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Mad Hoplite
11-23-2007, 17:32
I just discovered I'm having the dreaded "land into the sea" problem.

Basically I have earth squares going into the sea, at the top right of the tiles.

I'm using as a basis the Mundus Magnus map, where almost all coasts are 1, 1, 1 and all the sea is 0, 0, 253.

I tried "playing" with these numbers like it's been said in this thread of six pages (http://www.twcenter.net/forums/showthread.php?t=70584) and it was not fun. First of all I didn't understand anything, and second, all the practical solutions proposed there only seemed to aggravate my problem.

Is there any working, simple formula for this? Just for land going into sea and making certain coasts look square.

BTW, it's not only MM map. I've observing this problem in EB map too.

Charge
11-23-2007, 18:00
Hmm..If that thread didn't helped you, don't know what else can..
Maybe because
First of all I didn't understand anything? :P

I have them around all map now, only in SW-NE directions, but I don't yet tried to fix them, it's needless right now.

Mad Hoplite
11-23-2007, 18:23
Hey Charge, thanks for answering.

Yeah, all those mathematic hand written formulas didn't help, lol.

Besides everybody there claimed to have found the solution only to stand in contradiction to each other. :inquisitive:

Drop me a message when you work in the problem. Mine is from SW to NE too.

Makanyane
11-23-2007, 18:58
LOL, I'm one of people contradicting others in that thread I think. I'd ignore most of the stuff about formulas and do it by trial and error, once you get a bit sorted out you should be able to do it quite quickly.

Most important thing is to be able to figure out where on heights map you are corresponding to map problem areas so you can find problem pixels.

If land is sticking into sea you need the sea which meets that pixel's corner on the diagonal to be a darker blue. If coastline land isn't very high then you don't need a very dark colour certainly no more than 0, 0, 245 max at rough guess.
I did curves and things on my map by just setting 0, 0, 200 at low opacity and keep altering the sea pixels along the coast, do a chunk, view it in game and then adjust.

If you're changing things and it isn't helping, check to make sure none of your land is 0,0,0, you can use that along coasts, but if you do and the land pixel behind it is high that sticks a triangle out into the sea, and you can't change what should be the corresponding sea pixel because the 0,0,0 land one is in the way.....

Mad Hoplite
11-23-2007, 20:25
Hehe, no Maka. The only fault I can find in your post (if any) it's that the jpg you posted has all the colors messed up precisely because it's an jpg so it's not of great help.

I'm gonna try your advice. :2thumbsup:

Red Spot
11-23-2007, 21:34
try setting the land at height 2 (RGB 2 2 2) or higher and than only beach at height 1 (RGB 1 1 1), worked for me ..


G

Mad Hoplite
11-25-2007, 02:57
Yes! :jumping:

Thank you everybody once again. 0, 0, 233 worked. Maybe a bit more may work too but I just wanted to be sure.

My problem was map_heights.hgt. Don't know why, because I was deleting everytime and generating a new one, but the .hgt file only made the problem worst.

After this there were still a few triangles showing here and there but your advice Red Spot worked like a charm.

Thanks Maka and RS! :thumbsup:

Red Spot
11-25-2007, 09:58
my entire map is made with height 2 as minimum, than in Photoshop I added a 1pixels edge of height 1 ....

took me a few "redo's" before I figured out that that prevented ugly corners sticking out into sea and ugly sea-corners sticking out into land, seemingly more things can have an effect though my entire sea is RGB 0 0 253

this is my small map heights (this map will be flipped over 3 times to create a double-simetrical map);
http://members.home.nl/redspot/temporary%20small%20heights.zip


G

Charge
11-25-2007, 16:40
Have tried all this, and coast was fixed pretty fast :grin:

only rivers in map_heights worrying me now..
https://img137.imageshack.us/img137/2107/rivjc5.jpg
it should be possible soon though...