Author Topic: Terrain Editor  (Read 23873 times)

Offline hitech

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Re: Terrain Editor
« Reply #75 on: July 28, 2015, 09:52:48 AM »
Had elv file format changed?

I'm asking for updating makeahmap tool:

http://www.hitechcreations.com/wiki/index.php/Terrain_Generation_From_Geographical_Data

There is no longer a .elv file.

The system will export or import a .raw file. It is 16 bit signed shorts 4096 X 4096 each sample is 660 feet I.E. 8 samples per mile. Ocean is best set at about -100 feet. And ocean water is always drawn at 0 feet.

The .oba file format has not changed, but don't copy yours in, the import V2 will changed standard shape names, and any unknown shape will be changed to a fixme shape.

The texture type file (now called splat) is export  into a 32 bit bmp

The R channel defines the small texture type. (0  = type 0, 16  = type 1, 32 = type 2 ...)
The G channel defines the Large texture type (0 = 0,64 = 2, 128 = 3 192 = type 3)
The B channel is a blend factore between the 2 types, this is normally always 0 or 255.

The

HeTech

Offline Easyscor

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Re: Terrain Editor
« Reply #76 on: July 28, 2015, 03:09:31 PM »
Very interesting thread.

Thanks Hitech
Easy in-game again.
Since Tour 19 - 2001

Offline Greebo

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Re: Terrain Editor
« Reply #77 on: July 28, 2015, 05:28:43 PM »
After updating to patch 68 I'm still getting "ahedit has stopped working" when I try to convert my V2 CraterMA files.

Offline ebfd11

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Re: Terrain Editor
« Reply #78 on: July 28, 2015, 06:34:29 PM »
Would it be easier to create a mamp in the AH2 editor then remake it to the ah3 editor??? Just asking..

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Offline artik

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Re: Terrain Editor
« Reply #79 on: July 29, 2015, 12:32:03 AM »
There is no longer a .elv file.

The system will export or import a .raw file. It is 16 bit signed shorts 4096 X 4096 each sample is 660 feet I.E. 8 samples per mile. Ocean is best set at about -100 feet. And ocean water is always drawn at 0 feet.

Thanks. It is still quite close to elv but with much higher accuracy.

"-100" - does it means we can create negative altitudes? i.e. I can build real Dead Sea at -1,407 ft?
Artik, 101 "Red" Squadron, Israel

Offline ebfd11

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Re: Terrain Editor
« Reply #80 on: July 29, 2015, 08:42:37 AM »
Thanks. It is still quite close to elv but with much higher accuracy.

"-100" - does it means we can create negative altitudes? i.e. I can build real Dead Sea at -1,407 ft?

Ive had to knock down some water to -100 ft to build a port then use smooth bilinear to make the transition to land for the LVT's .... Still trying to figure out some other things and i will post a pic soon as to what I am working on...

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Offline hitech

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Re: Terrain Editor
« Reply #81 on: July 29, 2015, 10:17:59 AM »
After updating to patch 68 I'm still getting "ahedit has stopped working" when I try to convert my V2 CraterMA files.

I just converted the createrma with out an issue.

Things that may get you, do NOT put the old craterma folder into the ah3terr folder, a new one is created, I normally have the terrains under the old AH and simply import it from there.
If that is not the issue, please zip your craterma folder that you want to import, and i'll find the issue with that.

HiTech

Offline Greebo

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Re: Terrain Editor
« Reply #82 on: July 29, 2015, 11:01:54 AM »
Thanks HT. I had copied the files to the ah3terr folder, once I deleted that folder it worked fine.

Offline Greebo

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Re: Terrain Editor
« Reply #83 on: July 29, 2015, 02:55:47 PM »
Would it help HTC out if I refettled CraterMA or have you guys reworked all the MA terrains already? Looking at the converted terrain it seems the new engine's altered vertex size has screwed up the rivers. Also the mountains have lost their snow and rock textures and look a bit bland.

Offline hitech

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Re: Terrain Editor
« Reply #84 on: July 29, 2015, 04:20:34 PM »
Would it help HTC out if I refettled CraterMA or have you guys reworked all the MA terrains already? Looking at the converted terrain it seems the new engine's altered vertex size has screwed up the rivers. Also the mountains have lost their snow and rock textures and look a bit bland.

Sure, but let me send you our source files first. We may have changed yours slightly.

We normally run the entire terrain threw some alt and angle filters to set most types.
Then do hand clean up from there.

Also Ill send you any terrains you want to update.


HiTech
« Last Edit: July 29, 2015, 04:22:11 PM by hitech »

Offline hitech

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Re: Terrain Editor
« Reply #85 on: July 29, 2015, 04:26:35 PM »
Found a small bug, if you do an export a file splat.bmp will be created.

When ever you start the editor it first looked fro splat.bmp before the splat.htz, hence it would appear changes didn't take.

So after an import, delete the splat.bmp file.

Is fixed for next patch

HiTech

Offline Greebo

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Re: Terrain Editor
« Reply #86 on: July 29, 2015, 06:11:47 PM »
The strat's changed since I submitted CraterMA, so that will be different for a start. You could post the files in my Skinner Team folder on the FTP server if that's easiest.

Offline Waffle

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Re: Terrain Editor
« Reply #87 on: July 31, 2015, 11:57:47 AM »
files are there

Offline Greebo

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Re: Terrain Editor
« Reply #88 on: July 31, 2015, 04:53:04 PM »
Thanks, I'll check it out.

Offline jimson

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CBM
« Reply #89 on: July 31, 2015, 10:56:41 PM »
When working in the TE I cannot see the CBM. Is there a trick I am missing because it shows  in game once I build the terrain.