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MED Terrain #100287
11/27/06 21:33
11/27/06 21:33
Joined: Dec 2005
Posts: 414
Munich, Germany
R
Robotronic Offline OP
Senior Member
Robotronic  Offline OP
Senior Member
R

Joined: Dec 2005
Posts: 414
Munich, Germany
Hello!

When I import a (Greyscale) Heightmap into MED and scale the resulting terrain in order to get more height, I end up with unwanted stairs. This happens because there are only 256 grey values, which is not very much. Even if I do all possible blurring before the import, there will be visible stairs in the terrain:



In order to correct these stairs I would recommend - in addition to the magnet tool - some kind of smooth-brush, that moves the influenced vertices to an average position. Such a tool would be very useful.

Re: MED Terrain [Re: Robotronic] #100288
11/28/06 06:09
11/28/06 06:09
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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Trier, Deutschland
Amen. BTW try earthsculptor(free)...there's a link in editing levels I believe.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: MED Terrain [Re: Nowherebrain] #100289
11/28/06 10:20
11/28/06 10:20
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

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Joined: Jul 2000
Posts: 28,024
Frankfurt
Yes. We'll implement the import of 16 or 24 bit greyscale images for terrain. But at the moment, there's the following simple method: Import the terrain as a normal model from .X, .3DS or the like, and then convert the model to terrain. This should work fine when it's a regular grid.

Re: MED Terrain [Re: jcl] #100290
11/28/06 13:36
11/28/06 13:36
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Meaning so long as the verts are evenly spaced on x, y, correct?


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: MED Terrain [Re: Nowherebrain] #100291
11/28/06 13:37
11/28/06 13:37
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
Yes.

Re: MED Terrain [Re: jcl] #100292
11/28/06 15:04
11/28/06 15:04
Joined: Sep 2002
Posts: 1,604
Deutschland
ChrisB Offline
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ChrisB  Offline
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Posts: 1,604
Deutschland
You can also use colored heightmaps.


www.Swollen-Eyeballs.org
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Re: MED Terrain [Re: ChrisB] #100293
11/28/06 22:38
11/28/06 22:38
Joined: Dec 2005
Posts: 414
Munich, Germany
R
Robotronic Offline OP
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Robotronic  Offline OP
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Joined: Dec 2005
Posts: 414
Munich, Germany
Thanks for all response!
MED is already capable of importing colored hightmaps, and I experimented with this feature. This gives me more than 16 million hight values instead of 256 and I could make of course very fine slopes, without the stairs I mentioned above.
But is there a terraineditor, that exports such heightmaps? This would be the perfect solution.
I use earthsculptor but it exports only grey values, which is the bottleneck. Does anybody know of a workflow with colored heightmaps? I mean a terrain editor, that can export them? Is there a common standard for the weighting of the colors?

I hope, this doesn´t sound too complicated, I´m actually searching for a good workflow.
For the moment it might be - as Jcl suggested - the best method to make models and convert them to terrain. But nevertheless I would like the implementation of a "smoothing tool" in MED ...

Re: MED Terrain [Re: Robotronic] #100294
11/29/06 20:04
11/29/06 20:04
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Joined: Jan 2003
Posts: 4,615
Cambridge
i've coded a terrain editor which is capable of that... just follow the link in my signature (www.phosphor-games.de.tc), there you can download the terrain generator.

Re: MED Terrain [Re: Joey] #100295
11/29/06 21:11
11/29/06 21:11
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
I'm not jcl, but I'm pretty shure it will still only read the brightness value...how close those colors are to white or black...correct me if I am wrong.
the only use I would see for RGB HMP's is if the RGB istoted the terrain in x-y also..as in concave areas perpendicular to the walking surface.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: MED Terrain [Re: Joey] #100296
11/29/06 23:49
11/29/06 23:49
Joined: Dec 2005
Posts: 414
Munich, Germany
R
Robotronic Offline OP
Senior Member
Robotronic  Offline OP
Senior Member
R

Joined: Dec 2005
Posts: 414
Munich, Germany
Hi!
Thanks. I´ve downloaded your editor, it looks very interesting. I will have to do some more testing, but from first impression it seems to create random hightmaps. Basically I need a tool, where I can create the terrain with roads and so on in a more intentional way (for RPG type game). Is there a recommended import setting for color weighting in MED?

@ nowherebrain:

When I import a colored bitmap in MED I can change the values for the RGB-channels:



This results in a different translation for the individual RGB channels.
I made a test and some terrains in which I used R*2 / G*10 / B*50.
In order to find out what happens, I imported a testmap:



The scaled up result in MED looks like this:



This gave me a range of hightvalues for

Red: 0-16,5
Green: 0-82.6
Blue: 0-412,9

These values will however depend on the size of the terrain.

The whole point about this is: I get a bigger and finer range of hightvalues.
I can use different colors for different purposes.
So I could avoid the stairs (see the pic from the first post), and I could create a terrain with great mountains but also fine details and there is also an advantage, when I create several terrain-cells that form a huge terrain with different areas.
It´s a little bit difficult to explain. But if you make a big gradient with grey values or one color alone it looks smooth for the eye, but in reality there are just 256 different values, and - especially, when the terrain is scaled up - there will be stairs, when there is a change.

So I hope, that there is a terrain editor somewhere in the universe, that can translate hightvalues in a colored picture with 24 bit. The best solution would be a common standard ...

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