This one works fine, 256x256 pixels, 256color grey scale bmp
http://www.tuwr.net/~tu/zoric18.bmp
This one does not. also a 256x256 pixel 256color grey scale bmp
http://www.tuwr.net/~tu/zoric27.bmp
I used some odd filter that lowered the white in it.
Loaded it in MSPaint and saved it as a 24bit bmp, it loads in-game but is distorted due ot being 24bit.
Converted to 256 color grey scale, also tried 256 color normal.
Both cases the game wont load it and pops up an error
"Error loading data from file : maps/Zoric.bmp !
File is prolly wrong size, kind or whatever..."
loaded in mspaint and saved it, then reconverted again, no change
arg...dumb heightmap. anybody know why it isen't working?
this thread led me to take a look at the heightmap code for the first time since devi implemented most of it about 11 years ago. Ah those were the days
I've redone it now so it can use any of the standard supported image formats (tga,dds,png,bmp,jpg) - you'll need to be careful using some of the compressed formats as they may make your world look a bit funky.
I've also removed the restriction on image size.. it'll work with whatever its given now (though theres not much point in using anything other than 256x256 as thats the actual size of the tile grid that the image is used to generate).
Oh except that.. just recently i did some wee experiments with a 512x512 tile map (which'd allow for more detail or bigger landscapes.. within the limits of the rendering engine).. it worked surprisingly well with very few changes needed.
I will be looking at making that an option for worlds soon.
I've redone it now so it can use any of the standard supported image formats (tga,dds,png,bmp,jpg) - you'll need to be careful using some of the compressed formats as they may make your world look a bit funky.
I've also removed the restriction on image size.. it'll work with whatever its given now (though theres not much point in using anything other than 256x256 as thats the actual size of the tile grid that the image is used to generate).
Oh except that.. just recently i did some wee experiments with a 512x512 tile map (which'd allow for more detail or bigger landscapes.. within the limits of the rendering engine).. it worked surprisingly well with very few changes needed.
I will be looking at making that an option for worlds soon.