Author Topic: Spring Creek 2016 - WIP  (Read 3705 times)

philiaN

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Re: Spring Creek - WIP
« Reply #45 on: October 26, 2017, 09:47:43 PM »
Can i upload the hm and you will save it in l3dt ? if yes what do you need ? raw png ?
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тғc

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Re: Spring Creek - WIP
« Reply #46 on: October 26, 2017, 09:53:02 PM »
Can i upload the hm and you will save it in l3dt ? if yes what do you need ? raw png ?

Just going to bed.. all you have to do is import heightmap in l3dt as tga, then export as raw.

But like I said, the only benefit should be greater detail. Unless someone can correct me on my assumptions.

If mxb takes lowest/highest no matter value then he should end up with same height in game, but been so long I am not quite sure.

But yes, using the levels he is now contrasted for that detail :)

Could do old put a pure black pixel and white somewhere on map and then use what you got. But, if what tfc said is true then it will end up being less height



Yeah that's what I do when I start a base heightmap before going to l3dt, just so I maintain one size while working. In this case it would mess things up though, making the ground and peak much bigger than it currently is.
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philiaN

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Re: Spring Creek - WIP
« Reply #47 on: October 26, 2017, 10:21:43 PM »
Upscale from 57 to 76 (lowered the jumps by 33%)



Normal Scale 57



L3DT Scale 57



Scale 57 - Using Levels in PS



So, i have to upscale / use levels in ps or do it with L3DT

« Last Edit: October 26, 2017, 10:36:40 PM by philiaN »
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philiaN

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Re: Spring Creek - WIP
« Reply #48 on: October 26, 2017, 10:55:45 PM »
I wouldnt say that upscaling is bad and that it reduces noticable detail loss.. Maybe in EXTREME conditions, yes, but you cant feel any difference between upscale and level/l3dt version
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Sandbiter

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Re: Spring Creek - WIP
« Reply #49 on: October 27, 2017, 10:18:48 AM »
Didn't read all that ^ too tired to understand it anyways.

Base looks good Phil!

Asdrael

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Re: Spring Creek - WIP
« Reply #50 on: October 27, 2017, 10:50:46 AM »
The initial heightmap should use as much of the colorscale as possible if you want to it to be smooth and detailed.

L3DT imports (if you even need this) should be done with a couple of full black and full white reference "pit and pillar" out of the way (side of map is best) as to not mess up the scaling because otherwise it streches it. The effective height difference between the full black pit and full white pillar will be your map height setting in the hmf.

Once the modifications in L3DT are finished, you can clean up the raw generated in L3DT in photoshop to remove the white/black references, and then use it for running your track generation. Generating the track from a photoshop raw file does not strech it.

If you want to use the heightmap in a 3D software for object placement, best is to use the heightmap with the full white/black reference "pit and pillar" to ensure proper scaling.

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