Uro Posted February 27, 2015 Report Share Posted February 27, 2015 Just a heads up for those who do not know already,... If your beaches are underwater in-game then your heightmap is too low ;) There is no way to adjust your terrain's "altitude" via config.cpp or inside TB. You will have to adjust your hieghtmap to get your map's altitude correctly showing in-game - E.G your beaches always appear under-water. This is pretty simple to do in L3DT, other heightmap generation/editing apps I cant comment on since I only use L3DT mostly for heightmap editing/features. I am having to move tens of thousands of objects (everything in my map already :rolleyes: ) up a few metre's due to a beach in a specific place on my map always being under-water - this is in preperation for importing my corrected heightmap and then re-seating these objects :D So it's worth checking out your map now to make sure all beaches are showing correctly, save yourself the pain of adjusting & re-adjusting 1000's of objects later lol :D Richie 1 Link to comment Share on other sites More sharing options...
Richie Posted February 27, 2015 Report Share Posted February 27, 2015 Good advice and worth checking before placing all your objects down. Although i'm sure i seen a config option to adjust the map height :unsure: somewhere once or maybe it was a dream, yes i'm actully having dreams about my terrain, it's addictive :lol: Uro 1 Link to comment Share on other sites More sharing options...
cring0 Posted February 27, 2015 Report Share Posted February 27, 2015 Ok see this is what raymix was talking about but I wasn't quite grasping. Are you saying that you have to make the minimum altitude for the height map in L3DT to 0? For instance I have mine set -15 to 150 with a scale of 2m per pixel. Link to comment Share on other sites More sharing options...
Friendly Posted February 27, 2015 Report Share Posted February 27, 2015 Good advice and worth checking before placing all your objects down. Although i'm sure i seen a config option to adjust the map height :unsure: somewhere once or maybe it was a dream, yes i'm actully having dreams about my terrain, it's addictive :lol: Some dreams come true :D Link to comment Share on other sites More sharing options...
cring0 Posted February 27, 2015 Report Share Posted February 27, 2015 Ok see this is what raymix was talking about but I wasn't quite grasping. Are you saying that you have to make the minimum altitude for the height map in L3DT to 0? For instance I have mine set -15 to 150 with a scale of 2m per pixel.or are you saying that you just won't know where the water level will be until you load it up in TB? Why am I so confused? I use the "lower to" tool to make sure my beaches are above 0, does that not matter, it's different in TB? Ps: good thing I'm a perfectionist and a slow mofo and am still altering my altitude lol. Do you guys suggest that I stop now without finishing just to load it up in TB? Like I said, I haven't gotten past this stage and haven't even really read up on what I do next, just learning as I go. Cohors 1 Link to comment Share on other sites More sharing options...
Uro Posted February 27, 2015 Author Report Share Posted February 27, 2015 You know where the water level sits in game from the heightmap, but it does need adjustment, to get it perfect, 1-2m editing a heightmap is nothing- in-game it can be the difference from beaches / no beaches or in some circumstances flooded landscapes. :) I'd say compile your map et al and check it out in the A3 editor, and make any adjustments you need to make to your heightmap regarding sea-levels now, rather than later :) FYI, in L3DT, you can "adjust" the entire altitude of your map by going to "Operations >> Heightfield >> Change vertical range" Increase or decrease the min+max values by the same amount - e.g. if you need to raise it by a few meters +2 on both min & max values (ignore the 3 boxes below these options), then click OK, and it will rebuild your heightmap at a higher altitude from sealevel. Then re-import your heightfield, regenrate your map, compile it and check.. (it doesnt sound as brutal to do as it is once you've done this a few times) :) If you later discover some of your beaches are below sea-level, you end up in the same situation as me, having to pre-modify the objects to sit in your re-defined heightmap reasonably correctly... :rolleyes: Link to comment Share on other sites More sharing options...
cring0 Posted February 27, 2015 Report Share Posted February 27, 2015 You know where the water level sits in game from the heightmap, but it does need adjustment, to get it perfect, 1-2m editing a heightmap is nothing- in-game it can be the difference from beaches / no beaches or in some circumstances flooded landscapes. :) I'd say compile your map et al and check it out in the A3 editor, and make any adjustments you need to make to your heightmap regarding sea-levels now, rather than later :) FYI, in L3DT, you can "adjust" the entire altitude of your map by going to "Operations >> Heightfield >> Change vertical range" Increase or decrease the min+max values by the same amount - e.g. if you need to raise it by a few meters +2 on both min & max values (ignore the 3 boxes below these options), then click OK, and it will rebuild your heightmap at a higher altitude from sealevel. Then re-import your heightfield, regenrate your map, compile it and check.. (it doesnt sound as brutal to do as it is once you've done this a few times) :) If you later discover some of your beaches are below sea-level, you end up in the same situation as me, having to pre-modify the objects to sit in your re-defined heightmap reasonably correctly... :rolleyes:ok ok now it makes more sense. Thanks Link to comment Share on other sites More sharing options...
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