Map: (insert name here)
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- Sucky_Lord
- Posts: 531
- Joined: 22 Aug 2008, 16:29
Map: (insert name here)
Im designing a new map and need some help. What size should the map be, i want it to be taller than dsd, and the slightly wider.
Every time i have a new question ill post it here :)
Every time i have a new question ill post it here :)
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: Map: (insert name here)
Sucky_Lord wrote:Im designing a new map and need some help. What size should the map be, i want it to be taller than dsd, and the slightly wider.
Every time i have a new question ill post it here :)
Ah, I know the answer. It's quite simple math, please something harder next time: 12x22Sucky_Lord wrote:What size should the map be, i want it to be taller than dsd, and the slightly wider.
- Sucky_Lord
- Posts: 531
- Joined: 22 Aug 2008, 16:29
Re: Map: (insert name here)
How is it measured though? As in how many pixels tall?
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: Map: (insert name here)
Okay, you should state your questions a bit better mister.
Anyway, read the tutorials!
And I use this because its hard for me to memorialize numbers:
http://springrts.com/wiki/MapSizes
Anyway, read the tutorials!
And I use this because its hard for me to memorialize numbers:
http://springrts.com/wiki/MapSizes
- Sucky_Lord
- Posts: 531
- Joined: 22 Aug 2008, 16:29
Re: Map: (insert name here)
I understand it now, thanks
- Sucky_Lord
- Posts: 531
- Joined: 22 Aug 2008, 16:29
Re: Map: (insert name here)
How many pixels long does a slope need to be if the top is white and the bottom is black for a vehicle to get down it?
Re: Map: (insert name here)
Seriously?
(hmax-hmin)/(8*tan(27*pi/180))=N
or more simply:
(hmax-hmin)/4.07 =N
where N is the number of hmap pixels.
But reading the topic 5 posts down from your post also helps :)
http://springrts.com/phpbb/viewtopic.php?f=13&t=22251
(hmax-hmin)/(8*tan(27*pi/180))=N
or more simply:
(hmax-hmin)/4.07 =N
where N is the number of hmap pixels.
But reading the topic 5 posts down from your post also helps :)
http://springrts.com/phpbb/viewtopic.php?f=13&t=22251
- Sucky_Lord
- Posts: 531
- Joined: 22 Aug 2008, 16:29
Re: Map: (insert name here)
Yep after i asked it Llamadeus explained about setting heights for black and white on the height map, my plan is to have a small range between max and min height so the whole map is accessible for vehicles
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: Map: (insert name here)
Sounds intriguing but will look bad...Sucky_Lord wrote:Yep after i asked it Llamadeus explained about setting heights for black and white on the height map, my plan is to have a small range between max and min height so the whole map is accessible for vehicles
Re: Map: (insert name here)
WARNING: THE FOLLOWING INFORMATION MAY NOT BE ACCURATE
Actually I think the math should be really simple. How many "Texture pixels" of height is 1 unit of heightmap height units... it's either 1 to 1, if that's the scale then it's
Rise (Delta Vertical Change) over run (distance changed in map pixels)
so: for a 0.5 (45 degrees) slope tolerance you would need-
100 Height for 100 pixels of distance... (so if your min height was 0 and your max height was 100 you would need 100 or more pixels distance for a unit with a slope tolerance of 0.5 to be able to climb it.)
Actually I think the math should be really simple. How many "Texture pixels" of height is 1 unit of heightmap height units... it's either 1 to 1, if that's the scale then it's
Rise (Delta Vertical Change) over run (distance changed in map pixels)
so: for a 0.5 (45 degrees) slope tolerance you would need-
100 Height for 100 pixels of distance... (so if your min height was 0 and your max height was 100 you would need 100 or more pixels distance for a unit with a slope tolerance of 0.5 to be able to climb it.)
Re: Map: (insert name here)
Please disregard Sinbad's post, it literally did not contain a single piece of truth or relevant info.SinbadEV wrote:WARNING: THE FOLLOWING INFORMATION MAY NOT BE ACCURATE
You wanted the equation, you got it in my previous post.
Re: Map: (insert name here)
lolSucky_Lord wrote:i want it to be taller than dsd, and the slightly wider.
Re: Map: (insert name here)
I currently will work on the assumption that you are right... where does one put the desired slope tolerance in your equations?Beherith wrote:Please disregard Sinbad's post, it literally did not contain a single piece of truth or relevant info.SinbadEV wrote:WARNING: THE FOLLOWING INFORMATION MAY NOT BE ACCURATE
You wanted the equation, you got it in my previous post.
- FireStorm_
- Posts: 666
- Joined: 19 Aug 2009, 16:09
Re: Map: (insert name here)
doesn't have to beSirArtturi wrote:will look bad...
for instance:
http://www.cnsm.csulb.edu/departments/g ... Dec05S.jpg
you seem less patient that usual today,
Re: Map: (insert name here)
I used 27 here as the amount of degrees BA vecs can climb.Beherith wrote: (hmax-hmin)/(8*tan(27*pi/180))=N
It is defined as slopetolerance in TDF files.
Slopetolerance * 1.5 = amount of degrees a unit can climb
So to put any desired desired spring tolerance into this:
(hmax-hmin)/(8*tan(tolerance*1.5*pi/180))=N
But I still recommend either of the methods mentioned in the other thread. Both are free, simple and work in real time while you edit.
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: Map: (insert name here)
Must be the yesterdays fin - usa hockey match fucked up my head...FireStorm_ wrote: you seem less patient that usual today,
Re: Map: (insert name here)
for me, i find the easiest way to measure my slopes (because i fear numbers) is to draw my heightmap in a graphics program, and then load the edited heightmap into springmapedit... enable slope view, and bing bang bong there you go!
beyond that, you can also adjust the maxheight in SME, in case your map is almost but not quite perfect
and don't worry artturi, canadas got finlands back!
beyond that, you can also adjust the maxheight in SME, in case your map is almost but not quite perfect
and don't worry artturi, canadas got finlands back!
- Sucky_Lord
- Posts: 531
- Joined: 22 Aug 2008, 16:29
Re: Map: (insert name here)
Thanks for the help people, its coming along nicely. Im hoping by then end of the weekend i'll have the draft height map out and ill let you all have a sneak preview.. ooh how exciting ;D
- Sucky_Lord
- Posts: 531
- Joined: 22 Aug 2008, 16:29
Re: Map: (insert name here)
Ok i have saved the heightmap as Height.bmp (its 1/8+1 size of the real map) and im trying to import it into L3DT but i get an error message:
CMapGroup::LoadMapFile2 error
- error loading file
L3DTio_BigBitmap::ExtLoadMapFile error:
- unsupported bit depth (32) for map type (20)
CExtDLL::LoadMapFile error
- call to DLL function 'LoadMapFile' failed
CMapGroup::LoadMapFile2 error
- error loading file
Can anyone help?
CMapGroup::LoadMapFile2 error
- error loading file
L3DTio_BigBitmap::ExtLoadMapFile error:
- unsupported bit depth (32) for map type (20)
CExtDLL::LoadMapFile error
- call to DLL function 'LoadMapFile' failed
CMapGroup::LoadMapFile2 error
- error loading file
Can anyone help?
Re: Map: (insert name here)
Save as 24bit bmp.Sucky_Lord wrote: L3DTio_BigBitmap::ExtLoadMapFile error:
- unsupported bit depth (32) for map type (20)
