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Terrain erosion


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#1 myconid

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Posted 02 July 2012 - 04:33 PM

I was wondering whether the terrain mesh is fine enough for things like terrain erosion, so I took this heightmap and did this with it:
Posted Image
Conclusion: We need erosion scripts, it looks aweshum!

(with apologies if this has already been tried)

Edited by myconid, 02 July 2012 - 04:48 PM.

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#2 zoot

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Posted 02 July 2012 - 04:53 PM

Nice, but I am wondering what was autogenerated and what was authored? The heightmap was generated randomly and then 'flooded' to some height level? To which degree can the layout be controlled?

#3 myconid

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Posted 02 July 2012 - 05:03 PM

View Postzoot, on 02 July 2012 - 04:53 PM, said:

Nice, but I am wondering what was autogenerated and what was authored? The heightmap was generated randomly and then 'flooded' to some height level? To which degree can the layout be controlled?
The heightmap is from Google. I just wrote the rmgen script to import it into the game and see what happens. I was curious if terrain erosion looks good with a low-fi mesh. It does, even without proper textures.
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#4 zoot

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Posted 02 July 2012 - 05:22 PM

Cool!

#5 Spahbod

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Posted 02 July 2012 - 05:24 PM

You wrote a script to import height maps? That one would be very useful by itself.
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#6 myconid

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Posted 02 July 2012 - 05:42 PM

View PostSpahbod, on 02 July 2012 - 05:24 PM, said:

You wrote a script to import height maps? That one would be very useful by itself.
Alas, I cheated. I used GIMP's save-image-as-.h-file option to get the values as a comma-separated list and then used that to initialise an array in the rmgen script. :ph34r:
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#7 theShadow

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Posted 02 July 2012 - 06:01 PM

did you try playing a match on it? it would be interesting to see how that effects gameplay?

or just upload it, Iw ant to try to make a fully functional map with it .

Edited by theShadow, 02 July 2012 - 06:02 PM.

Quote

Why has a developer ever needed any reason other than "it looks bloody awesome"?

I do 3D modeling and map creation for an open source fps called xonotic

#8 myconid

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Posted 02 July 2012 - 06:12 PM

View PosttheShadow, on 02 July 2012 - 06:01 PM, said:

did you try playing a match on it? it would be interesting to see how that effects gameplay?

or just upload it, Iw ant to try to make a fully functional map with it .
Here you go: http://www65.zippysh...73917/file.html
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#9 Pureon

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Posted 02 July 2012 - 08:03 PM

View Postmyconid, on 02 July 2012 - 05:42 PM, said:

Alas, I cheated. I used GIMP's save-image-as-.h-file option to get the values as a comma-separated list and then used that to initialise an array in the rmgen script. :ph34r:

Lol. Despite that, you have once again proved your awesomeness (y)
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#10 myconid

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Posted 02 July 2012 - 08:35 PM

View PostPureon, on 02 July 2012 - 08:03 PM, said:

Lol. Despite that, you have once again proved your awesomeness (y)
"Nani gigantum humeris insidentes". ;)

(or maybe the correct singular form is "nanos".. oh well)

Edited by myconid, 02 July 2012 - 08:38 PM.

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#11 Mythos_Ruler

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Posted 03 July 2012 - 12:34 AM

Looks awesome. The game will definitely need terrain flattening for buildings though! :) There have been a few fits and false starts over the years on implementing height map importation. Maybe this can be the final (successful) attempt. ;)
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#12 myconid

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Posted 03 July 2012 - 11:18 AM

View PostMythos_Ruler, on 03 July 2012 - 12:34 AM, said:

There have been a few fits and false starts over the years on implementing height map importation. Maybe this can be the final (successful) attempt. ;)
The problem is, the game uses Spidermonkey so I don't think there's a way to load files directly from Javascript, but it should be possible to do through Atlas...
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#13 myconid

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Posted 03 July 2012 - 05:31 PM

Ok, it's been implemented. In Atlas, File > Import heightmap, you select an image file and bam. Code: https://github.com/m...importheightmap

Still pretty basic, though. Always generates a map of the same size, for example, based on the default map, and ignores the parts of the heightmap that are outside those bounds.
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#14 Spahbod

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Posted 03 July 2012 - 05:48 PM

myconid, did you know that you rock? :thumbsup:
You have offered many new things to the game. I hope they'd be reviewed and committed soon.
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#15 iap

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Posted 03 July 2012 - 06:59 PM

View Postmyconid, on 03 July 2012 - 05:31 PM, said:

Ok, it's been implemented.

This is greate!

#16 myconid

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Posted 03 July 2012 - 07:23 PM

Thanks for the kind words, everyone, though I still think the programming team deserve your praise more than I do! :)

(especially considering this was done in like 50 lines of code)
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#17 Mythos_Ruler

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Posted 03 July 2012 - 08:45 PM

Quote

I hope they'd be reviewed and committed soon.
(y)
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#18 wrod

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Posted 03 July 2012 - 10:58 PM

this... must be implemented....
or ill get chuck norris on u peoples...

#19 historic_bruno

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Posted 03 July 2012 - 11:38 PM

How big is the map in the screenshot? It seems there's not much room to build and the scale of buildings to terrain is a bit off. The terrain shape itself looks good though.
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#20 Mythos_Ruler

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Posted 04 July 2012 - 01:16 AM

View Posthistoric_bruno, on 03 July 2012 - 11:38 PM, said:

How big is the map in the screenshot? It seems there's not much room to build and the scale of buildings to terrain is a bit off. The terrain shape itself looks good though.
Agreed. With shorelines and terrain that detailed, it seems like it should be placed on the largest map size available. Perhaps the importer can size the map based on the resolution of the height map.
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