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Importing real / 2D image heightmap Data into an adt

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Steff:
Because there are many tools that generate grayscale to import and export. Also you can import existing maps into noggit. And i think that i can creat in photoshp the basic modeling much faster then inside of noggit.

schlumpf:

--- Quote from: "tyler durtan" ---Well before trying to do this in three dimensions I think it's easier to use a 2d or data oriented approach in place especially as the data is only one dimension
--- End quote ---

2D + 1D is 3D.

I BET that when doing a heightmap in two dimensions, you _will_ fuck up with the actual heights. It will be streched / not usable at all without a LOT of editing, when doing it in Photoshop.

Yes, there are tools like Terragen. Such terrain wont look good in WoW though anyway. But well, if you two really want to waste time for something like this..

And btw: Where exactly is the hard thing here to implement? Interpolation for the 8x8 grid? Everything else should be pure copying from the image data.

Guest:
well sweetpea most heightmaps are in greyscale which only gives you 256 colours and still only 65536 if you use alpha too, I'm not sure what the maximum value wow can use is so i'm looking through every adt in every version of wow so i don't have to re-write everything like... oh yeah noggit!

Steff:
My problem is not noggit but devil :) Cant write 16bit images. Hope the developer will answer. The rest is almost done.

schlumpf:
The main problem is that you are converting values from 0 to 2^n with the representation of a color being these

to heights between -afewthousand to afewthousand.

The problem is not only finding a good factor to translate between the ranges but also, that in the end you will have to work with minimal different tones of grey to represent different heights. Do you see any difference between the first 16 entries in the picture above? You're awesome then or your monitor is calibrated really bad.

the human brain can't translate these colors to a height. It just can't. You will always see different tones of grey making shaping any terrain at all fucking hard.

Extending the range to 2^16 colors helps finding better translation factors and lets you define different heights better. But how many different shades of grey can you tell apart? 500? Your're good. Very good. (http://wiki.answers.com/Q/How_many_diff ... an_eye_see)

On the other hand, you wont ever have 0 and 2^n in the same image at any time. You will have colors ranging between 2^m and 2^(m+0.5) for example. especially, when having 2^16 colors possible.

You know why heightmap generation applications work? Because they abstract the data from the image. They will give you a 3d representation, augment the image with a direct color -> height association nearby, mark water height or color the image depending on the height in more than grey.

Predesigning an heightmap in photoshop on a 16 bit grey image?

Ahahahahahahahahahahahahahahhahahahahahahahahaha, no.

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