Mapdev:height: Difference between revisions
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= Height = | = Height = | ||
The height of the terrain is generally defined with a greyscale displacement map with black representing the lowest point on the terrain and white the highest. the | The height of the terrain is generally defined with a greyscale displacement map with black representing the lowest point on the terrain and white the highest. The height of the terrain can also be modified in game via lua scripting. | ||
{| class="wikitable" | <center> | ||
| || | {| class="wikitable" | ||
|+ Example | |||
| [[File:Mapdev-height.png|256px]] || [[File:Mapdev-height-example.png]] | |||
|- | |- | ||
! Example Height Map | ! Example Height Map !! Ingame Result | ||
! | |}</center> | ||
|} | = Specification = | ||
== mapinfo.lua == | |||
* [[Mapdev:mapinfo.lua]] | |||
<code><pre>local mapinfo = { | <code><pre>local mapinfo = { | ||
... | ... | ||
| Line 19: | Line 20: | ||
... | ... | ||
}</pre></code> | }</pre></code> | ||
=== minHeight and maxHeight === | |||
Any values below zero are underwater, see [[Mapdev:water]] | |||
== Image File == | |||
{| class="wikitable" width="100%" | |||
! width="15%" | File Location | |||
| The height map is an intermediary file compiled into the SMF/SMT files using [[MapConv]] or [[MapConvNG]]. | |||
|- | |||
! File Format | |||
| Any that the Mapconv programs support | |||
|- | |||
! Colour Depth | |||
| 16bpp recommended, however 8bpp will work. | |||
|- | |||
! Channels | |||
| Greyscale | |||
|- | |||
! Resolution | |||
|<center> | |||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
! Spring Map Size<sup>*</sup> | ! Spring Map Size<sup>*</sup> | ||
| Line 40: | Line 57: | ||
| 32 | | 32 | ||
| 2049 | | 2049 | ||
|- | |||
| style="text-align: left;font-style:italic" colspan=2 | * must be multiples of 2 | |||
|}</center> | |||
|} | |} | ||
=== 8 vs 16 bpp === | |||
These two images show the differences in prescision that the bit depth of the image makes. The effect has been exaggerated here for clarity. | These two images show the differences in prescision that the bit depth of the image makes. The effect has been exaggerated here for clarity. | ||
<center> | <center> | ||
| Line 54: | Line 74: | ||
</center> | </center> | ||
=== +1 pixel === | |||
When each pixel represents a vertex you need one extra pixel than the number of quads you are attempting to represent | When each pixel represents a vertex you need one extra pixel than the number of quads you are attempting to represent | ||
<center> | |||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|[[File:Height_texture_map_vertex_example.png| | |+ Representation | ||
|[[File:Height_texture_map_vertex_example.png|384px|Example]] | |||
|}</center> | |||
|} | |||
= Additional Information = | |||
== ROAM terrain engine == | |||
* Official ROAM [http://www.cognigraph.com/ROAM_homepage/ page] | * Official ROAM [http://www.cognigraph.com/ROAM_homepage/ page] | ||
* Gamasutra has a nice [http://www.gamasutra.com/view/feature/3188/realtime_dynamic_level_of_detail_.php article] on ROAM | * Gamasutra has a nice [http://www.gamasutra.com/view/feature/3188/realtime_dynamic_level_of_detail_.php article] on ROAM | ||
* various other [http://vterrain.org/LOD/Implementations/ implementations] of LOD terrain | * various other [http://vterrain.org/LOD/Implementations/ implementations] of LOD terrain | ||
[[Category: | [[Category:Map Dev]] | ||
Latest revision as of 21:13, 20 March 2013
Height
The height of the terrain is generally defined with a greyscale displacement map with black representing the lowest point on the terrain and white the highest. The height of the terrain can also be modified in game via lua scripting.
| |
| Example Height Map | Ingame Result |
|---|
Specification
mapinfo.lua
local mapinfo = {
...
smf = {
minHeight = 1000,
maxHeight = -300,
...
},
...
}
minHeight and maxHeight
Any values below zero are underwater, see Mapdev:water
Image File
| File Location | The height map is an intermediary file compiled into the SMF/SMT files using MapConv or MapConvNG. | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| File Format | Any that the Mapconv programs support | ||||||||||||||
| Colour Depth | 16bpp recommended, however 8bpp will work. | ||||||||||||||
| Channels | Greyscale | ||||||||||||||
| Resolution |
| ||||||||||||||
8 vs 16 bpp
These two images show the differences in prescision that the bit depth of the image makes. The effect has been exaggerated here for clarity.
| 8bpp | 16bpp |
|---|
+1 pixel
When each pixel represents a vertex you need one extra pixel than the number of quads you are attempting to represent
Additional Information
ROAM terrain engine
- Official ROAM page
- Gamasutra has a nice article on ROAM
- various other implementations of LOD terrain
