject, I'd be eternally grateful. Oh and also, these "peaks" came when I made a heightmap in Freeworld3D, exported, then resized (from 1024x1024 to 5121x5121), but I don't think that causes these "peaks".

- Dids

tuan kuranes

07-01-2006 17:11:21

Well mapsplitter splitting 128k x 128k is under work, but not finished yet.

Resizing from 1024x1024 to 5121x5121 is surely the problem here, what algorithm your tool is using ?

Seems a smoothing problem to me, try using a better tool to do that, or/and blur/smooth it afterwards.

Anyway, you can just scale x,y,z to 50000, and you'll get same landscape but withtout the peaks. You have to create it with HME or/and freeworld3d directly at resolution aimed, (5121 here.), if you want a big detailed terrain.

Finally, is it 16bits or 8bits heightmaps ?

Dids

07-01-2006 18:13:40

Hmm, understood. It is an 8-bit png file, and I've tried 16-bit raw's aswell, but the problem still existed. I will continue to try to resolve this matter as soon as possible :wink:

EDIT: Works now, great, thank you Tuan, as always!

Oh and another thing (if you don't mind me asking), could I use the texture map (5120x5120) as the texture on the heightmap, as in, so that I could disable the "base texture" that PLSM seems to use, and "paint" my own textures on the big texture file, then export via mapsplitter?