[Info] Geocontrol 2

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fubar++
Posts: 248
Joined: 2007-07-08 17:04

Re: [Info] Geocontrol 2

Post by fubar++ »

spacemanc wrote:Make sure you import your heightmapPrimary as a "Raw (16Bit) from carrera" - its the second tab at the top of the screen.
I should have explained the problem a bit further: It's not actually the importing which messes things up, it's the Geocontrol's predefined filters (under Generation/Filter tab Basic Noise and Selective Noise). You can't remove or bypass them as far as I have tried and when you at some point generate your terrain those filters changes the terrain a lot. That's why I thought I have missed something here. Anyways it's been very impressive tool if you create your terrain out of nothing.
space
Posts: 2337
Joined: 2008-03-02 06:42

Re: [Info] Geocontrol 2

Post by space »

fubar++ wrote:I should have explained the problem a bit further: It's not actually the importing which messes things up, it's the Geocontrol's predefined filters (under Generation/Filter tab Basic Noise and Selective Noise). You can't remove or bypass them as far as I have tried and when you at some point generate your terrain those filters changes the terrain a lot. That's why I thought I have missed something here. Anyways it's been very impressive tool if you create your terrain out of nothing.
Go to the filters tab and choose an active filter, then further down theres a settings tab - just reduce the settings to zero. Watch the tutorial videos - The isoline system and the setting of levels can be hard to understand at first, but once you play with it, it gives you excellent control. Also play with the settings under the General tab - theres a basic noise filter there that should be turned down, and also theres a setting there to protect terrain upto different levels. The best way to simply describe how the levels system works, is that the different levels are different resolution levels of the map - eg - level 1 affects the whole map

Ive just posted a video of my map, which was created using Geocontrol 1
https://www.realitymod.com/forum/f66-pr-community-modding/38973-map-wuzhai-wip-31.html
fubar++
Posts: 248
Joined: 2007-07-08 17:04

Re: [Info] Geocontrol 2

Post by fubar++ »

spacemanc wrote:Go to the filters tab and choose an active filter, then further down theres a settings tab - just reduce the settings to zero. Watch the tutorial videos - The isoline system and the setting of levels can be hard to understand at first, but once you play with it, it gives you excellent control. Also play with the settings under the General tab - theres a basic noise filter there that should be turned down, and also theres a setting there to protect terrain upto different levels. The best way to simply describe how the levels system works, is that the different levels are different resolution levels of the map - eg - level 1 affects the whole map

Ive just posted a video of my map, which was created using Geocontrol 1
https://www.realitymod.com/forum/f66-pr-community-modding/38973-map-wuzhai-wip-31.html
If I put all the values to zero it gives totally flat ground when generated. Something is just not going right there...

I was just reading your map thread and the result seems nice, hope we will see it soon on the maplist :)

Just watched your video, awesome work dude ;)
Last edited by fubar++ on 2008-12-26 20:30, edited 1 time in total.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Info] Geocontrol 2

Post by Outlawz7 »

spacemanc wrote:The pictures I posted were from inside the bfeditor - if anything ingame graphics usually look better.
No. It's the other way around.
Geocontrol 2 is very good tool, altough try to avoid the most detailed filters they will give problems with the terrain lods ingame! For example cliffs become very sharp on distance. Try working with regular noise first and see what filters you can get away with. Example standard erosion works good but deeper cuts gives problems. This doesnt appear in the Editor since it doesnt LOD the terrain!
Link to the post
Geocontrol Version 2 - Official BF Editor Forums
Image
space
Posts: 2337
Joined: 2008-03-02 06:42

Re: [Info] Geocontrol 2

Post by space »

Im not sure - ill have a play later - Ive not used it for a while and Ive not got it loaded on this OS. Another tip - practice with a 512 sized verision of your map - it exponentionally quicker to render (and its already quick), and when you get a result you like, just switch back to your original size and all the filters will be applied to that size.

Theres a few tut vids on the geocontrol site, but for some reason theyre not grouped together - youll need to look around, but theyre very helpful.

On my map you can see that the hills are quite smooth and rounded - very different to the terrain Geocontrol produces - I spent a Mcstupid amount of time modifying it in the editor to remove any signs of morphing (Its a 4km map) - It has kept a natural feel to it though, which is down to the base terrain produced with geocontrol.
'[R-COM wrote:Outlawz;879932']No. It's the other way around.
[/url]
Theres certain things you dont see in the editor too - The LOD problem is only apparent in certain circumstances - but when it is a problem its fugly.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: [Info] Geocontrol 2

Post by AnRK »

spacemanc wrote:An easy explanation, is to say that the bf2 engine halves the terrain resolution at a distance. So if you had three points in a triangle shape, to represent terrain vertices, then at a distance the top vertice of the triangle would not be shown and it would just be a flat line at a distance.
Also if you stretch a single terrain grid over a large height, then it also stretches the single terrain texture over the same distance, which tends to look like ****.
Is that what causes the magically morphing terrain effect? If so I can see why the DEVs don't want a mountain coming out of nowhere nevermind a small ditch.
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