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Messages - Morcrist

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1
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: March 08, 2014, 12:09:43 pm »


Each pixel is 4x4 blocks in Minecraft. Total area of the map is 40960 x 40960.

EDIT: Feth. I see I missed another piece in the bottom right corner. I'll get it later. Lol.

EDIT: Fixed. Zipped the Minecraft files are 5.6 GB. Unzipped they take up 25 GB.

Now to work!

1) 1st pass topo - COMPLETED

2) 1st pass forests/rivers/lakes

3) 1st pass mountains

4) biomes!

Now for #2....

2
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: March 08, 2014, 06:51:52 am »
Woo hoo! Got it all exported and converted finally.

Found I had mis-converted x7 y2 though, so redoing that.

Must...sleep....

3
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: March 06, 2014, 10:34:18 pm »
K. Got the topo's and flipped the y's. Awesome!

That's pretty much got all of the other stuff combined into one set of tiles. Rivers, forests, swamps, lakes, roads. It's definitely nice for pinpointing where towns and cities and places like the entrance to Moria are though!

Although it *is* nice to have things broken out into their own tiles for sure.

I can't thank you enough. You guys are super.

4
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: March 06, 2014, 10:07:31 pm »
Wow that is a big download. Grabbing it now.

Man, file naming conventions has been a huge PITA for me doing all this image manipulation. The way an image program will make a series of files named tile.1.0.png, tile.1.1.png, tile.1.2.png, etc., and then so on to tile.10.1.png, tile.10.2.png, etc. And then when you get a directory listing of them, the OS sorts them like this:

tile.1.0.png
tile.1.1.png
tile.1.2.png
...
tile.10.0.png
tile.10.1.png
tile.10.2.png
...
tile.19.0.png
tile.19.1.png
...
tile.2.0.png
tile.2.1.png

So when you go to CONVERT them, and your conversion program expects consecutive tiles, your output ends up garbage because the directory is sorted wrong.

Which goes back to scripts. Heh. Scripts are your Best Buddy. Thanks again guys for reminding me of them!

Anyway, onward!

5
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: March 06, 2014, 06:57:44 am »
Been working on workflow lately. Got some stuff ironed out.

Got the left half of the world mapped in dynmap, then I stitched them together to make this:



Which is still just basically raw terrain. No rivers, no forests, etc. I started experimenting with the Gwathlo and I like the results so I'll do the rest of the rivers the same way and see what happens.

6
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: March 04, 2014, 01:08:13 am »
Got 'em! Thanks!

What's that leave? Roads?

In a previous post you mentioned a topo layer? What's that?

7
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: March 02, 2014, 01:59:42 am »
What I'd do Morcrist is multiply the masks with the local terrain steepness...that way you'll get more realistic coverage on the ground- it'll make things look more natural.
What do you mean? The river and forest masks? World Painter is limited in what it can use when importing, and/or what you can apply to it while it's importing.

I've got a lot of control over my brush though, like when I'm painting forests. I can tell it to only apply trees when the angle is less than XXX, and when the height is less than YYY. This will simulate the fact that trees don't grow on steep slopes and they don't grow above the treeline.

I've also worked out a nice way, I think, to do the rivers. I've started doing it, it's labor intensive, but it looks ok in game. I'll get some shots up of some rivers/streams I've done eventually.

Thanks again, guys!

8
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: March 01, 2014, 12:57:08 pm »
Looks good. Thanks monks! This will sure make painting in the forests much easier.

9
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 26, 2014, 08:56:33 pm »
Monks the river tiles work wonderfully! Thank you so much.

Any luck on the forest tiles?

10
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 24, 2014, 01:17:07 am »
Got NW corner of the map exported (16 5k tiles). This is just my first pass. Nothing except heightmap/ocean.



48 more to go!

11
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 23, 2014, 10:31:48 pm »
I'll flip the tiles I give you in future.
If by flip you mean rename the y axis, sure. If by flip you mean pixels, please no! They were perfect as-is.

And Robes, yeah. Heh. That is kind've funny if I'm understanding you right. Although the heightmaps monks gave me were 8 x 8 tiles of 5000 x 5000 pixels each so I don't know about any border...? If you meant that he gave me the un-bordered tiles and then I had to add the border back on, then yeah that's a lol for sure. But sure enough, the app (WP in my case) apparently wants 128x128 multiples and it was easier just to resize the dang 5k tiles to 5120 than to cut out the extra bits that WP generated on import.

Checking out Robes' zip now....

EDIT: lol yeah, that's exactly what I was going to need to do by hand and even addresses the "how do I rename y0 to y7 when there's already a y7!" problem I knew I'd run into. Heh, thanks!

12
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 23, 2014, 10:06:29 pm »
Oh wow. I do apologize. It seems I've completely given the wrong interpretation of the problem. My mistake!

Let me clarify. The river tiles were fine image wise. They were all 5000 x 5000, the same as the heightmap tiles.

The only problem was what Robes mentioned, the y order being backwards. I will rename them. It won't take long.

Again, I apologize! I remember mentioning in one of my previous posts that I'm an idiot, so it's not like you haven't been warned.

:P

And if you care, what I MEANT was...since the heightmaps you gave me were only 5000 x 5000 and World Painter (Minecraft world manipulation program) expects things to be imported in nice 128x128 pixel chunks, I resized each 5000 x 5000 heightmap tile to be in multiples of 128, or 5120 x 5120. Nothing more than that really.

So yeah, river pixels are fine just the naming was backwards! But again I'll just manually rename them and I'm good to go.

No need to tie up your machine doing anything to "fix" this. Problem solved!

Sorry for the confusion!

13
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 23, 2014, 08:26:40 pm »
Oh yeah, first thing I did was resize it. Well that's not true. First thing I did was copy it to the heightmap and notice it had a 60 pixel border all the way around lol. THEN I resized it! :P And I resized then 5000 x 5000's on my end because World Painter works internally with 128x128 pixel tiles. After importing I'd end up with a water border 8 pixels wide on the right and bottom of the maps that need to be removed before exporting. Instead, I just upsize each 5k tile to 5120 x 5120 before importing and it comes out perfectly to 40x40 World Painter tiles, no border to get rid of.

Anyway, check this out. I turned the rivers blue (to aid visibility) and laid them on top of the heightmap, same tile. x=2 y=3.



You can see from the terrain that the rivers don't have any correlation. I tried flipping and mirroring the rivers but no luck matching them  up.

I just got home so I'm going to check some of the other images out.

EDIT: Ok, I got lucky. Found the problem on the next image. It's offset by one in the y direction. I'll upload to show you....

Base x=2 y=3 tile.
River x=2 y=4 tile.
Combined.

So the rivers for x2y4 match up with the heightmap for x2y3!

Any ideas? I'll verify a few more and let you know.

EDIT: Ok, bleh. This is just weird. So far RIVER x0y3 fits with HEIGHTMAP x0y4, and RIVER x0y4 goes with HEIGHTMAP x0y3!

Got it. The y values are backwards. So while the heightmap tiles go from x0y0 to x0y7 and then x1y0 to x1y7 etc., the river maps go from x0y7 to x0y0 and then x1y7 to x1y0 etc.

So no problem. I can just rename the files and I'm good to go! Should work out well. I don't know what this means for your exporting workflow though. Heh heh?

14
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 23, 2014, 01:49:02 pm »
Hey monks. Now I know what you've been going through...I ran out of C: drive space unzipping these! Hah! All these damned image/map files! Heh heh.

Anyway, I opened up x2y3 (the Shire area) to check out what it looked like overlayed on the 40k 8 bit heightmap at that location...and it didn't line up.

I don't have time right now to stitch together the rest of the bmp's to see what's going on but just thought I'd let you know before you do anything else.

When I get home I'll dig into and see if I can tell what's wrong.

Base Tile @ x2 y3.
Rivers @ x2 y3.

15
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 22, 2014, 09:36:27 pm »
Whoa! You are too good to me, sir. I thought you might have meant something like this, but I didn't want to get my hopes up!

As far as what res, as always whatever is easiest for you. I'll upscale/downscale it to fit my needs and, since this is Minecraft we're talking about I don't think it's going to matter at those resolutions. :P

Thanks so much, monks.


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