Ok the noise deal is pissing me off
Posted: Sun Mar 05, 2006 3:50 am
So, what's on your mind?
http://www.bundysoft.com/phpBB2/
Well, that works, only problem is that it takes longer than just rendering in a 1 to 1 ratio.
Sorry for the title of the initial post. It was made after screwing around with it for 6 hours. I was rather frustrated.
Could not the noise just be removed completely?
Umm, also, another wierd thing... If you render the HM in 1 to 8 ratio, you get super thick walls and such, but if you render at 1 to 1 with a hoz scale of 4 (the best I can get without getting loads of contour lines) they are darn near non existent.
Any smaller hoz scale results in horrible contour lines.
Forboding Angel wrote:I rendered it 1 to 8, got a real nice mix of terrain types between grass steep grass and rock wall. I do it at per pixel land types and get nothing but grass and rock wall. DAMNIT! Now I really am upset ><
Forboding Angel wrote:Edit: Ok, l3dt has some really weird oddities going on with the climates. I'm going to just go back to 1 to 1 ratio and try to fix my climates.
Forboding Angel wrote:Unfortunately the documentation on the climates is rather shady.
Forboding Angel wrote:Aaron, would it be hard to make a small program that would calculate climates for us? As in, you set the texture and designate what slope alt etc. Hell I dunno how to explain it.
Forboding Angel wrote:I like l3dt but it is an irritation to use a lot of the time.
L3DT Climate File
#VersionNo: 1.0
#ClimateName: "Green Test"
#ClimateRGB: 50, 255, 50
#ClimateGradCoeff: 1
#ClimateCurvCoeff: 1
#ClimateWaterCoeff: 1
#ClimateSalinCoeff: 1
#TypeID: 1
#TypeName: "grass"
#TexName: "grass/evergreen1c.jpg"
// #HiTexName: "grass/evergreen1c.jpg"
// #HiTexBlend: 0.2
#ColourRGB: 175, 200, 90
#BaseProb: 0.80
#WaterCoeff: 0.25
/* steep lush grass is copy of lush grass with slightly lower prob + slightly higher grad */
#TypeID: 2
#TypeName: "steep lush grass"
#TexName: "grass\evergreen1h.jpg"
// #HiTexName: "grass\evergreen1h.jpg"
// #HiTexBlend: 0.2
#ColourRGB: 150, 190, 80
#BaseProb: 0.785
#WaterCoeff: 0.27
#SalinCoeff: -0.2
#GradCoeff: 0.08
/* rocky bits */
#TypeID: 3
#TypeName: "rock slope"
#TexName: "rock\rock3.jpg"
// #HiTexName: "rock\rock3.jpg"
// #HiTexBlend: 0.2
#ColourRGB: 120, 120, 120
#BaseProb: 0.55
#GradCoeff: 0.75
#TypeID: 4
#TypeName: "cliff face"
#TexName: "rock\rock3.jpg"
// #HiTexName: "rock\rock3.jpg"
// #HiTexBlend: 0.2
#ColourRGB: 80, 80, 80
#BaseProb: 0.40
#GradCoeff: 1
/* snow */
#TypeID: 5
#TypeName: "snow"
#TexName: "snow\snow1.jpg"
#ColourRGB: 255, 255, 255
#BaseProb: 0.90
#MinAlt2: 1300
#MinAlt1: 2000
#EOF
Contour lines are still messing with me real bad. Photoshop won't let me save the 16 bit files as anything other than psd, dds, tga. Quite annoying really.