Page 1 of 2

Posted: Fri Feb 24, 2006 8:23 am
by Soulytfs_1
If u take a map like shiver, and you export all the maps...
Color,Displacement,Reflection,shadow,terrain and water level(hehe not that shiver has any water)

Go to new mesh and use the color map u exported out of shiver then import all of them back...
Q1. is there a manner in witch they sould be imported
(i have tryed it in difrent ways,mb not the right way)

Q2. If not realy, that what the map looks like is some what simelir but all over the map there is humps and hills with big spikes and so on...is it seppose to look the same as the Org after u imported all.

Soz if i dont make sence ill try to explain more if u dont get me. :roll:

Posted: Sun Feb 26, 2006 5:54 am
by haravikk
When you export the displacement map, you need to first set the displacement range.
Maps >> Displacement Map >> Edit Range
This allows you to choose the maximum and minimum height of your map. Now, this is going to involve trying to figure out the minimum and maximum heights used in the map, I'd recommend roughly finding the lowest point of the map, and subtract 4 from it, then find what you think is the heighest point and add 4 to it. This should hopefully stop things being cut off or otherwise going quirky.

When you add the displacement map to your new map, just make sure to enter the same numbers in for the range as you did before exporting it.

For your first question, it shouldn't really matter what order you re-import the different image maps, as they all do different things.

Posted: Sun Feb 26, 2006 8:29 am
by ozone
yah vikk is right...

the default settings in loathing are -3/3 for displacement. This means if you export a displacement map with these settings anythign on the mesh lower then -3 will turn into 100% black and anything higher then 3 on your map will turn into 100% white. This will cause problems when you go to import this even if you use the same -3/3 settings. You want to make sure your settings are larger then the meshes min and max hieghts are. I found by using -10/10 when exporting and importing works in most cases. Not many (if any) maps have heights out of this range.

Now..lets say you wanted to lower a mesh by 2. What you would do is export a dis map with -10/10 as the setting. Now when you go to import it change the settings to -12/8 this should lower your mesh by 2.

Now...another problem you may encounter with displacement maps is if there are models on your map that replace the mesh(these are models that leave "holes" in the mesh). When you export these displacement maps youll notice black squares where those models were. Well when you import the dis map these "holes" wont be holes anymore they will be low spots and will make it hard to put the same models in the same places. There are ways to deal with this tho and Ill share one of them with you. Before you export your displacement map make a copy of the mesh and remove all the models from the copy...now recompute the LOD (under mesh) and then export. This will give you a clean dismap without any model "holes" on it. So when you import it you can easily replace your models on the new mesh...




Edited By ozone on 1140960629

Posted: Sun Feb 26, 2006 10:07 am
by William Wallet
"This means if you export a displacement map with these settings anythign on the mesh lower then -3 will turn into 100% black and anything higher then 3 on your map will turn into 100% white."

It's interesting you should say that. Whenever I do this, it winds up perfectly black whether it's lower than -3 or above +3.

Posted: Sun Feb 26, 2006 10:28 am
by ozone
Yes...sorry you are right...when you "clip" the maximum (go above it) it does turn 100% black. I just havent had this problem in a long time ever since I started using -10/10 so I forgot about that aspect...

Posted: Sun Feb 26, 2006 4:36 pm
by Soulytfs_1
Thx looks like it was the models that was buggen my map out.
New Q3. How do u get a bridge back to fit 100% with no blobs and wall towers that u have to full the top... like Trow1 map from tfl(Rhi anon) that wall pole with no blobs.
THx for the advice it helped.

Posted: Mon Feb 27, 2006 7:54 am
by ChrisP
Souly, I don't mean to be rude, but it would be helpful if you made an effort to write in proper English. Your technical questions can take a lot of time to answer, yet people are being kind enough to take an extra moment to respond as clearly as possible. Finally, these people spent days, months or even years to learn what they're teaching you.

No one wants to spend an extra ten minutes deciphering your chicken scratch.

Posted: Mon Feb 27, 2006 10:43 am
by Eddaweaver
How well do you speak his Zuid Afrikan language?:)

Posted: Mon Feb 27, 2006 1:10 pm
by Soulytfs_1
OK. Thank you all for your help, don't mean to write so badly, will take that in consideration ChrisP sins I'm making my own map and its not really that easy.Respect!

I got right by my self with Question3 took some time but its dun.

Next Question: What should the size and file type be for my overhead map and will it save it as "X"-the file name?

Posted: Mon Feb 27, 2006 5:07 pm
by ChrisP
Eddaweaver wrote:How well do you speak his Zuid Afrikan language?:)

Obviously, Souly is perfectly capable of communicating well. It's not how well he can write English that's annoying; it's the abbreviations like "New Q3" and "THx" and "u". Those sort of things are okay, I guess, in live chat and if you're a slow typer, but he'd be taken more seriously here if he took the time to type out the words he knows how to spell.

Souly, I know making maps isn't easy. :) I wasn't trying to disrespect you, and frankly, my own spelling and grammer isn't good enough to make fun of others. However, the more effort you put into communicating well, the more respect you will get, no matter where you go.

As for your overhead map, from what I remember off hand of my own methods, take your color map file (which should be a bitmap), shrink it to around 128 pixels by whatever the proportions dictate and save as "Souly's overhead map" or whatever. Save the color index file as well.

Hold shift down while opening Fear. Duplicate and rename any overhead map collection.

Take your new collection and open it with Tahoe. Select the old picture, import your new bitmap and color index. Save.

Drop it in your local collections folder and connect to it in the Mesh tag.

Experiment with the size; it can be smaller or larger than 128 pixels to a side and keep in mind that it will appear smaller or larger in-game depending upon the resolution you play at.

Posted: Mon Feb 27, 2006 5:25 pm
by vinylrake
Soulytfs_1 wrote:Next Question: What should the size and file type be for my overhead map and will it save it as "X"-the file name?

The most common size for an overhead map is 128pixels x 128 pixels, but that's not required.

Perhaps some of your questions might be answered by a Mapmaking tutorial like:

Cydonian's Mapmaking Tutorial
or
Heal with Steel's mapmaking for Newbies Tutorial

Both of these are _excellent_ resources which should answer most of your questions.

There are many more mapmaking tutorials at the graveyard but I think these are two of the best comprehensive mapmaking guides.

Posted: Tue Feb 28, 2006 12:07 am
by Eddaweaver
I believe there is a map making manual in html form on the Myth II CD too.

Posted: Tue Feb 28, 2006 12:23 am
by Pyro
Eddaweaver wrote:I believe there is a map making manual in html form on the Myth II CD too.
Or better yet download a more updated version of those documents that come in the cd.

Right here.

Posted: Tue Feb 28, 2006 6:00 am
by Soulytfs_1
Hehe i got my overhead map in ,buti only see the half of my map if i make it 128wight by 402 Hight and 128x128 the right side doesnt show nor the bottem half, i have read in the tutorial's that there is a way to make it a scroll map,but how because they dont say how!?
My color map is 1792x 5632...

Thank you for the Cool help, realy realy love it!

Posted: Tue Feb 28, 2006 8:02 am
by ChrisP
Umm... far as I know, 5632 is way too wide for a map. For really big maps, I've only seen 2304 x 2560, 2048 x 2816, and 1024 x 3072 work. But maybe I'm wrong about this since it sounds like you're getting it to load in both Loathing and Myth.

For the overhead, maybe try 112 x 352 or 56 x 176.