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« on: November 19, 2013, 03:44:24 am »
Well I did some digging into the old forums, as well as the new Outerra ones. So i guess it looks like the first couple years of the project were putting together a rough 40kx40k hand-crafted heightmap using various products like leveller, world builder, etc. Then the team began focusing on Outerra, and it was determined that the existing height data was not realistic enough. Monks has a quote about his current workflow, talking about how he uses DEM info to select mountains and other features, and uses Photoshop, and predominantly the warp tool, to process the data., then stitches the tiles together in Leveller. I have Global Mapper now, and I am learning how to use it. So basically I have the ASTER 30m worldwide DEM data. I identify a mountain or something I like, export the tile, lasso the feature, and copy/paste the data onto a base photoshop map. This map has a certain grayscale set to sealevel, a coastline, and maybe some noise. Once the features are added, I use either photoshop or Wilbur to correct the screwed up areas, run some erosion filters, add some noise. I guess this all makes sense, though a concise tutorial would certainly be welcome. A few places I am still fuzzy on are how coastline features are created, how heights are managed given the various sources of terrain info, how the terrain textures are sourced, and how the data is managed and stored, amongst others. I hope this project once again generates some discourse, because basically I have found nowhere on the web where people are attempting to hand-craft realistic terrain in large scale.