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"Eight glorious sides and eight stunning angles!"
Sorry for hijacking the thread but is there any negative effects of having a high maximum height? For some some reason I used 1000m. I didn't change it cause I guessed that 65536 colors represented in a 16-bit heightmap is enough to get acceptable precision but now I fear side effects.VapoMan wrote:I think the really tall edges of the map is caused by the "default height" being set really high, so the surrounding terrain is higher than the primary terrain
"Eight glorious sides and eight stunning angles!"
by increasing the max height of your terrain you decrease the accuracy you can put into the height of your terrain, as well as increase the amount of terrain "morphing" you get when moving away from your terrain.pfhatoa wrote:Sorry for hijacking the thread but is there any negative effects of having a high maximum height? For some some reason I used 1000m. I didn't change it cause I guessed that 65536 colors represented in a 16-bit heightmap is enough to get acceptable precision but now I fear side effects.
:/ Well, is there any smart way to convert the heightmap to get it right. Right now my maximum height is 1000m and my highest point on the map 386 metres so I want white to be something like 400m instead of 1000m.[R-DEV]Rhino wrote:by increasing the max height of your terrain you decrease the accuracy you can put into the height of your terrain, as well as increase the amount of terrain "morphing" you get when moving away from your terrain.
Not easily to my knowledge. You can load your heightmap in L3DT and if you then re-export it, it should export your heightmap with the lowest point on your map being 100% black and the highest point being 100% white and then its a matter of putting that into BF2 and then changing your height scale, but unless you get it 100% right, your statics will all need to be re-snapped/placed onto the terrain as they will most likely be floating or really sunk, or both.pfhatoa wrote::/ Well, is there any smart way to convert the heightmap to get it right. Right now my maximum height is 1000m and my highest point on the map 386 metres so I want white to be something like 400m instead of 1000m.
I'm not sure on the amount of possible "levels" the heightmap has but ye, accuracy is probably not your biggest issue, terrain morphing is how ever. Some info on it here, although its on about the differences between 2km and 4km maps, the terrain LODs apply to both, just they are much worse on 4km maps.pfhatoa wrote:Edit: Am I correct if I say that a 16bit heightmap has 65536 possible "levels". If so I will have a precision of 0.015m as 1000/(2^16)=0.0152587890625? If so the accuracy part is not that important.
I will give it some tries, with a lot of backups! Better do it now before all statics are placed...'[R-DEV wrote:Rhino;1495855']Not easily to my knowledge. You can load your heightmap in L3DT and if you then re-export it, it should export your heightmap with the lowest point on your map being 100% black and the highest point being 100% white and then its a matter of putting that into BF2 and then changing your height scale, but unless you get it 100% right, your statics will all need to be re-snapped/placed onto the terrain as they will most likely be floating or really sunk, or both.
I'm not sure on the amount of possible "levels" the heightmap has but ye, accuracy is probably not your biggest issue, terrain morphing is how ever. Some info on it here, although its on about the differences between 2km and 4km maps, the terrain LODs apply to both, just they are much worse on 4km maps.
https://www.realitymod.com/forum/f189-m ... s-2km.html
I would do it before you place any more statics and IE is using some code to stop the morphing but it hasn't been fully tested yet.pfhatoa wrote:I will give it some tries, with a lot of backups! Better do it now before all statics are placed...
Also, with the new map, Iron Eagle, it seems to be possible to have fairly sharp inclines without morphing issues. Is there any official saying on this?
Thank you for the help, -P