Posted: 16th Jun 2007 8:45
Hello all,
I've been experimenting with advanced terrains, but it seems that no matter what size heightmap image I use, it just repeats it four times. How do I make an advanced terrain without repeating the heightmap? I played with scale, but that only seems to adjust the overall height. I do not want my heightmap to repeat(tile).
Posted: 16th Jun 2007 9:26
What are you using to make it? Post one up, it might be the texture; that sounds weird to me, I've been able to suss it out using TextureMaker3 and satellite imagery.

Try this one...it is the Brest Fortress. It has a riverbed, and an island, its a little rough, but no tiling.

Another thing occurs to me. The detail map is the one that tiles. Perhaps they need to be the same dimension; or a specific ratio?
Posted: 16th Jun 2007 10:10
ok. Here is the image I'm using. One thing different than yours,this is a 512x512 image. I was just experimanting to see if I could do roads with it. Here is also a screenshot of the results, no detail textures applied. Oh, and you have to scale it or else it just looks way wrong.
Posted: 16th Jun 2007 10:10
my image map, sorry.
I just made an 8 bit grayscale image in Photoshop.
Posted: 16th Jun 2007 10:14
Nah, I understood that, mine, too! Here is the function that I use:

+ Code Snippet
function jzMakeAdvancedTerrain(mediadir as string, heightmap as string, ...
                               texture as string, detail as string, ...
                               skybox as string)
    savedir as string
    skyboxobj as integer

    if mediadir <> NULLSTR
        savedir = get dir$()
        cd mediadir
    else
       savedir = NULLSTR
    endif
    if image exist(1) = 1 then delete image 1
    if image exist(2) = 1 then delete image 2
    load image texture, 1
    load image detail, 2
    make object terrain 1
    set terrain heightmap 1, heightmap
    set terrain scale 1, 4, 0.5, 4
    set terrain tiling 1, 4
    set terrain split 1, 8
    set terrain light 1, 0.0, -64.0, 0.0, 1.0, 0.75, 0.75, 0.5
    set terrain texture 1, 1, 2
    build terrain 1
    skyboxobj = jzGetNextAvailableObjectID(1)
    load object skybox, skyboxobj
    set object light skyboxobj, 0
    set object texture skyboxobj, 1, 1
    position object skyboxobj, 0, 0, 0
    scale object skyboxobj, 5000, 5000, 5000
    if savedir <> NULLSTR
        cd savedir
    endif
endfunction


Lem'me see what happens in my code with that. The tiling and split are what determine the tiling.
Posted: 16th Jun 2007 10:31
This right here isn't tiling, it has something to do with the camera and scaling. The road looks okay just plugged directly into my code.
Posted: 16th Jun 2007 10:39
did you see my screen shot? I set everything same as your code, but it still draws 4 roads, when I hoped for only one. Only thing I haven't done is set a detail image. Maybe by default, without a detail, it auto tiles. I have an idea..
Thanks for your help!
Posted: 16th Jun 2007 10:44
Yes, I think that is the issue. Like I said, the tiling and such are referring to the detail map. The heightmap should work differently. Probably, DBPro thinks it is both heightmap, and detail map. Here is a grass/dirt mix.
Actually, it is more like sandstone.
Posted: 16th Jun 2007 10:52
np, I like the AT alot, its pretty decent despite people's objections. It does what I need, and I'm not that smart!

btw, I lived in Adelanto/Victorville many years ago when George AFB was still there. Great place!
Posted: 16th Jun 2007 10:59
too darn hot here right now!(105!) I must be too tired to figure this out, I'm sure it's something simple. I'll keep at it, but I gotta get some sleep. Thanks for the peek at your code, it helps.
Posted: 16th Jun 2007 11:04
Just turn on the swamp cooler! Those things are the bomb!
Okay, look with fresh eyes tomorrow. That road is tall, but...my girl can climb anything.
Cheers.
Posted: 16th Jun 2007 11:18
AT heightmaps should be 24 bit true color grayscale or they will act weird at times.
Try to increase the color depth of your heigtmap.