More MapSplitter issues

CaseyB

28-03-2006 20:50:33

The maps splitter is working fine for my heightmaps, but I am having trouble getting it to split the textures properly. Here are some pictures of what I mean.




As you can see the original heightmap and texture are the same size and line-up properly, then, after splitting the heightmap looks like what I would expect, but the texture, is way off. Here is my gen.cfg file:
GroupName=General
LandScapeFileName=Cleveland
LandScapeExtension=png

Data2DFormat=HeightField

ColorMapName=ClevelandTexture.png
ColorMapSplit=yes
HeightMap=yes

Paged=yes
MiniMap=no

LandScapeExportExtension=png
TextureExtension=png

PageSize=513
TileSize=65

OutDirectory=./split

tuan kuranes

29-03-2006 07:53:15

what are their width/height ?

CaseyB

29-03-2006 17:15:53

The height map and the texture are both 1762x2315, but while looking into this I found that teh height map is 32bpp anf the texture is 24bpp. Would this cause a problem?

Falagard

29-03-2006 18:24:00

Um, well the first thing I would do is make them square and divisible by 2.

CaseyB

29-03-2006 18:30:10

Um, well the first thing I would do is make them square and divisible by 2.
I assume you mean a power of 2, but I didn't think that would matter as they get split into 513x513 (not a power of 2, I know but the PLSM calls for (2^n)+1) pages, so shouldn't they be able to be any arbitrary size? :?

Falagard

29-03-2006 19:50:31

Well, I'm not sure if it requires power of 2, and no that's not what I meant, but yes that's _probably_ what it needs. But don't assume, it makes an ass out of you. Just you though, not me.

I think, but do not assume, that it requires a power of 2 texture + 1 extra pixel on two of the edges.

512x512 ends up 513x513, and 1024x1024 ends up 1025x1025. This has something to do with the terrain code, not sure why.

But some crazy resolution of arbitrary size? That's a bad assumption. :-)

CaseyB

29-03-2006 20:43:33

I meant that the original images could be an arbitrary size because the splitter breaks then into (2^n)+1 chunks as I said in my last post. Anyway I went through and did it by hand leaving the left over space (the black part in the split heightmap screen shot above) transparent and it works fine, so apparently it doens't need to be square or divisible by 2. This leads me to belive (not assume!) that it's an issue with how I've set up the config file.

tuan kuranes

31-03-2006 08:21:34

yes arbitrary input size is possible and should work.
Strange Bug, can you try adding
TextureStretchFactor=1.0
in your config file ?
if it doesn't work try making heightmap a 16 bits heightmap then a 8 bits (just for debugging purpose.) ?

CaseyB

31-03-2006 17:11:24

With the TextureStretchFactor=1.0 added I actually see less of the land, but I am having trouble figureing out how to make it 16 and 8 bpp in the Gimp.

tuan kuranes

03-04-2006 08:29:03

using gimp, save image as grayscale to save it at 8bits.

CaseyB

03-04-2006 17:34:04

It is grayscale, and when I right click on it and go to properties and summery it still says that the color depth is 32 bits

tuan kuranes

04-04-2006 08:34:18

weird, my gimp (2.2) do save all my grayscale to 8bits. (provided it is image->mode->grayscale and not image->mode->rgb)
(try save/conversion with other tools, like XnView)