has anyone tried this method for heightmap editing?
has anyone tried this method for heightmap editing?
Supposedly you can import a large heightmap into a smaller worldsized map and achieve a more detailed terrain http://i.imgur.com/14GnAYI.jpg does anyone have results to show?
Re: has anyone tried this method for heightmap editing?
It looks the same to me? :\ Or there's just no objects there to scale it to.
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- Apache Thunder
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Re: has anyone tried this method for heightmap editing?
I believe you can. Just use higher resolution RAW files and set the terrain.con file correctly. Example:
Set the materialSize to match the new resolution. Be sure that your materialMap raw file also matches this size. The "WorldSize" command defines the size of the terrain object on the map. As long as you do not alter that command, increasing the heightmap resolution shouldn't mess up texture alignment.
Code: Select all
GeometryTemplate.create PatchTerrain patchGeometry
GeometryTemplate.file bf1942\levels\Example\Heightmap
GeometryTemplate.materialMap bf1942\levels\Example\Materialmap
GeometryTemplate.materialSize 2048
GeometryTemplate.targetTriCount 4096
GeometryTemplate.worldSize 1024
GeometryTemplate.yScale 0.64
GeometryTemplate.texBaseName bf1942\levels\Example\Textures\Tx
GeometryTemplate.texOffsetX 0
GeometryTemplate.texOffsetY 0
GeometryTemplate.detailTexName bf1942\levels\Example\Textures\Detail
GeometryTemplate.waterLevel 12
GeometryTemplate.waterTexName texture/WaterLayer2
GeometryTemplate.waveHeight 0
GeometryTemplate.seaFloorLevel 0
GeometryTemplate.waveScale 0.01
GeometryTemplate.lodDistance 1024



I have cameras in your head!
Re: has anyone tried this method for heightmap editing?
So, in other words ... keep the worldSize the same, double the size of materialSize, and double the size of the heightmap texture?
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- Apache Thunder
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Re: has anyone tried this method for heightmap editing?
Yeah, that should do it. It has been awhile since i've worked on any BF1942 map. But that's how I expect it to work. 




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