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User avatar   Skilled Modder Skilled ModderMember since: 10.03.2008, 11:40Posts: 782Location: Italy Likes: 0
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 26.09.2011, 21:21 
no befoure I cutted from bigger part but I had low res on a 8192 map generation so I went to split the work into 4 phases with the exact same settings , I have no idea why the tiles look not blending well at the borders... any sugestion ?

User avatar   Superstar Dolphin Superstar DolphinMember since: 16.08.2004, 10:46Posts: 9513Location: Finland Likes: 39
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 26.09.2011, 21:28 
There are some settings that deal with tiling worlds, but I haven't looked much into them. The Erosion device and some others generate the output based on the available data, so when you're essentially cutting one piece from the world and applying erosion to that piece, the algorithm treats the edges differently than it would if the complete world continued beyond the edge (sediments flow from above hills etc). That is sure to cause discontinuities.
User avatar   Skilled Modder Skilled ModderMember since: 10.03.2008, 11:40Posts: 782Location: Italy Likes: 0
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 27.09.2011, 01:19 
no idea how to solve or where to find a tutorial to render a larger continuous world in tiles?
User avatar   Skilled Modder Skilled ModderMember since: 10.03.2008, 11:40Posts: 782Location: Italy Likes: 0
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 28.09.2011, 03:08 
the main problem is I always keep to get steppy grounds no way I can get any smooth terrain as it looks in the wm preview.... have you tried something like this? 4096 x 4096 map outputted in raw or tiff file ? always looks steppy not talking of the 8192 one... I checked thelevels and they reach the mid of the 255 scale ....
User avatar   Superstar Dolphin Superstar DolphinMember since: 16.08.2004, 10:46Posts: 9513Location: Finland Likes: 39
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 28.09.2011, 07:49 
The only way I ever managed to get steppy terrain was when exporting in 8 bit instead of 16. Please make absolutely sure you're writing the output heightmap in 16 bit RAW!

Image

I haven't tried 4096 let alone 8192 (it takes enough time rendering a 2048 world...) so can't say anything directly about that. I'm certain that the exporting process is identical though.
User avatar   Skilled Modder Skilled ModderMember since: 10.03.2008, 11:40Posts: 782Location: Italy Likes: 0
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 28.09.2011, 09:45 
I am sure now it exports a steppy terrain I have tested reimporting the same terrain in world machine and regenerate it without filters , the result is a heavy steppy terrain ,may be in the low detail of cryengine the steps aren't visible but in the high definition of worldmachine they are , I get steppy terrain in cryengine when I save as a tiff, as a raw I get less but still I do not get all the nice details that the terrain has instead in worldmachine , I have tried different ways and the only thing that worked at some extent for me was to intervene by hand and smooth around and fix ... ok I can live with that , but I am quite pissed off that this engine exports steppy terrain !!! ...

anyway here are some preliminary results after a lot of cut and paste and ps work on the same heightmap ...

Image

Image

dunno why I have the feeling the islan'd isn't that big .... may be is the fov? or may be something else? or may be I should make it in 16kms size?
User avatar   Superstar Dolphin Superstar DolphinMember since: 16.08.2004, 10:46Posts: 9513Location: Finland Likes: 39
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 28.09.2011, 10:01 
I still haven't been able to produce steppy results in 16 bits. I even tried to clamp the heightmap range in World Machine so that the highest peaks are just barely visible shades of gray (as in this picture), and set the Max Height in SB3 to some ridiculously high amount so that those shallow hills become almost vertical cliffs. No stepping whatsoever.

The small appearance of your island is probably because there are no detail textures visible, and no vegetation, buildings etc that your brain could use to interpret the scale. Once you add more detail, it will appear bigger. ;)
User avatar   Skilled Modder Skilled ModderMember since: 10.03.2008, 11:40Posts: 782Location: Italy Likes: 0
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 28.09.2011, 10:29 
try to make a 8192 map with 2048 tall montain and 0 level sea , set water level to 100 m or make just one of 4096 , anyway save as tiff 16 bit and r16 16 bit if u open in photoshop u can already see a difference , the tiff makes steppy terrain the raw less but still doesn't retain all nice features , if you reimport the tiff or raw into worldmachine unmodified you will notice a steppy result ....
User avatar   Superstar Dolphin Superstar DolphinMember since: 16.08.2004, 10:46Posts: 9513Location: Finland Likes: 39
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 28.09.2011, 10:36 
Yes, you can even see some steps in my above example pic, but it should look perfectly smooth in Sandbox either way. Try to import the unmodified R16 (change the extension to RAW first) into Sandbox, and then do the same after editing it in Photoshop. This way you can determine if there's something you're not doing right in PS or is it indeed the RAW file itself that produces steppy terrain.
User avatar   Skilled Modder Skilled ModderMember since: 10.03.2008, 11:40Posts: 782Location: Italy Likes: 0
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 28.09.2011, 10:45 
if I import straight into cryengine a r16 I dont have much steps as I said b4 but , I do with tiff , when I open raws in ps and resave I can edit and then resave as raw this is ok in cryengine as I can smooth a couple of time and get rid of spikes etc , but when I reimport the map as raw unmodified , right out of worldmachine it's steppy , have u tried export and reimport and regenerate a world without passing throught filters , apply the coastal overlay and u see what I mean .... well actually even the coastal overlay resulted in step output may be couse was 8 bit ...
User avatar   Superstar Dolphin Superstar DolphinMember since: 16.08.2004, 10:46Posts: 9513Location: Finland Likes: 39
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 28.09.2011, 10:48 
Even 16 bit RAW doesn't probably save ALL the data that World Machine generates. You always get data loss if you reimport an exported heightmap.
User avatar   Uber Modder Uber ModderMember since: 27.02.2009, 12:51Posts: 1391 Likes: 4
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 30.09.2011, 19:00 
Stepes might be create because of few resons:
1) most foremost is that terrain grid is simply to low res and heightmap you import can't be directly translated into grid. Sadly Cryengine do not support terrain tesselation (none of the engines except Unigine do that at all). Only way to fix it is to smooth hegithmap. Can be ver, ver teadious and hard, as this is quite hard to predict where the stepes will appear..
2) Your height map do not contain enough information (you using 8-bit)
3) or (sic!) your heightmap contain to much information.

Afterall, there is not much we can except wait for new terrain subsystem, and in meantime use magic tool called smoothing -;-.
User avatar   Skilled Modder Skilled ModderMember since: 10.03.2008, 11:40Posts: 782Location: Italy Likes: 0
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 30.09.2011, 20:12 
Thanks , I decided to go another approach and layout detail the terrain in worldmachine andgenerate tiles , this also makes less heavy the burden of a direct world building , plus the worldbuilding isway different in tiles than a direct pass... here are the results , altough a lot of work still is needed to give a more realistic feel I guess... anyway all critiques are highly welcome......

Image


btw how to eliminate this bad looking high bar of the horizon of different color? I saw all tods suffer from this when you lift up in sky ....
User avatar   Experienced Modder Experienced ModderMember since: 06.06.2010, 22:27Posts: 514Location: Turku, Finland Likes: 0
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 30.09.2011, 21:13 
Looks lovely! Dunno about the problem though, you could try changing the horizon color or something in the ToD or something... :)
User avatar   Skilled Modder Skilled ModderMember since: 10.03.2008, 11:40Posts: 782Location: Italy Likes: 0
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 01.10.2011, 03:59 
Thankyou , unfirtunately seems that my mudbox don't loves such a big map at a subdivision of eight and so I dunnohow to detail much the landscape and extract a more detailed cavity map and AO ... I 'm trying another solution with satelite imagery and classic handwork .... I also am scaling down the heights from 2048 to 1600 , seems better for this kind of island I guess?

The idea of the island is that it is a volcanic kind of island but the look must be similar to Thailand areas like Phang Nga Bay Limestone Cliff southern Thailand ... and a feel of more "hero" like structures matte painting inspired ....

Sugestions?

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