TA Spring
20 posts
• Page 2 of 2 • 1, 2
Hello,
The design-map is indeed stored in a separate file, but it contains its own heightfield (plus some other data, like erosion, climate, etc), so it can usually be thought of as a heightfield.
Sure, I'll put that on the to-do list for L3DT 2.4 beta1.
You can do a similar thing with steep grass, either increase the baseprob or the gradcoeff. I appreciate that balancing these parameters is a real pain – this is why I've written the climate-editor for L3DT 2.4.
Exporting as 32-bit floats is ready-to-go in L3DT 2.4. As for the inverted y-axis (see FAQ page), v2.4 will also have an option to invert the y-axis for RAW exports, and maybe for some other image formats too. Cheers, Aaron.
actually I found a real nice balance by scaling down cliff face to 50. Works really well. I'm very happy now.
BTW thanks a ton dude. You have helped out a lot.
Hi Forboding Angel,
You're most welcome, I'm glad to be of assistance. Regarding your tutorial in the wiki, I've gone ahead and removed the public read-restrictions, as I think it might be a good time to get some feedback from readers (what works / what doesn't, etc). I hope you don't mind. Cheers, Aaron.
no problem at all
BTW I figured out how to keep from losing detain in the heightmap when importing as a design field. Setting peak and fractal 1/2way in between none and 1/2, and everything else to none, it smooths it out quite nicely, also, for some reason it changes the way the attributes map is calculated in a very good way. Contour lines are a thing of the past. I'm a much happier person now. The sucky thing is that I will have to redo parts of my tutorial to cover it. meh what a mess.
20 posts
• Page 2 of 2 • 1, 2
Who is onlineUsers browsing this forum: No registered users and 19 guests |