Mapdev:height: Difference between revisions
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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 can also be modified in game via lua scripting. | 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 map is an intermediary file compiled into the SMF file using [[MapConv]] or [[MapConvNG]]. The height of the terrain can also be modified in game via lua scripting. | ||
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Revision as of 02:41, 17 December 2012
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 map is an intermediary file compiled into the SMF file using MapConv or MapConvNG. The height of the terrain can also be modified in game via lua scripting.
| Example Height Map | In Game Result |
|---|
Specification
mapinfo.lua
The relevant sections of the mapinfo.lua file that effect the height of the ground are in the SMF subtable
local mapinfo = {
...
smf = {
minHeight = 1000,
maxHeight = -300,
...
},
...
}
Image File
- 8 or 16 bpp Greyscale
| Spring Map Size* | pixels = Spring Map Size * 64 + 1 |
|---|---|
| 2 | 129 |
| 4 | 257 |
| 6 | 385 |
| ... | ... |
| 32 | 2049 |
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 |
|---|
* must be multiples of 2
+1 pixel
When each pixel represents a vertex you need one extra pixel than the number of quads you are attempting to represent
| Example |
|---|
Additional Information
ROAM terrain engine
- Official ROAM page
- Gamasutra has a nice article on ROAM
- various other implementations of LOD terrain