Aces High Bulletin Board
General Forums => Terrain Editor => Topic started by: bustr on May 11, 2017, 02:53:42 PM
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One of the things that frustrates mountain creation and even small topographical features is the polygon mesh underlying the work space. If you are not prepared for that, you can quickly get frustrated with how bad things can look in micro scale. And as a result make things super sized in macro scale to get around the polygon limitations. If you import a topographical terrain map, the mesh will dictate the outcomes in ways you don't expect.
On a 5000ft plateau in my current terrain I've pulled up a 10,000ft 1mile diameter cylinder. Then to all 8 primary directions I used the bulldozer tool and a 1\2 mile brush to pull ramps out 3 miles. Then on the lower arm of each ramp once again I pulled tiny ramps at about 45 degrees to the arm. You can see from the screen captures how the polygon mesh dictates the outcome. Which dictates how you address laying down mountains with canyon features. Otherwise, you will pull up big blobs and massage them to look like 10,000ft hills to get around working with, not fighting the mesh.
Because I'm building mountain ranges on my current terrain that have canyons, my strategies in how I create each range is dictated by the polygon mesh. Still, no two places on earth where mountains are concerned, are clones of each other.
The snowflake from above then screen captures from different angles. From above, the top of the screen in the first screen capture is North. You can see how the polygon mesh effects things at different compass headings.
(https://s20.postimg.org/mm0d9ahhp/oceania75.jpg)
(https://s20.postimg.org/6p1lckp3h/oceania76.jpg)
(https://s20.postimg.org/gav5svg99/oceania77.jpg)
(https://s20.postimg.org/4aeb5vy8d/oceania78.jpg)
In the end some compass headings are great and others you have to get creative.
(https://s20.postimg.org/nn0lyeyh9/oceania72.jpg)
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here is the result from Artecs program. the position is looking south southwest just west of Frisco Colorado. this is Summit County and Breckenridge and Copper Mountain ski areas are in view. :rock
(https://c1.staticflickr.com/5/4189/34471440222_f425fb876d_h.jpg) (https://flic.kr/p/Uw89df)ahtercofrisco2 (https://flic.kr/p/Uw89df) by Burt Bundy (https://www.flickr.com/photos/144662142@N05/),
(https://c1.staticflickr.com/5/4167/34471431732_3067601d84_h.jpg) (https://flic.kr/p/Uw86FS)ahtercofrisco1 (https://flic.kr/p/Uw86FS) by Burt Bundy (https://www.flickr.com/photos/144662142@N05/),
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some pretty montains in Nepal
(http://www.baileyarabians.com\AH3\terrains\Nepal1.jpg)
(http://www.baileyarabians.com\AH3\terrains\Nepal2.jpg)
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Now create something like those on the fly without that program........
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FSO last night I had to fly NOE through the mountains of New Guinea which had been created with Artik's program. So I got to inspect "scale" and how that program resolved it for the terrain editor import and the polygon mesh limits. It's easy to observe that flying by 25 ft off a mountain face in a deep canyon. I was being timid and very conservative in my assessment of scale, New Guinea's highest part of it's volcanism created range is 12,000ft. There are some very interesting hanging valley's in there a whole squadron of B25's could be lost in. Anyway, I adjusted my scale perception to day and, can you guys create your mountain range freehand? That has been the point of my documentation of my Oceania project. Anyone can run Artik's program, then slap paint on it. But, you cannot easily create a custom terrain with it like bowlma. A How to documentation of Artik's program should be undertaken, just, someone tell the guy who did New Guinea that it's in the Pacific and not Western Europe. He used the Eurp-terrset on it.
Ok here after adjusting my scale perception, it helped a lot with the raise hill tool process. The single biggest skill to hone using the terrain editor is your perception of scale.
(https://s20.postimg.org/zey67m1al/oceania81.jpg)
(https://s20.postimg.org/qlbv493pp/oceania82.jpg)
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Anyone can run Artik's program, then slap paint on it. But, you cannot easily create a custom terrain with it like bowlma.
I'm curious; can you explain why not? Couldn't you just pick a spot on the Earth that looks like it will do what you want and then place fields in the required 3 fold symmetry structure? You would get the geology for free (and the biology from the GlobeCover data Artik uses). Or couldn't you start with that then edit manually to create something more to what you want, like using the push terrain down brush to add or expand oceans or add rivers etc.? What problems would this approach present?
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This is precisely what i am doing. problems are as i see..
symmetry-perfect pie maps are not only ugly to look at they are deeply ingrained in map creator goals.
Water level must be zero alt- this makes adding rivers and lakes hard. i believe hitech has it on his to do list.
the program does not add all rivers and lakes well-yes, more water issues.
Still, the natural beauty of nature naturally nurtures the eye. :aok
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The terrain for newbrit was done with the pacific terrain set. So I am rather surprised that you are saying it is using the euro set. Then again it was one of the older terrains that was redone in Mid 2016 and strange things have happened to the other older terrains since AH3 has been updated with patches (haven't flown on it for a bit so not sure when that happened). I will have to go to take a look at it since it is on my backlog of terrains to go back and take a look at and tweak / use artik's program for terrain elevations. Not to mention now I am paranoid and think I might have to take a look at other terrains to make sure their settings are still correct since this is not the first time things have sort of shifted.
Also it was done before Artik's program for AH3 came out. Blksea and Blkseaw are also other terrains that were done before Artik created an AH3 version of his program.
The following terrains were re-created with Artik's programs:
bob40
bof44
egypt
java42
luzon
malta
marianas
malaysia
pearl
solomons
wake41
There terrains were created updated or used elevation files created by microdem.
aleutians
blksea
blkseaw
germany
germanyw
italy
newbrit
tunisia
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some pretty montains in Nepal
(http://www.baileyarabians.com\AH3\terrains\Nepal1.jpg)
(http://www.baileyarabians.com\AH3\terrains\Nepal2.jpg)
really cool to see this. i like how the splat map picked up the ice caps. really helps the realism. the limits of the terrain mesh show through in this extreme environment. Still its flight sim 2004 worthy and that cool my me.
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FSO last night I had to fly NOE through the mountains of New Guinea which had been created with Artik's program. So I got to inspect "scale" and how that program resolved it for the terrain editor import and the polygon mesh limits. It's easy to observe that flying by 25 ft off a mountain face in a deep canyon. I was being timid and very conservative in my assessment of scale, New Guinea's highest part of it's volcanism created range is 12,000ft. There are some very interesting hanging valley's in there a whole squadron of B25's could be lost in. Anyway, I adjusted my scale perception to day and, can you guys create your mountain range freehand? That has been the point of my documentation of my Oceania project. Anyone can run Artik's program, then slap paint on it. But, you cannot easily create a custom terrain with it like bowlma. A How to documentation of Artik's program should be undertaken, just, someone tell the guy who did New Guinea that it's in the Pacific and not Western Europe. He used the Eurp-terrset on it.
Ok here after adjusting my scale perception, it helped a lot with the raise hill tool process. The single biggest skill to hone using the terrain editor is your perception of scale.
(https://s20.postimg.org/zey67m1al/oceania81.jpg)
(https://s20.postimg.org/qlbv493pp/oceania82.jpg)
reminds me of the wasatch or front range, though the gullies are drawn out like extreme erosion has occurred in a short time, reminiscent of Kauai, Hawaii.
looks good for free hand. :aok
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The terrain for newbrit was done with the pacific terrain set. So I am rather surprised that you are saying it is using the euro set. Then again it was one of the older terrains that was redone in Mid 2016 and strange things have happened to the other older terrains since AH3 has been updated with patches (haven't flown on it for a bit so not sure when that happened). I will have to go to take a look at it since it is on my backlog of terrains to go back and take a look at and tweak / use artik's program for terrain elevations. Not to mention now I am paranoid and think I might have to take a look at other terrains to make sure their settings are still correct since this is not the first time things have sort of shifted.
Also it was done before Artik's program for AH3 came out. Blksea and Blkseaw are also other terrains that were done before Artik created an AH3 version of his program.
The following terrains were re-created with Artik's programs:
bob40
bof44
egypt
java42
luzon
malta
marianas
malaysia
pearl
solomons
wake41
There terrains were created updated or used elevation files created by microdem.
aleutians
blksea
blkseaw
germany
germanyw
italy
newbrit
tunisia
I too saw the Euro tileset on the New Britain map.
Also, if BoB40 was done using Artik's program, why are the Cliffs of Dover not there?
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Cliffs of Dover are most likely not there because of the way HiTech's Terrain Editor works. Artik's program basically gives us the raw height elevation and information to tween the coastline to make much more accurately reflect the true contours (much better than I have been able to do by hand). The tween affect causing a smoothing of terrain alt down to the water. So it is very, very hard to do Cliffs that are right on the water's edge and then very thin strip of beach. If you try you end up with a pixelated shoreline. Meaning you end up having to move the cliffs farther inland to not screw up the shoreline.
In AH2 we actually had to make a custom object to accurately do the Cliffs of Dover. Also at the time when I created this I used strm30 for the elevation files instead of srtm3 which has much more refined information (I was having issues with the srtm3 at the time that now have been ironed out). Even with srtm3 I end up getting good chunk of beach and then elevation starts to go up more gradually making it look more hillish that cliff like.
It is on my list to experiment with but I had / still have other fish to fry at the moment.
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Bustr's MA terrain has some cliffs that look the part well enough. So it's doable. I hope you can try to get the effect yourself before the BoB scenario in August.
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We will see but you also have to remember that the cliffs of Dover are actually pretty small in elevation height. You go from 0ft to 350ft max in a very short distance also the paint brush can only get down to a certain size. So I will be able to simulate them roughly but not as well as if they were a custom built 3D object.
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i know your pain. ive been trying to create 200 foot cliffs as pictured rocks in the up. nothing looks quite rite. there is not a cliff generator, a guy must use a brush tool that wants to create a hill as if stretching a membrane with a cylinder.
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No kidding NatCigg. I can sort of get them to look like the Cliffs of Dover since they are white and rocky but if you look to long they become the "Steep Inclines" of Dover. ;)
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Okay I just corrected the tileset for Newbrit so that it should now be Pacific Summer. I also went ahead and replaced the srtm30 elevations with srtm3 elevations. So the height map should be more detailed and the coastlines should have more definition now from when I free handed it back in 2016.
I also went in and updated bob40 to use the srtm3 elevation map and did what I could about the the cliffs of Dover (even though they sort of look like the steep inclines of Dover to me).
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Your problems with the cliffs of dover require going to wire frame, using a very small brush and working the very top line of polygons one at a time. I had a problem in the tank town pit on bowlma with panthers driving up the pit walls and out over the top gallery. That in itself was some interesting testing. It's the reason I made this post about the limitations of the polygon mesh. I wanted vertical walls in the pit because the panther can climb forever on a 70 degree wall which in many cases, is what you get once you start working the top of your cliff to apply detail. It has a polygon plastic morph ripple effect which begins pulling the vertical face towards the work you are doing on the top of the cliff. I spent 6 months fighting with the polygon mesh because I had to create everything by hand on bowlma.
715,
Artik's program pulls in topo maps and renders them as is. It cannot do what I'm doing with my new oceania terrain. I could use real world data or my own data from Country-1 then replicate it. Have you ever tried to identify small areas in a heightmap file that are below 15,000ft? Let alone then copy only that, paste and rotate it 120 degrees? I'm doing my terrain design, not what is forced on you by Artik's program. So I'm doing everything after creating a base level heightmap file by hand, the Michelangelo method.
Like I asked, you guys can't do this by hand? The MA is not the real world like the SEA arena is expected to be. I'm building a fantasy terrain influenced by real world topographical features. It requires doing the work by the Michelangelo method. And that is what I've been documenting.
There is no place on planet earth that looks like this, if there was, yes I would use Artik's program. Artik's program would not have been workable to create bowlma either. Creating custom one off terrains is what I'm documenting. So what is the beef you folks have with "creating custom one off terrains"?
(https://s20.postimg.org/675itz1n1/oceania31.jpg)
This took 6 months by the Michelangelo method. I let Waffle do what he thought best for the MA CBM in the game, so he applied a photo shop morph to it. So again, what's your beef folks? You don't like me documenting my current terrain, you don't want me to continue with Oceania unless I delete it and start again with Artik's program? You just don't like me doing this for x,y,z unspecified reasons? Who has really screen capture documented creating an MA terrain the old school way since the beginning of this game in this forum? I've been around playing the game and reading the forums since 2002.
(https://s20.postimg.org/oe8g807bh/mergtl09.jpg)
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bustr
FSO last night I had to fly NOE through the mountains of New Guinea which had been created with Artik's program. So I got to inspect "scale" and how that program resolved it for the terrain editor import and the polygon mesh limits.
My initial comments were basically just to tell you that newbrit was not created by artik's program but by me by hand and then to inform you what terrains you could look at that were created by artik's program so you could look at them to see how it scaled, resolved the import, and polygon limits. After that was to tell you that I updated newbrit so that you new it was different in the next frame of FSO.
The other comments were just responding to peoples comments about Dover, etc.
I do not have a problem with creating things by hand. I understand you are doing everything by hand. That is what we used to have to do in the SEA for AH2 before Artik's program and before the updated for AH3. It was much, much easier when they used a BMP for a height map versus RAW file.
I did a lot of work in the .raw file directly via photoshop so I know what you are talking about. Edit a raw height map is a serious pain. Figuring out what hex value of color went with which color took a while. Also I was never able to figure out how to get the coastlines not blocky via just the elevation map since the resolution of the pixels to feet increased since they went from a 16384 x 16384 pixels down to to 4096 x 4096 pixels. So I always had to come and tween the shorelines by hand.
I have been around since 2001 and doing terrains since 2009. After having done terrains for 8 years I do understand just how much different it was (AH2) and is (AH3 which is actually much harder in my opinion now) to create a MA map versus a SEA / AVA map and how much more effort and time it takes.
But looks like you took my comments not the way they were intended and are projecting things into them that I never said. Since I never said I had a problem with how you were doing things. Working on a MA terrain is more of an art than a science and really can be a process of trial and error. But not to worry no more comments from me.
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Ghostdancer,
It was for the other three who seem to have a problem with what you and I have experienced and take for granted as a core skill set in terrain building. And I'm documenting that core skill set.
I could use Artik's program to render a slice of some place in the south pacific. Then take that heightmap, go blind at 10x zoom to pull out topo features and massage them into separate test terrains in the TE. Then take the multiple test terrain heightmaps, clip off the salient parts, rotate how I want them, and recombine into a master 16bit grayscale file. Or create one country, take the heightmap and clip out that country, clone and rotate after pasting 120 degrees.
And I would have three perfect clones, why.. :rolleyes:....and for what reason avoid being creative and create a unique terrain just like my last one.......
Yes, all the islands base layouts look the same from the CBM, it only works in the MA to level the playing feild. Then, once again scale rears it's ugly head. Manually creating the mountain ranges will make the player viewed local scale randomly different. Just like I'm still on the hook for creating the GV game on the terrain after I get this mountain creating mess behind me. Or will Artik's program do that for me? There is always that point with an MA terrain, you have to roll up your sleeves and visit every square mile of it over and over and over. If you are being honest about creating a good MA terrain versus getting overwhelmed and slapping it all together. I reached that point on numerous occasions with bowlma, and then, look how it ultimately turned out because I didn't.
And I have to thank the terrain team for creating a New Guinea terrain using Artiks app which has saved me from a scale perspective mistake. But, I have to now revisit all of my previous mountain range work. And change the Tepuis, maybe into high mountain plateaus with a different canyon runoff system. I really need the fixed CBM creating app so I can put grid lines into the map to make sure of my changed plateau locations respective of the strat object and large airfield object locations. How many times over the years Ghost did you have to rebuild a vast amount of work because you introduced something "off" into the original work thinking it looked reasonable? BowlMA had a few of those before I got on the ground and started looking at the scale of things before it made it to Hitech's PC for review..... :O
That scale of things is a harsh mistress, and that being in the terrain editor, then looking at clip board maps is a misleading doubled edged sword. Until you finally get on the ground offline in your terrain and are willing to be honest with your self. The tank town island and pit on bowlma was flushed back into the ocean and raised back out a number of times over 6 months. Even Hitech had me tweak the final look to get it where it is today.
Please rest assured my response was for the other three, I know your abilities and credentials where terrains are concerned. :salute
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Ghostdancer, you could run your cliff tops to match the desired tops at the coastline, then with wireframe on, drop all the verts off the coast (in the water) to -2k or -3,000 feet, ~4.5:1. The drawback is that it stretches the ground texture pretty badly, but it gets the job done if you don't look too close.
In the end, we should still use cliff objects imo, but that's a months long project for each coastline.
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Bustr,
Please accept my apology then. It looks I am the one that read into things that were not there.
Your method of working in the 16 bit greyscale is the only real way to do in an editor when working on a raw file by hand. Artik's program output the raw file as a 2 channel file. With one channel being the BMP height map (first 16bit greyscale channel) and then the other channel being the other 16 bit greyscale which adds all the other fine details to the terrain such as the tweening information on coastlines. Trying to edit each and figure out how they affected each other drove me nuts.
Yes, I know what you mean about doing tons of work and then just realizing things are off and having to scrap it and go back and restart. It has driven me crazy at times in regards to shorelines.
Again I apologize for reading into things and going off.
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Ghostdancer, you could run your cliff tops to match the desired tops at the coastline, then with wireframe on, drop all the verts off the coast (in the water) to -2k or -3,000 feet, ~4.5:1. The drawback is that it stretches the ground texture pretty badly, but it gets the job done if you don't look too close.
In the end, we should still use cliff objects imo, but that's a months long project for each coastline.
ground texture as ice?
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Will have to try both suggestions (Bustr and easyscor) in regards working in wireframe mode (not my favorite mode at all to work in) and see if I can get a sheer cliff and a non blocky coastline. I used a mix of rock and snow texture to give it the white look of Dover.
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Ctrl+z is your friend here.
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Will have to try both suggestions (Bustr and easyscor) in regards working in wireframe mode (not my favorite mode at all to work in) and see if I can get a sheer cliff and a non blocky coastline. I used a mix of rock and snow texture to give it the white look of Dover.
When Hitech had me change out my green stone to that white stone tile, at first I thought at a distance I was looking at the Dover cliffs. That frikken tile is naughty in that you will get stuck with trees that don't grow in Dover on the cliffs. And you will need to have very little of your own hand introduced texture in the foundation of the cliff's plolygonal mesh to get the least dolomite textured response from the tile.
Too bad a compromise cannot be made with a custom tile to give you a satin, less reflective white sandish look in the green rock tile. In the euro set that white clay with trees tile that blends into the green rock with trees, if the trees could be removed, it would make a good chalk tile. Throw up a test cliff and paint it with that white tree tile to see what I describing. It's on the bottom row just to the left of the green rock tile on the right end of the bottom row.
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At 45 degrees the trees are supposed to disappear. ymmv.
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Good to know that now... :lol
That is just a strange tile. I like the rock in the Pac set better.
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What I was asking is why does the ground need three-fold symmetry as opposed to just the field layout. For example the Mindanao (not sure if that's what it's called) terrain has no symmetry and it's in the MA. I wasn't complaining about your terrain building technique, I was just asking why you couldn't make it easier on yourself. It's clear we are on different wavelengths so I'll shut up now.
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Not sure of Bustr's answer on this but the Mindano terrain is a very old terrain that was first around backin AH1, then imported into AH2, and then into AH3. I don't think it uses the latest elevations or had any really extensive work done to it outside of making the shorelines look acceptable. In AH3 we have a lot more control and options now then we did back then. Used to be in AH2 you had 9 elevation points per mile. That has significantly increased in AH3 allowing for much more realistic mountains, hills, etc.
Its why I have been bring up all the old SEA terrains to the new elevation data because we can actually now use elevation data that is more precise. I could leave the terrain with the old info (Aleutians, and Italy have old elevation data) and I could leave the AH3 terrains I did by hand (blksea, blkseaw, germany, germanyw) but I want to make the most accurate and realistic terrains I can for you guys. I would hazard that Bustr feels the same way even though his islands are fantasy islands he still wants to create realistic shorelines, valleys, hills, mountains, etc. to help the players with immersion. Unfortunately for a MA terrain that is a MASSIVE amount of free hand work. Basically think of him as a artist and I am a mechanic with the SEA terrains, if that makes sense.
Well that is my best guess at his thought process. ;)
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When the time comes that I want to build the real world, I'll use Artik's program. Artik's program cannot create my worlds. I can create my worlds as well as Artik's program reproduces the real world, especially now that I've had a personal up close encounter with how it resolves the polygon mesh for the 12,000ft New Guinea range.
What is your beef with how I choose to create my worlds?
This is like when I restored Japanese swords and antiquities for a living in the 80's. My handle wrapping work was being sold to Japanese collectors by my agent because I learned the 5 primary styles. I made shira saya for a Japanese sword polisher in San Francisco and I did restoration on pieces that are in the SF Museum of fine arts collection. I used traditional methods because that was what collectors paid my agent for. I was once asked by a sword school in San Diego to give a seminar to it's students on making and repairing saya(sword scabbards) since it was one of the commonly damaged or in need of repair items for an Iaido student.
When I pulled out my tools and started showing traditional methods, several of the students lead by one who worked as a carpenter said they didn't have the time or interest in my traditional methods. The carpenter was convinced he could use his power tools to duplicate my work. So they missed the part where I explained why part of the in-letting carving of the two scabbard halves was performed in a specific way. And why the mouth of the scabbard was tuned, yes tuned to the specific sword that would reside in it.
If Artik will add to his program the ability to see the pulled in topo map as a 3D project space like L3DT, select parts of it, highlight, copy, cut, paste, rotate, clone, and recombine into a custom arena format, sure I'll use it to create my worlds. I can already do that directly with any heightmap file, it will cause you to go blind trying to pick features out of shades of charcoal. I doubt Nat or Kanth has even tried that method to create an MA terrain. I manually created a heigthmap file to lay in the foundation of my custom world. I mentioned that in my documentation, or, did any of you bother to read that before jumping in here??
Once more, what is your beef with how I create my worlds, and my reason for creating this post in the first place? Are you going to force every single player to use only Artik's program from here on out?? And how will you force them to do that, and me to stop documenting the Michelangelo method of custom world terrain building??
There is no other purpose to hopping in here to show me Artik's program otherwise. Artik's program will be done a higher honor with it's own in depth documentation post with screen shots of a terrain being constructed. Or Kanth can do a film monologue over the months an MA terrain takes. All this has accomplished is created a controversy and given Nat something to troll with and confuse people who have no idea of the two schools of terrain creation. Or when and how either is applied.
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What I was asking is why does the ground need three-fold symmetry as opposed to just the field layout. For example the Mindanao (not sure if that's what it's called) terrain has no symmetry and it's in the MA. I wasn't complaining about your terrain building technique, I was just asking why you couldn't make it easier on yourself. It's clear we are on different wavelengths so I'll shut up now.
this new guinea map sounds like a winner! :aok
even got a name for it, New Guinea.
:salute
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715,
See this was his whole purpose, sow confusion and stir the pot. Not create custom MA terrains which Artik's application cannot do, so you have to customize by hand.
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this new guinea map sounds like a winner! :aok
even got a name for it, New Guinea.
:salute
By the way Nat, now that you have exposed your agenda, and why you were driven to try and knee cap my post. How do you propose to force me to build your MA terrain? I seem to remember another go around where everyone was trying to knee cap me over my choices of terrain creation back when I posted bits about BowlMA. There was an angry minority that wanted only real world maps used for the MA or else. None of them ever explained what the "else" was going to be.....
Artik's program does not allow custom work. I'm doing custom work. I like doing custom work because it is my work. Not NatCigg's terrain or Artik's terrain or 715's or Kanth's. The terrain editor is very simple to use.
Nat, why don't you build your own MA terrain and show me how you think it's supposed to be done?
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here you go buster.
https://www.youtube.com/watch?v=2NJbRF4CgAA
See this was his whole purpose, sow confusion and stir the pot..top eht rits dna noisufnoc wos ,esoprup elohw sih saw siht eeS
"Why can't you make pretty mountains everywhere?" not sure if its a troll or look at me thread but i see its time to go. :old:
:airplane:
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Guys,
FYI, if you feel like you need some feature from my terrain generation program - please drop a message or an e-mail to me. Or write it there.
If it can help and it is feasible I can implement one.
Artik
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...A How to documentation of Artik's program should be undertaken...
Note: there is lots of stuff there: http://www.hitechcreations.com/wiki/index.php/Terrain_Generation_From_Geographical_Data
Feel free to edit the wiki page and improve the docs.
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There is no other purpose to hopping in here to show me Artik's program otherwise. Artik's program will be done a higher honor with it's own in depth documentation post with screen shots of a terrain being constructed. Or Kanth can do a film monologue over the months an MA terrain takes.
You know I did a tutorial for Artik's Terrain Generator right??
I've posted that before.
https://www.youtube.com/watch?v=zp2sHojjRGQ (https://www.youtube.com/watch?v=zp2sHojjRGQ)
should be good enough to get anyone started.
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You know I did a tutorial for Artik's Terrain Generator right??
I've posted that before.
https://www.youtube.com/watch?v=zp2sHojjRGQ (https://www.youtube.com/watch?v=zp2sHojjRGQ)
should be good enough to get anyone started.
Wow...
First of all great job.
Few important notes regarding the tutorial:
1. The terrain size in config.ini should match the terrain size in the editor. Otherwise there will be mismatch between the CBM and the terrain
2. The tile set in the config.ini should match the tile set in the editor - otherwise the mapping between real world data and the atlas will be incorrect.
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You know I did a tutorial for Artik's Terrain Generator right??
I've posted that before.
https://www.youtube.com/watch?v=zp2sHojjRGQ (https://www.youtube.com/watch?v=zp2sHojjRGQ)
should be good enough to get anyone started.
Wow is right! Excellent job Kanth. You are truly an asset in this fine game.
Kanth is my friend :)
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Is there any chance Skuzzy can sticky Kant's tutorial?
My long hand version of the Michelangelo method of sculpting a terrain is just to give someone things to look at and think about from inside of the terrain editor which might inspire them to go for a terrain of their own. I'll always send any questions to Easyscor or Artik's app to Artik or Kanth.
I think mostly I confuse people when I write about it in long hand.