4sheetzngeegles
Well-known member
First thank you two for any advice you can give, and second I apologize in advance for the long read
It's the only way I know how to explain it.
When I am using Nitrogen, there is a blue mask that can be set to stop
generation on a specific area, if it already has prefab.xml populated there.
It will only place pois on the uncovered area. The thing that happens is
when the height map is imported if the starting color is 60 height in 16 bit
grayscale, the resulting color will be 80 height plus. That results in where
the edge of the mask is off by a height variance of 20. So it makes the edge
a straight cliff.
The project is I want to have a navezgane random gen Hybrid. I exported
the navezgane grayscale level in photoshop. Then designed a surrounding
hand painted terrain. I zoomed in to pixle level, I think its 3200, adjusted
and blended, all the way around the area to get, usable slopes. So that
you can play both Nav and expand to the outer region that has different poi
placement rules. I added gradients, to create roads, leading in and out of
Navezgane valley. This made it so I could also adjust the splat map, for roads
to match.
When it is generated with including the mask to that only the out skirts gets new
pois placed, I would then copy the Navesgane prefablist into the finished prefab
list. The terrain is no longer matching at height on the border of the mask.
It has turned in to sheer drop cliffs.
Some of the poi terrain under the mask will also sometime shift so that Pois
are either on a raised platform, or a pit. Personally I get around that by the
hand painted gradients of the roads. But all of the terrain textures, except for
the Desert wall ruin the visual, because they are not seamless and are squares
with an x in the middle. So progressively as I got better with the PS tools I
learned to make my maps, have a low enough angle grade to not have that texture
show and it helps with travel.
To get it close I have to go from gen to play to PS edit constantly to get the
heights closer, be it colorburn, blur, brightness contrast etc.
I was just trying to find out if there is a way to stop the import from adding
contrast to the imported HeightMap. Because it it would save me tons of time and
allow me to make truly usable Hybrid maps.
On the other side, If I just make a 3d map, the poi grouping that Nitogen does
is perfect for me. The map I posted, was strictly designed for, foot and bicycle
only. It looks flat but it isn't.
It's the only way I know how to explain it.
When I am using Nitrogen, there is a blue mask that can be set to stop
generation on a specific area, if it already has prefab.xml populated there.
It will only place pois on the uncovered area. The thing that happens is
when the height map is imported if the starting color is 60 height in 16 bit
grayscale, the resulting color will be 80 height plus. That results in where
the edge of the mask is off by a height variance of 20. So it makes the edge
a straight cliff.
The project is I want to have a navezgane random gen Hybrid. I exported
the navezgane grayscale level in photoshop. Then designed a surrounding
hand painted terrain. I zoomed in to pixle level, I think its 3200, adjusted
and blended, all the way around the area to get, usable slopes. So that
you can play both Nav and expand to the outer region that has different poi
placement rules. I added gradients, to create roads, leading in and out of
Navezgane valley. This made it so I could also adjust the splat map, for roads
to match.
When it is generated with including the mask to that only the out skirts gets new
pois placed, I would then copy the Navesgane prefablist into the finished prefab
list. The terrain is no longer matching at height on the border of the mask.
It has turned in to sheer drop cliffs.
Some of the poi terrain under the mask will also sometime shift so that Pois
are either on a raised platform, or a pit. Personally I get around that by the
hand painted gradients of the roads. But all of the terrain textures, except for
the Desert wall ruin the visual, because they are not seamless and are squares
with an x in the middle. So progressively as I got better with the PS tools I
learned to make my maps, have a low enough angle grade to not have that texture
show and it helps with travel.
To get it close I have to go from gen to play to PS edit constantly to get the
heights closer, be it colorburn, blur, brightness contrast etc.
I was just trying to find out if there is a way to stop the import from adding
contrast to the imported HeightMap. Because it it would save me tons of time and
allow me to make truly usable Hybrid maps.
On the other side, If I just make a 3d map, the poi grouping that Nitogen does
is perfect for me. The map I posted, was strictly designed for, foot and bicycle
only. It looks flat but it isn't.
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