Looks like a 8-bit heightmap to me. Go 16-bit.
And imo, castles would have made more sense and be more sexy than plateaus.
New mapper: ffa over one spot
Moderator: Moderators
Re: New mapper: ffa over one spot
HM Contouring
I used SME and only nota has any problems with pathing. So how do i do this in sme?
Castle Plateau
Well idk about sexy but maybe its too difficult to fight up that hill so maybe i should but i would really need more to go on.
I used SME and only nota has any problems with pathing. So how do i do this in sme?
Castle Plateau
Well idk about sexy but maybe its too difficult to fight up that hill so maybe i should but i would really need more to go on.
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: New mapper: ffa over one spot
I think SME has 16bit grayscale raw support. OR alternatively: export your heightmap, go photoshop, change image format to 16-bit grayscale, run gaussian blur, save it as IBM PC byte order 1-channel raw format, import it to SME, and run the compilation again with -l filter enabled (though this might be unneseccary after gaussian blur)dimm wrote:HM Contouring
I used SME and only nota has any problems with pathing. So how do i do this in sme?
Re: New mapper: ffa over one spot
Should be totally fine with 8 bit too, as long as you use the -l while compiling
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Frostregen
- Posts: 179
- Joined: 17 Jul 2007, 00:52
Re: New mapper: ffa over one spot
From inside SME hit S to apply gaussian blur.
(Internally the heightmap is stored as 32bit floating point anyway)
To preserve sharp edges I would recommend export as 16bit PNG, and use image-magick's selective-blur.
It is not optimal too, but way better than simple blur.
(Internally the heightmap is stored as 32bit floating point anyway)
To preserve sharp edges I would recommend export as 16bit PNG, and use image-magick's selective-blur.
Code: Select all
convert hmap.png -scene 1 -selective-blur 2x6+20% -type GrayScale -depth 16 hmap_new.pngRe: New mapper: ffa over one spot
S works and after zooming in i can see the problem and use SME's built in blurer.
Where is the compile line in SME?
Arturi you suggested 16bit to fix the contouring issue or for other reasons?
How do i upload to ca down loader? its already on spring-files.
Where is the compile line in SME?
Arturi you suggested 16bit to fix the contouring issue or for other reasons?
How do i upload to ca down loader? its already on spring-files.
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: New mapper: ffa over one spot
Yes for contouring issue - It will fix it but also because 16-bit means simply more colors which means more detailed heightmap!dimm wrote: Arturi you suggested 16bit to fix the contouring issue or for other reasons?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: New mapper: ffa over one spot
Well no offense, but the heightmap isn't particularly detailed to begin with.
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Frostregen
- Posts: 179
- Joined: 17 Jul 2007, 00:52
Re: New mapper: ffa over one spot
-l option is for mapconv only. It applies a gaussion blur before compiling.dimm wrote:S works and after zooming in i can see the problem and use SME's built in blurer.
Where is the compile line in SME?
Basically it is the same as pressing S in SME. (I think)
It is only useful when using/importing 8bit heightmaps anyway.
If you use 16bit heightmaps it is not necessary.
Re: New mapper: ffa over one spot
interesting idea, but i think its cheaper to porc with metal makers than try to get that spot from middle, since theres 3 players trying to kill you.
and if you increased the metal output to insane high like 20 metal per second, then its too good and the guy wins who goes in middle... really hard to set the output balanced.
and if you increased the metal output to insane high like 20 metal per second, then its too good and the guy wins who goes in middle... really hard to set the output balanced.
