arma2:terrain:heightmap-details
Differences
This shows you the differences between two versions of the page.
Next revision | Previous revision | ||
arma2:terrain:heightmap-details [2012/09/03 07:33] – created heightmap-details initial page. snakeman | arma2:terrain:heightmap-details [2024/08/02 09:00] (current) – links added. snakeman | ||
---|---|---|---|
Line 1: | Line 1: | ||
====== ArmA 2 HeightMap Details ====== | ====== ArmA 2 HeightMap Details ====== | ||
- | **Height map increasing the details** | + | [[https:// |
- | L3DT is able to rescale | + | **Height Map Increasing The Details** |
+ | |||
+ | [[tools: | ||
And if so, how can I add some bumps and lumps into the terrain, was there some erosion feature in L3DT or something? | And if so, how can I add some bumps and lumps into the terrain, was there some erosion feature in L3DT or something? | ||
Line 11: | Line 13: | ||
It will work fine in-game with those specifications. | It will work fine in-game with those specifications. | ||
- | For terrain erosion you are better to do in Wilbur. In L3DT you can do terrain height map editing manually, which would take lot of time and effort compared to Wilbur' | + | For terrain erosion you are better to do in [[: |
In Wilbur you can select areas and do quite a few different noise and erosion things - there is a whole bunch of parameters which are basically straight copies of the Leveller GForge plugin. | In Wilbur you can select areas and do quite a few different noise and erosion things - there is a whole bunch of parameters which are basically straight copies of the Leveller GForge plugin. | ||
Line 29: | Line 31: | ||
You could go to a 512x512 with 25m, or a 1024x1024 with 12.5m. | You could go to a 512x512 with 25m, or a 1024x1024 with 12.5m. | ||
- | What happens ArmA 2 in-game to the terrain when you do it, does it just go smoother and objects stay in place ok or? | + | What happens ArmA 2 in-game to the terrain when you do it, does it just go smoother and objects stay in place OK or? |
Whole point of using those step down multiples is that actual coordinates stay the same so missions are unaffected, all stuff is in same exact grid coordinates as before. When you re-sample it just adds more cells - it interpolates the new ones between the points of the old. | Whole point of using those step down multiples is that actual coordinates stay the same so missions are unaffected, all stuff is in same exact grid coordinates as before. When you re-sample it just adds more cells - it interpolates the new ones between the points of the old. | ||
So some stuff like roads need re-smoothed. Generally looks smoother. | So some stuff like roads need re-smoothed. Generally looks smoother. | ||
+ | |||
+ | **Special Objects** | ||
+ | |||
+ | However when you use L3DT to increase the size of your heightfield, | ||
+ |
arma2/terrain/heightmap-details.1346657601.txt.gz · Last modified: 2012/09/03 07:33 (external edit)