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Messages - monks

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46
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 23, 2014, 03:17:40 pm »
Your heightmap is 5120 x 5120. I'm guessing you made that change your end. The two tiles don't correspond. Is it because each one of your tiles has the extra pixels and is throwing the alignment out? I gave you the original heightmap at 5000- just checked the source tiles.
I wasn't aware you'd changed it.
 If you've still got 8x8 tiles, then the tile should fit if scaled up to 5120. How many tiles do you have?

 I have about 5 TB hard drives full of this stuff...I've got duplicates though, but there's vast amounts of it..:p

monks

47
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 23, 2014, 12:00:15 pm »
I hope this is ok. It's 8 bit grey bmp. I've still got the RGB files just in case these are not good. I've had to use Photoshop automation, which is new to me so I'm learning something in the process- should've been using this years ago!

http://www.skindustry.net/medem/files/Temp/Morcrist/Rivers.7z

monks

48
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 22, 2014, 08:26:41 pm »
I've got the following at 40K (5 x 8000) which will be going up over the next 2 weeks...it's a bit of a job, so I have to run the build and then the upload overnight- so two nights per map.
 I can't really build the WM project, what's more the maps in there are not all at 40K anyway- we use a make system so some things have to be resampled. I've also spotted some important missing rivers in our river map- which will be corrected next time.
 Topo
 Rivers
 Primary Roads
 Secondary Roads
 Tertiary roads
 Forests
 Wetlands

 I'll upload Rivers overnight.

 If you want the maps at 20K res instead, let me know. Rivers really have to be 40K though fore us- but if you're only using them for a visual guide you can use 20K ones..

monks

49
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 20, 2014, 05:40:20 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 ;)

monks

50
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 20, 2014, 08:04:22 am »
I did tell you that the map was not canonical..:) I'll upload the map we used later for you.

monks

51
3D Model Places / Re: New to the forum
« on: February 19, 2014, 09:22:43 am »
Hi 607, welcome to the boards :) You might want to model the immediate surrounding terrain yourself, or not. I don;t know what your plans are. But, I can also do it of course. The terrain is going to change, but really substantially only in terms of height- everything is going to be lowered to bring things into line with real world elevations. Weathertop hill though does need modelling- that was one of the places I figured would be easy to do.
 A new biome release is imminent. It will shift the terrain north in latitude which will make no difference to the terrain heights, only the textures.

monks

52
General Discussion / Re: Outerra Biome Update
« on: February 13, 2014, 11:16:40 pm »
Another update here: http://www.me-dem.me.uk/galleries/Outerra2/gallery.htm

Alignment problem were fixed. Mordor is closer to where we want it. Lots to do on this still. Next update will see some big improvements.

monks

53
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 13, 2014, 11:13:03 pm »
It looks cool. It's interestin to see and alternative view of it in another app. I can see so many problems with it though- the terrain modelling..hehe...but that's just me. People in the world will not notice such things! :)

 Update with the biomes: http://www.me-dem.me.uk/galleries/Outerra2/gallery.htm

monks

54
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 11, 2014, 12:49:58 pm »
Nah, it's ok Morcrist I just thought that maybe I'd given out the full res data by accident. I don't mean to be mean spirited mate, but over the years we've received very little help whatsoever from anyone, and had some rebuffs too along the way. What's mine is mine, etc. As I said the GIS data wouldn't be useful anyway, but Fornad can have the 16 bit grey @10K no problem. In fact I could separate out the mountains for him if that would be more useful. @Fornad, you could shape the mountains to your map by using the warp tool (or better still puppet warp tool in Photoshop). I can also give you the topo map we used, and you could try interpolate the extra information into your map.
 Our map is not canonical as I said, but it's really been a fascinating journey and the stuff I've learned and people I've met, has been fantastic. All power to your elbows- I just wish you could come over here and team up, but hey that's no problem either! I think both of you will make inspiring worlds- Fornad is already well on his way.

 Robes always says that, but we're a team! I could never do the things he can do with code! :)

 This new workflow is potentially a vast improvement on what we could do (IF we can pull it off), but it's not as elegant as David Genevaux's () I'm talking to this guy and believe me, we are in for some VERY interesting times ahead.

monks

55
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 11, 2014, 10:37:46 am »
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. Hence we don't give out GIS data either.

 Nice project Fornad. Some of the shots are pretty sweet. Our terrain is not canonical. It's not based on the Tolkien map. It's based on the ICE role playing map which has some innacuries. So any GIS data would not be useful to you anyway.

 It's possible that I'll create another map. With the new workflows I've recently developed, the software advancements over the years, and the raw materials we now have. I could do it an order of magnitude quicker. Probably less than a year. Using this workflow it's now possible to create correct hydrology at every point on the map, not just on major rivers, and for the terrain to be highly scalable to higher resolutions, still preserving equal detail, independent of satellite dem resolution.
 
monks

56
3D Model Places / Georefferenced model locations in Global Mapper.
« on: February 09, 2014, 07:42:27 pm »
 I've sorted out a workflow to create the high res location ref maps overlays in Global Mapper. It's a bit convoluted because GM is unforgiving of non georeffed imagery coming in - you can't simply drag and drop it onto the topo! I should really upgrade and ask the dev if he'd implement something like that. It would be so much easier.
Global Mapper is where all of our data is stored and everything starts out from there.

There are two quads, the larger is for modelling the surrounding area @ 2m/px. The smaller is for 1m/px. The scale shows up as half that in GM but that's because we work at half res in GM. I always have to export at what should be double the res to get to scale. For eg, data exported @100m is 20K.  To get a 40K map I export @50m, and so on.



Zooming right down into the site map...you can see the segments length I measured in yellow, you'll see 115m bottom left of image. The segment is measuring the scale printed on the map = 200 ft. So 115/2 = 60 or so m = approx 200 ft.
 To place sites in the WM world I can simply export tiled mask sets- that's accurate but pretty wasteful of space. Ideally what we want is a way of importing the site map into WM at the exact location without all of the surrounding masked out tiles. I'm sure we can work something out.
 So the cross hatched areas  are vector quads which can be used to crop exports, and all kinds of other operations.



With this we could build/import/export placeholder 3D vector site right here in Global Mapper using a 3D vector format- not sure which ones it supports yet...we can extrude vectors creating them from the map directly in GM or we can import vectors and extrude them. we can even build underground structures and view them with terrain transparency, etc.



monks


57
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 08, 2014, 10:15:16 am »
 ;D Awesome...Middle Earth comes to life!

monks

58
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 07, 2014, 01:02:16 pm »
 ;D ...Minecraft set is up on GD...ME-DEM release terrain in the works.
deleting...deleting...now!

monks

59
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 07, 2014, 10:38:51 am »
Let me know if you have them downloaded so I can delete them. My GD is maxed out :)

 Next set...soon as we can. It's already closer to where it needs to be.......

monks

60
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 06, 2014, 04:48:33 pm »
I think there are 2 separate problems here making things a bit confusing.
The tiles exports are broken. Both in bmp and tga. Strange that. That suggests it's not the tiled export causing the problem. They can't both be broken- very unlikely.
The flipper device creates incoherence in the viewports but I'm not sure if it's responsible for the tiles being broken, but I suspect it is. So I'm going to have to export a tiles set without the flip on it and check them.

//the flip is creating the errors. I just exported an unflipped set as bmp and reimported. I have no problems with the tile coherance in the vewiport.
 I don't think I can run the script on them because the flip here is not the same thing. This is individual tiles being flipped, not a tile set position.
 I didn't export them with the flip and to be honest I get kind of lost with what workflow needs what flip. So I think this set will be ok.
 I'll upload a new set later.

 Format must be 32 bit RGB or something...I have no control over that.

monks

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