Water level problem on height map
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Water level problem on height mapI just started messing around with l3dt, I have a heightmap I drew which has all water as black and terrain starts the next grade above that (eg 1m). I would like to use this heightmap in an engine (oblivion) which assumes Black is -117 meters. Is there a way with l3dt I can select all terrain at 0m and then perform a perlin brush across it to randomize the ocean beds a bit? Like for example "Select all rgb 0,0,0. apply filter perlin to selected with min depth 0m max depth -117m" or something of that nature?
Re: Water level problem on height mapHi Raithe,
Sorry, there's no nice feature like that in L3DT. The nearest match is the clip heightfield option, which can set all of your terrain at 0 metres to some uniform seafloor value (-20m, say), but you'd then have to edit the heightfield manually to smooth the drop-off at the water's edge. Best regards, Aaron.
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