Heightmap Discussion
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10-04-2006, 01:52 AM,
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Quote:Originally posted by Axenthen we can make the entire heightmap... I'll be on more often to check this topic if you agree to be on more so we can discuss the dimensions and changes etc. specifically and maybe map out things |
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10-04-2006, 02:04 AM,
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We can just import it, then fix the seams in the CS, it isn't that difficult.
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10-04-2006, 02:08 AM,
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You mean smoothing around the edges? That doesn't get rid of the seaming problem at all. You still get a seam, just a slightly different kind. Or, if you raise/lower areas by hand in the CS, well, the CS's heightmapping tools aren't nearly as robust as GeoControl's, so you just get a different kind of seam there, too. And we can't cover that ugliness up with a million SpeedTrees.
Quote:I'll be on more often to check this topic if you agree to be on more so we can discuss the dimensions and changes etc. specifically and maybe map out thingsI always have the forums open, just that I don't refresh them every 5 minutes to stay on the online users list. As for the modelling problem... I know of a very talented modeller and texturer. However, I'm not sure if he's played TES3 before, and he's been ridiculously busy with work the past few months (so I haven't had much contact with him lately) and then he's involved in a couple projects (modeller for one, and the coordinator and modeller of the other (and I'm actually involved in that one)), though assets from one would likely be able to be used as a base for the assets for the other, so not as much work there. But, he is very efficient at modelling. Next time I talk to him, I'll ask him if he's interested in helping us out... though I wouldn't keep my hopes up too high, for the reasons I listed previously. |
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10-04-2006, 02:19 AM,
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It probably can be done, just tile the heightmap, have all the borders at the same height (maybe 0?), then it can be editted in the CS without seaming problems.
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10-04-2006, 02:20 AM,
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Quote:Originally posted by TheImperialDragonThat's just a different kind of seam there. |
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10-04-2006, 02:22 AM,
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Quote:Originally posted by Axen Explain? Just flatten out the land in there when there is no seam in there. The border regions will all be at 0, so we can do what we will with those. OR: paint the pixels around the seams to a set colour/color. |
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10-04-2006, 02:25 AM,
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Quote:Originally posted by TheImperialDragonThink about it. You've got an area of flowing land, then suddenly, a drop down to a set elevation that goes in a grid-like style. And, as I said before, the CS's heightmapping tools aren't nearly as detailed as GeoControl's, so you could tell the difference between the GeoControl'ed parts and the CS'ed parts. After we've finalized discussion on the landscape, I'll paint out (in MS Paint ) the heightmap in preparation for GeoControl. Not really much I can do with the filters already available in versions currently out, as the demo is an older version with some problems and I don't want to buy a liscence to v1.xx only to have to buy the liscence again when v2 comes out. I don't want the discussion rushed, though... the wilderness is a HUGE part of Vvardenfell, so let's make it good. |
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10-04-2006, 02:28 AM,
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Unless we redo those flattened areas by hand. Either way, having that would be preferable to nothing at all.
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10-04-2006, 06:48 AM,
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I agree with TID
[1ST]T[/1ST]his is what a heightmap looks like, this is what it does when it catches hold of you, it's eating me alive and very soon now it will kill me.
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10-04-2006, 08:35 PM,
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It wouldn't be nothing at all, it just wouldn't be done quite as soon. I'd rather wait a while longer than have some glaring errors in it.
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