L3DT users' wiki
Large 3D terrain generator

method 1: this method is done using only L3DT to create the design map disadvantages

  • you have a little less control

method 2 -a this method starts out as using another image editor (i use photoshop CS2) and pen tool but then imports it into L3DT for creating the design map

method 2-b same as method 2-a but much simpler

import into L3DT im not a fan of repeating myself and methods 2 a & b require you to use this section

method 1

  • ok start up L3DT and click new map (top left of the interface)
  • select design/inflate(blank) from the list and click next
  • alter the x and y values until the dimensions (number x number pixels) are as close as possible to the dimensions of your heightmap (1/8th the size of your texture map +1)
  • hit the tab “use disk drive pageing (mosaic map)” and if you have less then 1GB or RAM seriously consider changing the 512 part to 256, then hit next

right now you should be confronted with a very green and blank design map

this is the point where you wonder. what do i do now.

well first we will outline where you want any water to be

  • from the toolbar (top of the screen) select the “DM” tool this is your pencil tool
  • a small menu appears

unfinished

method 2-a

ok make an image the size of your final heightmap, and whack out your pen tool. then start drawing. some tips, if you want scale-able hills, then stage them (if ground is 50% then hill stage 1 should be 30% hill stage 2: 10%)

do not use 0% (white), if you do then L3DT wont be able to have much effect on your heightmap, and can have some ugly effects.

method 2-b

ok create a grayscale image between of the actual size of your map (i.e. a 16×16 map will have a texture of 8192 and heightmap of 1025 but you create an image of 16x16Px)

now this may sound daft, but bare with me. you'll scale it up later.

anyway if your map contains water

  • 100% =water
  • 50% = land
  • 0% = hill

if no water

  • 100% =land
  • 50% = minor hill
  • 0% = hill

take out your pencil tool (B) and change size to 1Px, now paint away, and make your map ok now you might be wondering whats the point, you might aswell of used L3DT's design map

L3DT's design map is amazing for designing very pretty textures and maps, however, by itself, it doesnt consider how easily units should traverse the map or any such thing, i find this method very good for making strategical maps.

anyway, once your done, sleightly reduce the brightness, (so that the white becomes off-white, this ensures that your land isnt too flat)

now resize the image (not the canvas) to your final image size (image size x64+1) notice how nicely blurred it is?

save out as an 8-bit .Bmp (if you were in RGB mode then i think its 24-bit)

import into L3DT

 
tutorials/ta_spring/dead_rabit/design_map.txt · Last modified: 2017/08/31 05:39 (external edit)
 
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