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arg...dumb heightmap. anybody know why it isen't working?

Posted: Tue Oct 02, 2012 1:32 am
by zaroba
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

Posted: Tue Oct 02, 2012 1:42 am
by zaroba
just to make sure it wasn't the file itself, I even opened the picture, hit print screen, then created a new 256color greyscale 256x256 pixel image out of that copy of my screen.
still got the error

Posted: Tue Oct 02, 2012 3:18 am
by flametard
is it in index mode?

Posted: Tue Oct 02, 2012 11:36 am
by zaroba
lol, no clue.

But I disabled the RLE compression and now it works
Thanks

Posted: Wed Oct 03, 2012 2:19 pm
by Mit
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.

Posted: Wed Oct 03, 2012 6:46 pm
by Mit
the 512x512 tile map option is in 0.63.2 - *settings -> Landscape -> Map size = 1
Using that many tiles on a default landscape scale (115) can make the renderer suffer a bit, so its more suited for worlds with a larger landscape scale.

Posted: Fri Oct 05, 2012 12:16 am
by zaroba
note to others,
changing from a 256x256 map to a 512x512 map can result in all the roads you've placed being shifted to the bottom 1/4 of the map.

however, switching back to the 256x256 map will fix them.