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Messages - Morcrist

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16
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 22, 2014, 02:46:24 pm »
yeh, no probs...topo going up...you'll have to cut that up though. It's 20K- and probably non square- something like 1 pixel out- 20,008 x 20,007. I can export tiles from Global Mapper...I tell you what I'll do...I'll export the files again from Global Mapper and then tile them for you in World Machine in a new project ;)
Why would you export the files again?

The topo should be fine. I'll resize it to 20k even, cut it into 2.5k x 2.5k pieces then resize each to 5k to match the 5k height tiles you gave me. That should work out fine, right? I mean, assuming it's the same topo you used to guide the terrain creation. :)

Take care.

17
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 20, 2014, 04:19:01 pm »
If it isn't too much trouble, you once mentioned river/forest overlays? If you had those on a per-tile basis (the 5K tiles you sent me) that would be stellar. That's what I'm trying to use the overlay for in any case, painting the rivers and forests.

18
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 20, 2014, 06:50:52 am »
Monks, Redrobes, what did you guys use for overlays? I'm wondering if it's just me, or if it's the map I'm trying to use. I can't for the life of me get my overlay to line up with the terrain.

19
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 19, 2014, 05:54:14 am »
I've finally managed to get some work done. I finished converting the original 40K 8 bit data you gave me from 24 bit greyscale images to 8 bit. They take 3x less space on disk, ~50 MB less zipped.

The link is the same.

I also finished running my Highlight/Midtone/Shadow color filter on all of the tiles AND making an 80K version of them. I simply converted each 5K tile to 10,240 x 10,240 - the extra 240 is so it fits into World Painter perfectly, which uses 128x128 tiles. The color filter, again, was to stretch the water/plains down while keeping the mountains high. My water level in Minecraft is 17 now, plains are down to about 30. It looks nice, image wise and in-game.

My new cpu finally arrived. My gpu should be here tomorrow. I look forward to increased rendering/import/exporting capability! Heh.

And speaking of which, yeah. That's what's next. Importing and exporting all the tiles to Minecraft.

Take care!

EDIT: Now running with my new cpu and gpu. Exports from World Painter seem to take half as long now, down to 20-25 minutes from 45-50. And I can run SEUS shaders in Minecraft!!!

20
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 13, 2014, 07:14:16 am »
Just an update.

10,000 x 10,000 Greyscale of the entire 40k.

With my outdated software I can only make up to 32,768 x 32,768. And even then I don't have enough memory for it. With GIMP 2.8 I was only able to create two 40,000 x 20,000 images. When I tried to stick them together to make a 40,000 x 40,000 I kept getting crashes.

World Painter Image of the same greyscale exported as an image. I think I set the dirt level way too high, but it's only at 40 so *shrug*.

Meanwhile I talked with bearman from the Massive Middle-Earth Map project (the one who inspired me to start all of this). We got on Skype and he actually showed me his desktop as he played with the 40k data in World Machine. Where of course it looked sweet. :) While talking about exporting from World Painter he noted that there're two Offset fields you can use which ended up making it painless to break the exports up into smaller (10,000 x 10,000 for example) chunks. Now I just need to start importing/exporting in WP and get this puppy generated in Minecraft and uploaded to my server.

Take care.

21
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 11, 2014, 01:17:31 pm »
Ok, whew. Good to know. And you don't come across mean spirited at all. I completely understand this project is like your baby and I feel absolutely honored that you've given me anything at all!

Until Mojang updates Minecraft to support more than 256 height, I don't think anything greater than 8 bit resolution would be helpful.

Thanks again guys.

22
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 11, 2014, 12:27:32 pm »
Please do not make available our data at full resolution. Our policy is not to give it out- It represents blood, sweat and tears of years work. We are fine with helping people and giving out lower resolution data. For eg, 10K @ 16 bit grey, or 40K @ 8bit. We are fine with you making it available at those resolutions.
I panicked when I saw you wrote this because I don't want to do anything to offend, but my understanding is I'm not doing anything you said I couldn't do.

I don't even have the data at full resolution? What you gave me was 40,000x40,000 at greyscale, so 8 bit. The actual BMPs you gave me may have been 24 bit BMPs, but they only contained 8 bits of data. In other word they were 24 bit image files with only a 256 color palette.

Are we good or do I need to take down my links?

23
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 11, 2014, 04:42:10 am »
I've uploaded the tiles monks provided to my website, here. They're greyscale BMPs, but they're still 24 bit at present due to the way his World Machine exported them or something. First thing I do as I open each 5000x5000 bmp is turn it into a true 8 bit greyscale. When I've gotten them all converted I'll re-upload the much smaller files. Right now, zipped they're ~170 MB.

Just remember that if you use them, you need to give credit to the ME-DEV ME-DEM project and/or monks/Redrobes. Their "official" website is here. Correct me if I'm wrong, monks!

EDIT: ME-DEM project, sorry. At least I got the link right. Heh.

Anyway, nice screenshots man. Can you tell me what shader you're using? I've got OptiFine installed and SEUS's shaders. I'm using an admittedly older GeForce 9800 GTX+, but still...I can't run anything more than SEUS Lite. It sucks! Any advice would be GREATLY appreciated.

Take care.

EDIT: What kind of rig are you using? I've only got an 8 GB Dual Core Pentium. Takes a long time to work with one tile. Heh. Are you able to work on the entire 50,000x45,000 map in World Painter? Or do you have to work on chunks of it?

24
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 08, 2014, 06:16:54 am »
Got half the map mosaicked and it looks awesome. Definitely fixes all the problems, monks. Thank you SO much.

I made two 20k x 20k maps so far out of (x=0-3; y=0-3) and (x=0-3; y=4-7). Got to get to bed for now.

Thanks again!

25
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 07, 2014, 01:29:10 pm »
Gotta' run to work. Quickly looking at a couple of the ones that weren't working LAST set...looks good. I'll do some mosaic'ing when I get home, Lord willing.

Thanks again so much guys!

26
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 07, 2014, 12:52:50 pm »
I'm sorry, but now I'm confused. You had said, "So I think this set will be ok. I'll upload a new set later." I then replied that I was eagerly awaiting this new set and then you said, "Let me know if you have them downloaded...." And finally you said, "Next set...soon as we can."

Lol? I checked the GD and it appears to be the same, old tiles? Last modified 1/26.

If I'm just an idiot, then yeah. I apologize! :P I downloaded those the first day you had them up and you can go ahead and wipe them.

If I'm missing something, please let me know.

EDIT: Now I see that I am in fact an idiot. I missed the new email. Derp.

27
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 07, 2014, 03:03:38 am »
Thank you so much for looking into this for me. If I have to manually flip each tile, no problem.

Eagerly awaiting the new set, at your convenience. No rush!

Take care.

28
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 06, 2014, 12:49:27 pm »
Have you opened 3,2 and checked it prior to Gimp?

It could be the tile export from World Machine was corrupted. Very occasionally it will do something like that. Looks like tile blending.
Oh, yes. A week ago when I first got them I opened them up in Paintshop Pro and absentmindedly noticed some of these "artifacts" but didn't pay them much mind not having much experience with this kind of thing. Plus since the tiles were so big I was only opening up one at a time (i.e., the Lonely Mountain tile, the x=3 y=4 tile for Moria/Isengard, etc.)

It was only in the last few days when I started trying to mosaic a couple of them together that it became readily apparent something was going on. I think you hit the nail on the head when you said, "Looks like tile blending." If you look at the bottom right corner of the map you can see where it looks exactly like that. There's a thick river that looks blended into the mountains, not eroded out of it. And now that I look closer at the y=2 tiles I can see some more evidence of what looks like more than one thing getting blended together.

And for the record, I am loading these from the original BMPs I downloaded from google. I stuck them all in a directory and copied them out to another directory I was doing things to so these are the originals. Google zipped them up before I could download them, but I don't see how that could have such drastic effect on them?

I really appreciate you taking the time to check this out!

EDIT: Kind've changing the subject...I don't know if you guys are familiar with Ventrilo, but it's a simple voice chat program I use with some friends/family. It also has text chat which we actually use more than the voice part. Anyway, I've got a voice chat server I pay for that I'm pretty much on the entire time I'm at my computer. I started using it back when I played WoW, plus it's pretty much the only way I keep in touch with one of my younger brothers (Nazghash).

I'd love for you guys to get on sometime for a chat! You'd have to download and install the client, but it's a very simple/unobtrusive program. I'm GMT -6. If you guys are in England (like I suspect) timing the chat may be our biggest difficulty. :P

If you do decide to get on, my server info is: morcrist.typefrag.com, and the port is 49450. There is no password. Get on and hit the Chat button on the right to get in the text chat part. One of its main attractions is the ability to paste links when you're talking.

I leave my computer on a lot, so if I'm on but unresponsive remember that and the fact that I'm GMT -6.

Anyway,

29
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 06, 2014, 03:24:51 am »
Hey monks and/or Redrobes, I was wondering if you could help me out with something. I downloaded and installed GIMP in the hopes that it could let me work with larger image sizes, and it did.

So I made a new 20,000 x 20,000 and started to import the tiles you sent me starting with x=0, y=0 in the top left corner, but I started noticing some odd things. Pics are worth a thousand words, or so the saying goes so here:



Problem spot #1: the black/eroded border along the bottom of y=1. Why is that there?

Problem spot(s) #2: y=2 and y=3 tiles don't match up. I circled some of the more glaring examples.

EVERYTHING matches up perfectly left to right, on the x axis.

Anyway, hope you can shed some light on what's going on. I'll try and finish mosaic'ing the tiles so I can get a look at the whole thing.

Thanks in advance!

EDIT: Here's a jpg of the entire thing without green/red lines so you can more easily see the non-matching parts: http://morcrist.com/images/minecraft/topleft_big.jpg. You may want to right-click and save-as that sucker. My Firefox just crashed when I tried to load it in the browser. :O

30
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 04, 2014, 05:01:21 am »
Is putting a model into Outerra something a layman could do (i.e., myself)?

If so could you point me to a resource describing the process? I'd really appreciate it.

Nevermind, found it here!

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