[Help] map heightmap problems
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sylent/shooter
- Posts: 1963
- Joined: 2009-04-10 18:48
[Help] map heightmap problems
Okay, I hope that the title is good enough to relatively describe my problem. But I will go into detail here.
I made the mistake of creating my map in reference to 100 heightmap percentage in the editor. The problem I am having is that I cannot lower my water terrain anymore (it is at 0) and because of that it is behaving weird. I.E its very see through.
My problem is that I have basically finished the terrain aspects of my map and have placed many many statics etc.
Now I know common sense would be to raise the terrain height in the editor "tweaker" to something higher than my already (250) but as I realized by looking at other maps etc, the height in that aspect is 200 (therefore I'm 50 over...)
My water level is only at 4 (go figure) and I would like to raise it to something in the 20's to give it more depth (like Muttrah for example)
Onto my question: Is there anyway to raise the entire terrain without losing the shape of the terrain (minor stretching is okay on vertical faces) But I just don't want to lose the general shape that I spent so much time creating, in order to raise the water level.
(I know I could do it by hand but that would mean that I have to level everything off, bring the height up to a reasonable one and then create the entire terrain again.)
I made the mistake of creating my map in reference to 100 heightmap percentage in the editor. The problem I am having is that I cannot lower my water terrain anymore (it is at 0) and because of that it is behaving weird. I.E its very see through.
My problem is that I have basically finished the terrain aspects of my map and have placed many many statics etc.
Now I know common sense would be to raise the terrain height in the editor "tweaker" to something higher than my already (250) but as I realized by looking at other maps etc, the height in that aspect is 200 (therefore I'm 50 over...)
My water level is only at 4 (go figure) and I would like to raise it to something in the 20's to give it more depth (like Muttrah for example)
Onto my question: Is there anyway to raise the entire terrain without losing the shape of the terrain (minor stretching is okay on vertical faces) But I just don't want to lose the general shape that I spent so much time creating, in order to raise the water level.
(I know I could do it by hand but that would mean that I have to level everything off, bring the height up to a reasonable one and then create the entire terrain again.)
Killing the enemy sylently
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splatters
- Posts: 529
- Joined: 2010-01-19 08:02
Re: [Help] map heightmap problems
You can brighten the heightmap in Photoshop for example, provided that there is room. If you're already using the entire 'bit-depth' your highest points will clip out the amount you rise the terrain.
If you do this, you could use the "snap to ground" function to all the statics, and then manually adjust the objects that need custom heights.
Please post an image of the heightmap so we can give better advice.
If you do this, you could use the "snap to ground" function to all the statics, and then manually adjust the objects that need custom heights.
Please post an image of the heightmap so we can give better advice.
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Rhino
- Retired PR Developer
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Re: [Help] map heightmap problems
If you have already used the max amount of your heightmap image, from 0% to 100% white, simply go to Image>Adjustment>Levels then tweak output levels at the bottom to suit your needs, with the heightmap open of course. Any statics you will have already placed however at this point will need to be gone over again and readjusted one by one as you can't tweak them all in one go, unless they are all placed on the same exact height.
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splatters
- Posts: 529
- Joined: 2010-01-19 08:02
Re: [Help] map heightmap problems
You can snap all selected objects to ground and they'll be positioned correctly IIRC, provided that that's how they were placed in the first place = the way the editor places them by default.[R-DEV]Rhino wrote:If you have already used the max amount of your heightmap image, from 0% to 100% white, simply go to Image>Adjustment>Levels then tweak output levels at the bottom to suit your needs, with the heightmap open of course. Any statics you will have already placed however at this point will need to be gone over again and readjusted one by one as you can't tweak them all in one go, unless they are all placed on the same exact height.
So, no one by one tweakin except for those objects whose heigths you adjusted manually before the terraing height change.
Please, images
Last edited by splatters on 2011-12-26 21:53, edited 1 time in total.
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Rhino
- Retired PR Developer
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Re: [Help] map heightmap problems
Yes, but I've yet to see a mapper that has snapped everything to the ground too there default height and most times people do that they are floating buildings since they dont have foundations and things like crates stacked up on top of each other, something put on top of a building etc all get ruined, and in the case of objects being placed ontop of buildings, they may get lost forever inside that building after doing that, wasting resources... Best to go over by hand.splatters wrote:You can snap all selected objects to ground and they'll be positioned correctly IIRC, provided that that's how they were placed in the first place = the way the editor places them by default.
So, no one by one tweakin except for those objects whose heigths you adjusted manually before the terraing height change.
Last edited by Rhino on 2011-12-27 10:58, edited 1 time in total.
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splatters
- Posts: 529
- Joined: 2010-01-19 08:02
Re: [Help] map heightmap problems
I bet most objects on most maps are snapped to the ground. But yeah, it's going to be a lot of manual work if you have objects on other objects, on custom heights etc.
Though, if one were to just increase the height of the terrain and not warp it, one could just select all objects and move them up the same amount the terrain height was increased.
Though, if one were to just increase the height of the terrain and not warp it, one could just select all objects and move them up the same amount the terrain height was increased.
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sylent/shooter
- Posts: 1963
- Joined: 2009-04-10 18:48
Re: [Help] map heightmap problems
Theoretically that would work. In reality, probably wouldn't. I'm trying just fixing the levels as we speak and I'll post an image of the heightmap.


Last edited by sylent/shooter on 2011-12-27 17:12, edited 1 time in total.
Killing the enemy sylently
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splatters
- Posts: 529
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Re: [Help] map heightmap problems
Dude... 
The heightmap is supposed to look like this:

When you open the HeightmapPrimary.raw use these parameters:

If you do it right (it being the terrain height adjustment) and with precise numbers, this will work:
The heightmap is supposed to look like this:

When you open the HeightmapPrimary.raw use these parameters:

If you do it right (it being the terrain height adjustment) and with precise numbers, this will work:
splatters wrote:Though, if one were to just increase the height of the terrain and not warp it, one could just select all objects and move them up the same amount the terrain height was increased.
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sylent/shooter
- Posts: 1963
- Joined: 2009-04-10 18:48
Re: [Help] map heightmap problems
lol noob mistake. I didn't think the heightmap was supposed to look like what I posted. But for whatever reason it won't open..
EDIT: Fixed it, was auto choosing an incorrect option. I can see where my problem was. xD Everyone get ready for the epic -facepalm- that is about to happen xD

and to think i've been doing this for a good amount of time xD
EDIT: Fixed it, was auto choosing an incorrect option. I can see where my problem was. xD Everyone get ready for the epic -facepalm- that is about to happen xD

and to think i've been doing this for a good amount of time xD
Last edited by sylent/shooter on 2011-12-27 17:51, edited 1 time in total.
Killing the enemy sylently
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Doc.Pock
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Re: [Help] map heightmap problems
umm interesting heightmap u has here...
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Shovel
- Posts: 860
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Re: [Help] map heightmap problems
I would raise the brightness, and then fill the water in with black again, so that there is more height variation between the shore and the water.
Shovel009
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sylent/shooter
- Posts: 1963
- Joined: 2009-04-10 18:48
Re: [Help] map heightmap problems
ya, I did that. It looks much better now. I didn't want to raise it to much because of stretching but it should be fine now 
Killing the enemy sylently
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Broseph
- Posts: 99
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Re: [Help] map heightmap problems
My question is this, how exactly do I do without Photoshop since Gimp doesn't recognize .RAW filessplatters wrote:Dude...
The heightmap is supposed to look like this:
When you open the HeightmapPrimary.raw use these parameters:
If you do it right (it being the terrain height adjustment) and with precise numbers, this will work:
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic55011_1.gif[/img]
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Rhino
- Retired PR Developer
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Shovel
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Broseph
- Posts: 99
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Re: [Help] map heightmap problems
I tried to switch to photoshop months ago but I'm far too used to using gimp to the point where switching would be too much of a hassle for me.
Also I've trying to get this working but still gives me the message that it's unsupported
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic55011_1.gif[/img]

