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Messages - monks

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31
General Discussion / Re: Where can the GIS data be downloaded?
« on: April 16, 2014, 11:42:51 am »
Hi Singalen, Yes, I think we can help you. I can give you the dem at 10,000 pixels resolution and the shp files. Let me know if that would help. :)

monks

32
General Discussion / Re: Maps
« on: March 06, 2014, 09:50:57 pm »
I really like it....you can get into those considerations all day long Pyton but I don't ever see any decent maps out there that were created with those principles. I see lots of people starting out with those principles.....but how many people finish, or even get half way to realising this kind of stuff in any depth? You just have to live with the imperfections... :)

 It'd be great to do a version of this in Outerra..... ;D

monks

33
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: March 06, 2014, 09:46:28 pm »
Looking ace mate!

The topo is a big download:
http://skindustry.net/medem/files/Temp/Morcrist/Tiles.7z

monks

34
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: March 03, 2014, 12:56:42 pm »
Lakes are up mate!

monks

35
3D Model Places / Re: Weathertop
« on: March 02, 2014, 09:54:06 am »
I have a role playing resource but I don't think it's that great. I'll have look later.

monks

36
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: March 02, 2014, 09:50:24 am »
Yes, that's the same thing ;) Rivers is always time consuming......... :P

 Ok wetlands are up. Next on the list are lakes and roads.

monks

37
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: March 01, 2014, 02:37:52 pm »
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.
 I'll be able to get out the wetlands, roads, etc. For some reason the tmd was taking an aeon to build, when really it should be like 15 minutes. I've got an automation droplet now in Photoshop that converts them all to greyscale. :)

monks

38
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: March 01, 2014, 11:10:16 am »
Forests are up, you should get a heads up from Google. The tiles are not flipped since Robes gave you the script. Let me know if you have any problems.

monks

39
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 28, 2014, 12:54:57 pm »
I did run it overnight but there are some strange artifacts in the conversion. So I'll have to convert them before I tile them. I'll run them again tonight. ;)

monks

41
3D Model Places / Re: Weathertop
« on: February 27, 2014, 11:57:52 am »
Very nice! It looks elegant- like Gondorian architecture...Looking forward to seeing more.
 If you need refs, search Amon Sul.

monks

42
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 27, 2014, 11:52:35 am »
I'll try get them out over night mate. Had a busy few days. ;)

monks

43
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 23, 2014, 10:19:12 pm »
 ;D ...ahh. So I did have those tiles then. I was pretty sure I have both the input and output to make, so I would have given you the input (which has just come from WM). I'll flip the tiles I give you in future.
 If you haven't already, I'd recommend getting into the idea of using scripts. You might already be au fait with them, but it can save oodles of time. If you need any advice in that regard Robes is your man. I've got scripts here. I do have another option here now of using CS6 automation which can record operations. Will be useful for tile operations. i'm using batching to resize and rename images for the website. In fact, I really must try track down a Photoshop tiling script, or something. Surely there must be something out there.

//thanks to Robes for clearing that up- yeh, of course, it's the target apps ;)

 
monks

44
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 23, 2014, 09:46:18 pm »
Yes, WM naming is quite annoying, and no other software I use uses that convention. It's possible that the tiles were flipped but I seem to remember you said it took you a short while to work out which way they were oriented, so I presumed you'd solved that. You'd know for sure if you hadn't because you can see them all in Gimp! We use a perl script here to flip the tiles from WM going into make, and I could always mod it to operate on bmp format. IF I find the tiles.
 I think the best bet is to edit them yourself, now you've got them oriented ok, and done the post processing you did on them.

hmmmm...don't think this will work either since Make has resized the tile set after adding the border?..is that right Robes?

monks

45
General Discussion / Re: 8 bit Heightmap [for Minecraft]?
« on: February 23, 2014, 09:19:38 pm »
Oh balls...you should have mentioned the 60 px border.........I'll have to track down the pre-make terrain tiles. I'm not sure if I still have those...It should be a 120 border actually, since make frames the map with a 120 px border. @5120- yes it is.

 So the tile set should cover 120 + 5000x8 + 120 = 40,240 px. Can you verify that?

 Make always puts a border around it. It's a bit of a pain, and we're moving away from it- if we've not already done so for the next release.

 If I don't have them, one option is to build the World Machine terrain again. That ties my computer up for about 14 hours, and that's IF I'm lucky it builds first time. It crashes sometimes. I did have the project on my SSD and it proved to be a bit unstable- don't ask me why. It's now on C drive so it should be more stable for builds. But I think lack of hard disk space also makes it more unstable.

 There is another option. Merge the tiles in Gimp or PS, cut the border off and re-tile. The better option would be to re-tile them in World Machine because PS doesn't have tiling features, but editing them down into a workable input is going to be a royal pain...... Does Gimp have tiled output?...I think it has right? If you merge the tiles into say 4 x 20120 pieces. Edit them down individually to 20K. Save them out. Open them up as a single doc, then tile them out. That should solve it. That method might be easier on your system anyway if you can't do it all in one doc. This way you don't lose the work you've done so far.

 I'll let you know later if I still have them...WM building Helms Deep right now..

 monks



 

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