[Help] map heightmap problems

Making or wanting help making your own asset? Check in here
Post Reply
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

[Help] map heightmap problems

Post by sylent/shooter »

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.)

Killing the enemy sylently
splatters
Posts: 529
Joined: 2010-01-19 08:02

Re: [Help] map heightmap problems

Post by splatters »

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.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Help] map heightmap problems

Post by Rhino »

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.
Image
splatters
Posts: 529
Joined: 2010-01-19 08:02

Re: [Help] map heightmap problems

Post by splatters »

[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.
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.

Please, images
Last edited by splatters on 2011-12-26 21:53, edited 1 time in total.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Help] map heightmap problems

Post by Rhino »

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.
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.
Last edited by Rhino on 2011-12-27 10:58, edited 1 time in total.
Image
splatters
Posts: 529
Joined: 2010-01-19 08:02

Re: [Help] map heightmap problems

Post by splatters »

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.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Help] map heightmap problems

Post by sylent/shooter »

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.

Image
Last edited by sylent/shooter on 2011-12-27 17:12, edited 1 time in total.

Killing the enemy sylently
splatters
Posts: 529
Joined: 2010-01-19 08:02

Re: [Help] map heightmap problems

Post by splatters »

Dude... :D

The heightmap is supposed to look like this:

Image

When you open the HeightmapPrimary.raw use these parameters:

Image

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.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Help] map heightmap problems

Post by sylent/shooter »

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

Image

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
Doc.Pock
Posts: 2899
Joined: 2010-08-23 14:53

Re: [Help] map heightmap problems

Post by Doc.Pock »

umm interesting heightmap u has here...
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Help] map heightmap problems

Post by Shovel »

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
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Help] map heightmap problems

Post by sylent/shooter »

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 :P

Killing the enemy sylently
Broseph
Posts: 99
Joined: 2011-05-09 18:08

Re: [Help] map heightmap problems

Post by Broseph »

splatters wrote:Dude... :D

The heightmap is supposed to look like this:

Image

When you open the HeightmapPrimary.raw use these parameters:

Image

If you do it right (it being the terrain height adjustment) and with precise numbers, this will work:
My question is this, how exactly do I do without Photoshop since Gimp doesn't recognize .RAW files
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic55011_1.gif[/img]
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Help] map heightmap problems

Post by Rhino »

Get Photoshop? :p

this might help? raw | GIMP Plugin Registry
Image
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [Help] map heightmap problems

Post by Shovel »

Or you could "buy" photoshop *nudge*.
Shovel009
Broseph
Posts: 99
Joined: 2011-05-09 18:08

Re: [Help] map heightmap problems

Post by Broseph »

'[R-DEV wrote:Rhino;1713441']Get Photoshop? :p

this might help? raw | GIMP Plugin Registry
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]
Post Reply

Return to “PR:BF2 Community Modding”