Newbie semi-advanced questions.
Posted: Fri Mar 02, 2012 10:51 pm
Really short version:
1) Is there a setting for a design map file 'pixel' that basically equals 'dont calculate on me'? Or a way to make dmf's odd shapes? (would making a 0,0,0,etc dmf pixel be the way to go?)
2) Is there a way to control the edge wrapping feature with more control ie wrap only left-right and not top bottom? Or even more fine grained control?
Long version:
(see attached image, makes a lot more sense)
Yet another newbie playing with making l3dt do things it was never designed for. What I want to do is generate a 3d box with terrain on the outside of it (bare with me). I was thinking easist way to do this would be to generate a heightmap that's 3x the height I need and 4x the width and cut out what I need (white areas on attached image) to make a box. The long term goal is then to cut this up into 6 seperate heightfields then use something like spherical distort to make a 'roundish' object. I've seen similar things work quite well. There are problems however, which the questions are related to.
1) Calculation, I only need 6/12 of the 'tiles' this method would generate. So I'd like a way to tell l3dt to ignore those areas.
2) Edge wrapping, I've color coded the connecting edges, the touching edges on the boxes would already be ok, and if I can tell l3dt to ONLY edge wrap east west that will help I realize that once i spherical distort things won't line up and ill have to come up with something to 'weld' the edges, I'm sure I can come up with that, however the terrain with l3dt is quite varried and it might be hard to weld the bottom of the sea with the top of a mountain. If theres no way to control the edge wrapping algorythm that l3dt uses I was thinking what I could do is since I dont need the data in the grey boxes, copy the dmf data from the edge its supposed to be touching. This would be a problem in corners (i could just avg the 2 pieces of data) but would at least give me an edge thats 'closeish'. I'm not scared of the dmf file format its very straight forward I've worked with it before to turn a text based muds map into 3d with some awsome results.
Another alternative for the edge wrapping problem is if l3dt already has the ability to 'weld' different files, that might work too. I'm already going to have to cut it up to apply the spherical distortion to each tile seperatly.
1) Is there a setting for a design map file 'pixel' that basically equals 'dont calculate on me'? Or a way to make dmf's odd shapes? (would making a 0,0,0,etc dmf pixel be the way to go?)
2) Is there a way to control the edge wrapping feature with more control ie wrap only left-right and not top bottom? Or even more fine grained control?
Long version:
(see attached image, makes a lot more sense)
Yet another newbie playing with making l3dt do things it was never designed for. What I want to do is generate a 3d box with terrain on the outside of it (bare with me). I was thinking easist way to do this would be to generate a heightmap that's 3x the height I need and 4x the width and cut out what I need (white areas on attached image) to make a box. The long term goal is then to cut this up into 6 seperate heightfields then use something like spherical distort to make a 'roundish' object. I've seen similar things work quite well. There are problems however, which the questions are related to.
1) Calculation, I only need 6/12 of the 'tiles' this method would generate. So I'd like a way to tell l3dt to ignore those areas.
2) Edge wrapping, I've color coded the connecting edges, the touching edges on the boxes would already be ok, and if I can tell l3dt to ONLY edge wrap east west that will help I realize that once i spherical distort things won't line up and ill have to come up with something to 'weld' the edges, I'm sure I can come up with that, however the terrain with l3dt is quite varried and it might be hard to weld the bottom of the sea with the top of a mountain. If theres no way to control the edge wrapping algorythm that l3dt uses I was thinking what I could do is since I dont need the data in the grey boxes, copy the dmf data from the edge its supposed to be touching. This would be a problem in corners (i could just avg the 2 pieces of data) but would at least give me an edge thats 'closeish'. I'm not scared of the dmf file format its very straight forward I've worked with it before to turn a text based muds map into 3d with some awsome results.
Another alternative for the edge wrapping problem is if l3dt already has the ability to 'weld' different files, that might work too. I'm already going to have to cut it up to apply the spherical distortion to each tile seperatly.