Heightmap doesnt work

Discussion in 'Content Creation' started by Leet34, Mar 21, 2015.

  1. pickle330

    pickle330
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    Oh. That's it... Thanks! I'll try that out and tell you if it's flat, or works, or whatever happens.

    EDIT: It worked. But it's flat like yours. So it must be a problem with terrain.party I assume?

    EDIT#2: I tried Occam's Razer's heightmap as well. It was also flat...
     
    #21 pickle330, Jul 7, 2015
    Last edited: Jul 7, 2015
  2. Binkey

    Binkey
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    I think it is, if I figure out a way to bypass it, would you like me to tell you?
     
  3. pickle330

    pickle330
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    If you do figure out how to get around this, feel free to PM me. I'd love to make a map of my area or even the ravine on the property I live on. :)

    EDIT: Just tried my older heightmap I made in L3DT again to make sure it still works despite everything else being flat. It still works.

    EDIT#2: I put my heightmap from terrain.party into L3DT and it was there and I was able to edit it in the 3D editor. Wasn't detailed enough, but I saw a indent in the terrain following most of the ravine I was talking about. Tried it in drive again and it was still flat. I don't remember the way to directly export a heightmap from L3DT... So it was probably the exact same image. Doubt it would make a difference anyway if it came directly from L3DT.
     
    #23 pickle330, Jul 7, 2015
    Last edited: Jul 7, 2015
  4. Occam's Razer

    Occam's Razer
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    Oops, I didn't mean to suggest that my heightmap would fix the issue, I was just offering an alternative to other services offering real-world location's height data.
     
  5. Aboroath

    Aboroath
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    Downloaded and sized a chunk of the Glacier Peak area and it came out flat as well. Re-named image to eliminate confusion
    on the file name ( spaces, hyphens etc.) with no success. My guess is the images are being processed in a way that is different
    than "normal". What that is I have no idea. Torque has no issues with the files themselves but it's not seeing the elevation data
    at all.
     
  6. Binkey

    Binkey
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    Okay everyone, so both heightmaps from terrain.party and the weird government thing both didn't work by default. I imported the one from terrain party into l3dt and then exported it again like when I generate a heightmap from there, like in fundadors tutorial. Put in game and viola! Worked like a charm. If anyone needs help with the importing/exporting, I will take screenshots of how I did it and post a mini tutorial in this thread.
     
  7. Aboroath

    Aboroath
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    Nice!....was going to suggest that but didn't because GIMP didn't do that. Strange. Please post what you did, I'd love to see how these
    work and look with materials. I might try importing these into WM and see if that works.
     
  8. Binkey

    Binkey
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    I'm not sure how to get the materials from the real world thing, I'm just going to use the heightmap. ;)
     
  9. Aboroath

    Aboroath
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    That's all I ever do except for WM macros.:cool: Congrats on getting it figured out.
     
  10. pickle330

    pickle330
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    That's exactly what I "did" and I thought it would work. I just never remembered/bothered finding out how to export the heightmap from L3DT after... Good job getting it sorted out! I will play with these heightmaps sometime soon.
     
  11. Binkey

    Binkey
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    After I got the heightmap in, I realized it was going to be very hard to make textures exactly where everything was in real life. I took Aboroath's idea of using the the google maps texture, and it looks great, thanks for the help everybody, I love ya!:D
     
  12. Aboroath

    Aboroath
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    Not sure what you mean by the google maps texture....my reference was to the WM macro created in that program.:cool: Are you getting
    a map "base texture " out of the google earth image??...I am intrigued!
     
  13. pickle330

    pickle330
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    A good looking texture that you took from google maps? If this is what I think then I really want this... I just need to heavily modify the heightmap I got as it's not very detailed.
     
  14. Binkey

    Binkey
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    I pretty much just went onto google maps where I got my heightmap from, took a screenshot of the area in low quality (just so I know where the water and roads are) and made it into one huge ground terrain texture and painted it onto my terrain. Here's a screenshot of what it looks like so far in-game. BTW the google maps texture is REALLY low quality. capture6.jpg
     
  15. Aboroath

    Aboroath
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    Since I'm learning how WM works this is an interesting concept, thanks for sharing! It basically functions exactly the same as
    a macro or basetex and can be used for the same purpose. Do you use the image as a diffuse in your terrain materials?
     
  16. Miura

    Miura
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    Both heightmaps on the first page were in incorrect format. They were 8 bit and RGB or Indexed color mode, when they should be 16 bit and greyscale mode. Easy to fix in Photoshop (Image > Mode) and probably most other image editors.

    A few pixels of blur after changing to 16 bits would help remove the roughness from the original low resolution and 8 bit color depth. 8 bit has only 256 levels, so there would be quite large steps on most maps without smoothing.
     
  17. Aboroath

    Aboroath
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    Wow, I completely forgot about the 8 bit thing. I just assumed everything was 16 bit these days. That totally explains why L3TD
    processing makes them work. I saw absolutely nothing on the Terrainparty site indicating what bit size they export in.
     
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