Created map in FreeWorld3D & not what I created.
by Deception Games · in Torque Game Engine Advanced · 04/24/2007 (10:48 am) · 4 replies
So spent the time digging and raising and lowering my map , creating pathways out mountains and just getting it look like the image inside my head.
And loaded it into the engine last night to see a map that created, and the map was no near what I created. This is starting to be a issue with this engine, everything I do is not becoming what I dreamed due the lack of documention or issues.
My map looks like someone a smooth tool and flatten the hell out my map. Check all my setting and information needed to import. How is one suppose to create a map to his/her design spec's is the engine just destroys your hours of hard work.
There got be something that missed or due lack of documents that not understanding here. Spent the last weeks fighting over terrain and should be past this and onto importing my buildings and various items.
Can someone please help me, this starting to get very frustrating.
And loaded it into the engine last night to see a map that created, and the map was no near what I created. This is starting to be a issue with this engine, everything I do is not becoming what I dreamed due the lack of documention or issues.
My map looks like someone a smooth tool and flatten the hell out my map. Check all my setting and information needed to import. How is one suppose to create a map to his/her design spec's is the engine just destroys your hours of hard work.
There got be something that missed or due lack of documents that not understanding here. Spent the last weeks fighting over terrain and should be past this and onto importing my buildings and various items.
Can someone please help me, this starting to get very frustrating.
#2
www.garagegames.com/docs/tse/general/ch05s02.php
04/25/2007 (7:38 am)
Ok, this article is really outdated, but its explanation of the parameters of "generateChunkFile" are still valid:www.garagegames.com/docs/tse/general/ch05s02.php
#3
Ok now understand little more, Mary think that help clear up other piece of the puzzle. When get home will make changes and run it again and see if the results change. The formula there makes sense to me now,and now cant wait to experiment.
Believe that my meter per pixel where incorrect on my script, ended up creating 5 part script to load the atlas in TGEA. I look at the script where run everything in one shot , but wanted to catch any errors at each stage
Well continue to use FreeWorld3D but the now starting to use Terragen, FreeWorld3D is a good program but lost too many maps due it freezing and just crashing too much. Like it alot due that I can control the map details to a point.
Started last night using GeoControl with Terragen and the results where nice. One problem I faced in FreeWorld was the map size of 4096 that I create would not accept my 4096 heightmap that I drew, or when went to generate the lightmap on 4096 the program lock up and had to kill the software.
Thanks agian for all your help everyone , hope somday I can return the favor.
04/25/2007 (10:11 am)
Thanks Mary and Mark for replying to my post and helping me understand this part little more. Ok now understand little more, Mary think that help clear up other piece of the puzzle. When get home will make changes and run it again and see if the results change. The formula there makes sense to me now,and now cant wait to experiment.
Believe that my meter per pixel where incorrect on my script, ended up creating 5 part script to load the atlas in TGEA. I look at the script where run everything in one shot , but wanted to catch any errors at each stage
Well continue to use FreeWorld3D but the now starting to use Terragen, FreeWorld3D is a good program but lost too many maps due it freezing and just crashing too much. Like it alot due that I can control the map details to a point.
Started last night using GeoControl with Terragen and the results where nice. One problem I faced in FreeWorld was the map size of 4096 that I create would not accept my 4096 heightmap that I drew, or when went to generate the lightmap on 4096 the program lock up and had to kill the software.
Thanks agian for all your help everyone , hope somday I can return the favor.
#4
04/25/2007 (3:25 pm)
If you want bigger maps, check out L3DT. The new version has a 3D mesh editor for the heightfield, making it comparable to FreeWorld or Terragen.
Torque 3D Owner Mary Westmacott
But if your terrain is flatter than it should be, then it sound like you may have changed the horizonal spacing of your height map without changing the vertical scale. If the horizonal size of the terrain is increased without the vertical scale being increased and then terrain features like hills will be flatter.
So, that being said, looking at the TDN page on Freeworld3D:
http://tdn.garagegames.com/wiki/TSE/Atlas/Create_a_Terrain/Freeworld3D
It has an example world.cfg file like this:
In the case of this terrain, the horizonal spacing between height map pixels is 1.000000 meter and the vertical scale is 0.002777. And if the heightmap is processed this way, then in the command:
atlasOldGenerateChunkFileFromRaw16( "YOUR_MOD_FOLDER/data/terrains/heightmap16bit.raw",
HEIGHTMAP_SIZE,
METERS_PER_PIXEL,
HEIGHT_SCALE,
"YOUR_MOD_FOLDER/data/terrains/deleteme.geometry.chu",
HEIGHT_ERROR,
TREE_DEPTH );
HEIGHTMAP_SIZE is 1024, METERS_PER_PIXEL is 1.000000, and HEIGHT_SCALE is 0.002777.
It's important to remember that heightmap16bit.raw should actually measure 1025 x 1025 pixels. The atlasOldGenerateChunkFileFromRaw16 function will assume the heightmap is 1025x1025 even though you say that the height map size is 1024 pixels. Heightmaps need to be saved as a "power of two plus one" in size.
atlasOldGenerateChunkFileFromRaw16( "YOUR_MOD_FOLDER/data/terrains/heightmap16bit.raw",
1024,
1.000000,
0.002777,
"YOUR_MOD_FOLDER/data/terrains/deleteme.geometry.chu",
HEIGHT_ERROR,
TREE_DEPTH );
This terrain will measure 1024 meters east-west and 1024 meters north-south.
If you want the terrain to measure 1536 meters by 1536 meters (1024 pixels spaced 1.5 meters apart), then multiple the original METERS_PER_PIXEL by 1.5. But remember to also multiply the HEIGHT_SCALE by 1.5. So 1.000000 x 1.5 = 1.5 and 0.002777 x 1.5 = 0.0041655. Therefore the height map should be processed like this:
atlasOldGenerateChunkFileFromRaw16( "YOUR_MOD_FOLDER/data/terrains/heightmap16bit.raw",
1024,
1.5,
0.0041655,
"YOUR_MOD_FOLDER/data/terrains/deleteme.geometry.chu",
HEIGHT_ERROR,
TREE_DEPTH );
I hope this helps