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  1. #1
    Grand Dude Member Dead Moroz's Avatar
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    Default Re: Graphical glitches after editing the map

    Quote Originally Posted by tailkickusmaximus
    And yea.. you are going to have to go through each bug and attempt to find out what happened.
    The problem is that these bugs appears on places that have not even a pixel edited. And everything works great with default map_heights.tga.

  2. #2

    Default Re: Graphical glitches after editing the map

    Quote Originally Posted by Dead Moroz
    The problem is that these bugs appears on places that have not even a pixel edited. And everything works great with default map_heights.tga.
    You would be suprised what might have changed in just editing one side of the file.

    Find the area in question.. eydropper it to verify that it is a valid greyscale range in rgb (all three numbers the same)

    When in doubt.. zero to , 5, 5, 5 (I've found this height works well for transition from sea to coast)

  3. #3
    Modding Godfather Member Vercingetorix's Avatar
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    Default Re: Graphical glitches after editing the map

    If you guys need a program to convert map_heights.tga to map_heights.hgt I could probably wip one up.
    I have found God.

  4. #4
    Grand Dude Member Dead Moroz's Avatar
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    Default Re: Graphical glitches after editing the map

    Quote Originally Posted by Vercingetorix
    If you guys need a program to convert map_heights.tga to map_heights.hgt I could probably wip one up.
    Thank you!

    But what is the role of map_heights.hgt? I noticed that the map can be generated and work well without this file.

  5. #5
    Modding Godfather Member Vercingetorix's Avatar
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    Default Re: Graphical glitches after editing the map

    The map_heights.hgt is simply the heights of all the vertices. My understanding is the map is made up of tiles (I haven't really looked much into it but that's how most maps are). The dimension of the map is 255x156. Each tile subdivided you get 511x313 vertices. Hence the size of the map_heights.tga; 1 pixel per vertex. The hgt file takes all the info in desc_terrain and the map_heights.tga and turns it into an easy binary format. If however the hgt file is not needed I would guess it's just used for quicker loading purposes, and creating one would be unnessercery.
    I have found God.

  6. #6

    Default Re: Graphical glitches after editing the map

    Heights is for the campaign maps
    roughness is the visual representation of heights for the battlemaps

    Do a test to see, level off roughness and shrink the distance between min and max in the descr_terrain.txt to something like between -1k to 1k.

    Load up the map and you'll see that the campaign, now battle in an area that would have hilly or mountains in the campaign map and when the battle loads, you'll notice it's mostly flat.

    You roughness should closely match your heights file, and each one is neede otherwise you can get CTDs and hangs when coming out of battlemodes.

    This honestly does not rear it's head in the given campaign map, but really comes to light when creating a map from scratch.

    The current 80 by 80 map I have works like a champ 100% of the time now once I realized that.

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