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Author Topic: 8 bit Heightmap [for Minecraft]?  (Read 121125 times)

Redrobes

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Re: 8 bit Heightmap [for Minecraft]?
« Reply #90 on: February 23, 2014, 10:36:42 pm »

That script is right for you (prob need a name change on the tiles tho). And yeah my GTS needs something like 64 pixel modulo because it works on sub tiles within one tile you load in. So I think WM probably has a 40K set and Monks exports for 5K exact but we add the same 120 pixels on as an offset to them all so that we have 8x8 x 5120x5120 or similar in the start of the make system. I developed a tile cutter which makes tiles out of other sets of tiles so we actually cut 1024 tiles out of the 5K set I think. But its the same principle - instead of a resize we keep pixel perfect but add the same width in border pixels.
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Morcrist

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Re: 8 bit Heightmap [for Minecraft]?
« Reply #91 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!
« Last Edit: February 24, 2014, 01:18:49 am by Morcrist »
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Morcrist

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Re: 8 bit Heightmap [for Minecraft]?
« Reply #92 on: February 26, 2014, 08:56:33 pm »

Monks the river tiles work wonderfully! Thank you so much.

Any luck on the forest tiles?
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monks

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Re: 8 bit Heightmap [for Minecraft]?
« Reply #93 on: February 27, 2014, 11:52:35 am »

I'll try get them out over night mate. Had a busy few days. ;)

monks
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monks

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Re: 8 bit Heightmap [for Minecraft]?
« Reply #94 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
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monks

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Re: 8 bit Heightmap [for Minecraft]?
« Reply #95 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
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Morcrist

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Re: 8 bit Heightmap [for Minecraft]?
« Reply #96 on: March 01, 2014, 12:57:08 pm »

Looks good. Thanks monks! This will sure make painting in the forests much easier.
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monks

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Re: 8 bit Heightmap [for Minecraft]?
« Reply #97 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
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Morcrist

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Re: 8 bit Heightmap [for Minecraft]?
« Reply #98 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!
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monks

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Re: 8 bit Heightmap [for Minecraft]?
« Reply #99 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
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monks

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Re: 8 bit Heightmap [for Minecraft]?
« Reply #100 on: March 03, 2014, 12:56:42 pm »

Lakes are up mate!

monks
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Morcrist

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Re: 8 bit Heightmap [for Minecraft]?
« Reply #101 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?
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Morcrist

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Re: 8 bit Heightmap [for Minecraft]?
« Reply #102 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.
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monks

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Re: 8 bit Heightmap [for Minecraft]?
« Reply #103 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
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Morcrist

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Re: 8 bit Heightmap [for Minecraft]?
« Reply #104 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!
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