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Walking or flying...

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Walking or flying...

Postby holger » Mon Apr 30, 2007 11:28 am

How can I switch between walking and flying mode in L3DTVie?

thanks!


EDIT: In the meantime found that hitting spacebar will switch to walkmode
But how back to fly?
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Postby Aaron » Mon Apr 30, 2007 2:46 pm

Hi Holger,

The controls are here.

To return to flying modem hit spacebar again, then use the E/R keys to go up/down.

The same keys are used in the Sapphire renderer.

Cheers,
Aaron.
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Postby holger » Mon Apr 30, 2007 4:40 pm

Thanks Aaron


EDIT: Hmm, the toggle back from walking to flying mode does not work for me...
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Postby holger » Mon Apr 30, 2007 7:26 pm

Sorry to ask again a newbie-question:


Have developed a nice valley with an altitude of 0 m on valley ground.

Everything looks ok till I place a small lake there.

Then the green grass on the valleyground will become dry-brown.

Didn't change anything except of that lake.


Seems that the - 50 m altitude ot the lake ground will change the valley ground from 0 to + 50 m and therefor change the texture of the green grass to the texture of the drygrass.

Any help?

Climate: temperature
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Postby Aaron » Tue May 01, 2007 1:26 am

Hi Holger,

Can you view the attributes map (view->Show map->Attributes map) and double-click on the brown bit to see the land type? Is the land type "dry grass", or something else?

Best regards,
Aaron.

PS: If there's a bug in the walk/fly toggle in L3DTVi2, I recommend you use the Sapphire renderer (opened by clicking on the '3D' button on the toolbar). It's pretty-much the same, but it has several bugfixes not in L3DTVi2, and also has the advantage of being fixable by me (L3DTVi2 is a 3rd party program, and I don't have the appropriate skills or compiler to work on it, whereas Sapphire is written by me). However, sapphire is missing two things in L3DTVi2: support for skyboxes and mosaic textures. I'm working on both of these for the next major release.
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Postby holger » Wed May 02, 2007 1:45 pm

Placing a very small lake (L7 - Alt = -50m) on that ground (alt = 0 m) will turn the groundtexture everywhere from "dry grass" to "sand"
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Postby Aaron » Thu May 03, 2007 12:46 am

Hi Holger,

The land is turning into sand because it is underwater. If this is not what you expect, can you please post a screenshot or two to explain the problem?

Also, if you don't want water-dependent land types such as sand appearing, you can use the 'temperate (basic)' climate.

Best regards,
Aaron.
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Postby holger » Thu May 03, 2007 5:08 pm

Aaron,

made some screenshots but don't know how to upload them here.

There is nor difference in "basic temperature" and "temperature".

As soon as I place a small lake in an valley (with altitude 0 m everywhere

on the valley ground) I will get sand everywhere on that ground instead

of grass.
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Postby Aaron » Mon May 07, 2007 4:06 am

Hi Holger,

You can either e-mail the images to me (aaron.torpy@yahoo.com), or else upload images to the users gallery, using the 'upload file' button. You may need to login first, but the username/password are the same as in the forum.

The most helpful images would be screenshots of your water map and your attributes map.

Best regards,
Aaron.
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Postby holger » Fri May 11, 2007 7:04 pm

sent you the maps via email
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Postby Aaron » Sat May 12, 2007 4:16 am

Hi Holger,

Thanks for the files. What appears to be happening here that the water table is staying too close to the surface, possibly because the valley floor is so flat. Anyway, to fix this, go to the 'Water map->Flood water table' menu option, and enable the 'ClearWtableBeforeCalc' option, and set the 'Wtable->LossParam' to a larger number (say, 100).

The other alternative is to modify the water table parameers in the climates, but that is much more work.

Best regards,
Aaron.
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Postby holger » Sat May 12, 2007 2:00 pm

Aaron,

that worked!

Is there any documentation what those parameters mean?


Have no idea what I changed there...
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Postby Aaron » Sun May 13, 2007 4:49 am

Hi Holger,

The closest thing I have to documentation is this page:

http://www.bundysoft.com/docs/doku.php?id=l3dt:algorithms:wm#water_table_and_salinity_mapping

...which explains the basic concept of the algorithm.

The important parameters are:

Wtable->Fall param

As the heightfield drops (e.g. going down a hill), this parameter says how much of that change in height affects the height of the water table. Usually this value is 1, so that (for example) if the heightfield drops one metre, so to does the water table. For lush valleys, sometimes you might want to make this parameter slightly smaller than one (e.g. 0.98 ), which will have the effect of brining the water table closer to the surface in the lower parts of valleys.

Wtable->Rise param

This one is much like the fall param, except for rises in the terrain height (going up hill). Usually this value is 0.5, so that (for example) if the heightfield rises one metre, the water table rises 50cm. There is seldom much need to change this value, but feel free to tinker.


Wtable->Loss param

This parameter says how far the water table falls for every kilometre travelled. Usually this value is 10m. If you want the water table to drop-away faster, make this value larger.


The other parameters in the wizard are for salinity, which work in much the same way. They only have an effect when using sea water bodies in your maps (not just lakes), and when using a climate that is sensitive to salinity (namely 'temperate (coastal)').

I hope this helps.

Cheers,
Aaron.
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Postby holger » Sun May 13, 2007 12:31 pm

Yes, that helped!


Thanks Aaron
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