bob the big blob of goo
New member
@Madmole @Gazz
Custom Maps
Ok, I finally got my height map working as a TGA from Photoshop. Now, how do I get the height map in and then have the random gen use that as the base to finish calculating where to drop the water, roads and POIs?
Using my height map to replace the terrain for a newly generated world gave some very funky results. The POIs, water and spawn points screwed up, as I expected, since they have elevation in their node definitions.
I am really liking the terrain control and the biome map worked fine. I was able to paint the zones the way I wanted to match the terrain layout. Next is to play with the radiation mapping and see if I can make a town radiated as if it had been bombed.
Note: I used a terrain generator that output a grayscale PNG. When I converted it to 8-bit RGBA in Photoshop, I had to add an Alpha 1 channel, fill it with white. Then when I saved it out as a TGA with Alpha channels enabled Photoshop asked me the bit depth and I set it to 32-bit/pixel.
Custom Maps
Ok, I finally got my height map working as a TGA from Photoshop. Now, how do I get the height map in and then have the random gen use that as the base to finish calculating where to drop the water, roads and POIs?
Using my height map to replace the terrain for a newly generated world gave some very funky results. The POIs, water and spawn points screwed up, as I expected, since they have elevation in their node definitions.
I am really liking the terrain control and the biome map worked fine. I was able to paint the zones the way I wanted to match the terrain layout. Next is to play with the radiation mapping and see if I can make a town radiated as if it had been bombed.
Note: I used a terrain generator that output a grayscale PNG. When I converted it to 8-bit RGBA in Photoshop, I had to add an Alpha 1 channel, fill it with white. Then when I saved it out as a TGA with Alpha channels enabled Photoshop asked me the bit depth and I set it to 32-bit/pixel.
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